| // Copyright 2016 The SwiftShader Authors. All Rights Reserved. |
| // |
| // Licensed under the Apache License, Version 2.0 (the "License"); |
| // you may not use this file except in compliance with the License. |
| // You may obtain a copy of the License at |
| // |
| // http://www.apache.org/licenses/LICENSE-2.0 |
| // |
| // Unless required by applicable law or agreed to in writing, software |
| // distributed under the License is distributed on an "AS IS" BASIS, |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| // See the License for the specific language governing permissions and |
| // limitations under the License. |
| |
| #ifndef sw_SamplerCore_hpp |
| #define sw_SamplerCore_hpp |
| |
| #include "ShaderCore.hpp" |
| #include "Device/Sampler.hpp" |
| #include "Reactor/Print.hpp" |
| #include "Reactor/Reactor.hpp" |
| |
| namespace sw { |
| |
| using namespace rr; |
| |
| enum SamplerMethod : uint32_t |
| { |
| Implicit, // Compute gradients (pixel shader only). |
| Bias, // Compute gradients and add provided bias. |
| Lod, // Use provided LOD. |
| Grad, // Use provided gradients. |
| Fetch, // Use provided integer coordinates. |
| Base, // Sample base level. |
| Query, // Return implicit LOD. |
| Gather, // Return one channel of each texel in footprint. |
| SAMPLER_METHOD_LAST = Gather, |
| }; |
| |
| // TODO(b/129523279): Eliminate and use SpirvShader::ImageInstruction instead. |
| struct SamplerFunction |
| { |
| SamplerFunction(SamplerMethod method, bool offset = false, bool sample = false) |
| : method(method) |
| , offset(offset) |
| , sample(sample) |
| {} |
| |
| operator SamplerMethod() { return method; } |
| |
| const SamplerMethod method; |
| const bool offset; |
| const bool sample; |
| }; |
| |
| class SamplerCore |
| { |
| public: |
| SamplerCore(Pointer<Byte> &constants, const Sampler &state); |
| |
| Vector4f sampleTexture(Pointer<Byte> &texture, Float4 uvw[4], Float4 &q, Float &&lodOrBias, Float4 &dsx, Float4 &dsy, Vector4f &offset, Int4 &sampleId, SamplerFunction function); |
| |
| private: |
| Short4 offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, int count, Float &lod); |
| Vector4s sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function); |
| Vector4s sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD, SamplerFunction function); |
| Vector4s sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, bool secondLOD, SamplerFunction function); |
| Vector4s sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, bool secondLOD, SamplerFunction function); |
| Vector4s sample3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, bool secondLOD, SamplerFunction function); |
| Vector4f sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function); |
| Vector4f sampleFloatAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD, SamplerFunction function); |
| Vector4f sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, bool secondLOD, SamplerFunction function); |
| Vector4f sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, bool secondLOD, SamplerFunction function); |
| Vector4f sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, bool secondLOD, SamplerFunction function); |
| Float log2sqrt(Float lod); |
| Float log2(Float lod); |
| void computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &u, Float4 &v, Float4 &dsx, Float4 &dsy, SamplerFunction function); |
| void computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, Float4 &dsx, Float4 &dsy, Float4 &M, SamplerFunction function); |
| void computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, Float4 &dsx, Float4 &dsy, SamplerFunction function); |
| Int4 cubeFace(Float4 &U, Float4 &V, Float4 &x, Float4 &y, Float4 &z, Float4 &M); |
| Short4 applyOffset(Short4 &uvw, Float4 &offset, const Int4 &whd, AddressingMode mode); |
| void computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, const Pointer<Byte> &mipmap, const Short4 &cubeArrayId, const Int4 &sampleId, SamplerFunction function); |
| void computeIndices(UInt index[4], Int4 uuuu, Int4 vvvv, Int4 wwww, Int4 valid, const Pointer<Byte> &mipmap, const Int4 &cubeArrayId, const Int4 &sampleId, SamplerFunction function); |
| Vector4s sampleTexel(Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, Pointer<Byte> &mipmap, const Short4 &cubeArrayId, const Int4 &sampleId, Pointer<Byte> buffer, SamplerFunction function); |
| Vector4s sampleTexel(UInt index[4], Pointer<Byte> buffer); |
| Vector4f sampleTexel(Int4 &u, Int4 &v, Int4 &s, Float4 &z, Pointer<Byte> &mipmap, const Int4 &cubeArrayId, const Int4 &sampleId, Pointer<Byte> buffer, SamplerFunction function); |
| Vector4f replaceBorderTexel(const Vector4f &c, Int4 valid); |
| void selectMipmap(const Pointer<Byte> &texture, Pointer<Byte> &mipmap, Pointer<Byte> &buffer, const Float &lod, bool secondLOD); |
| Short4 address(const Float4 &uw, AddressingMode addressingMode, Pointer<Byte> &mipmap); |
| void address(const Float4 &uw, Int4 &xyz0, Int4 &xyz1, Float4 &f, Pointer<Byte> &mipmap, Float4 &texOffset, Int4 &filter, int whd, AddressingMode addressingMode, SamplerFunction function); |
| Int4 computeFilterOffset(Float &lod); |
| |
| void convertSigned15(Float4 &cf, Short4 &ci); |
| void convertUnsigned16(Float4 &cf, Short4 &ci); |
| void sRGBtoLinearFF00(Short4 &c); |
| |
| bool hasFloatTexture() const; |
| bool hasUnnormalizedIntegerTexture() const; |
| bool hasUnsignedTextureComponent(int component) const; |
| int textureComponentCount() const; |
| bool hasThirdCoordinate() const; |
| bool has16bitPackedTextureFormat() const; |
| bool has8bitTextureComponents() const; |
| bool has16bitTextureComponents() const; |
| bool has32bitIntegerTextureComponents() const; |
| bool isYcbcrFormat() const; |
| bool isRGBComponent(int component) const; |
| bool borderModeActive() const; |
| bool isCube() const; |
| VkComponentSwizzle gatherSwizzle() const; |
| |
| Pointer<Byte> &constants; |
| const Sampler &state; |
| }; |
| |
| } // namespace sw |
| |
| #ifdef ENABLE_RR_PRINT |
| namespace rr { |
| |
| template<> |
| struct PrintValue::Ty<sw::SamplerFunction> |
| { |
| static std::string fmt(const sw::SamplerFunction &v) |
| { |
| return std::string("SamplerFunction[") + |
| "method: " + std::to_string(v.method) + |
| ", offset: " + std::to_string(v.offset) + |
| ", sample: " + std::to_string(v.sample) + |
| "]"; |
| } |
| |
| static std::vector<rr::Value *> val(const sw::SamplerFunction &v) { return {}; } |
| }; |
| |
| } // namespace rr |
| #endif // ENABLE_RR_PRINT |
| |
| #endif // sw_SamplerCore_hpp |