texoffset implementation
Related deqp tests:
textureoffset
textureprojoffset
texturelodoffset
textureprojlodoffset
texturegradoffset
textureprojgradoffset
Change-Id: Id83abe3f24ec789345a9ce7dcf6e146e2410da3b
Reviewed-on: https://swiftshader-review.googlesource.com/5451
Reviewed-by: Nicolas Capens <capn@google.com>
Tested-by: Nicolas Capens <capn@google.com>
diff --git a/src/Shader/VertexProgram.cpp b/src/Shader/VertexProgram.cpp
index 111abe2..7d3a9e4 100644
--- a/src/Shader/VertexProgram.cpp
+++ b/src/Shader/VertexProgram.cpp
@@ -322,7 +322,7 @@
case Shader::OPCODE_NE: notEqual(d, s0, s1); break;
case Shader::OPCODE_TEXLDL: TEXLDL(d, s0, src1); break;
case Shader::OPCODE_TEX: TEX(d, s0, src1); break;
- case Shader::OPCODE_TEXOFFSET: TEXOFFSET(d, s0, src1, s2, s3); break;
+ case Shader::OPCODE_TEXOFFSET: TEXOFFSET(d, s0, src1, s2); break;
case Shader::OPCODE_TEXLDLOFFSET: TEXLDL(d, s0, src1, s2); break;
case Shader::OPCODE_TEXELFETCH: TEXELFETCH(d, s0, src1, s2); break;
case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCH(d, s0, src1, s2, s3); break;
@@ -1533,23 +1533,24 @@
void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1)
{
- sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, a0, a0, Lod);
+ sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, a0, a0, src0, Lod, false);
}
void VertexProgram::TEX(Vector4f &dst, Vector4f &src0, const Src &src1)
{
Float4 lod0 = Float4(0.0f);
- sampleTexture(dst, src1, src0.x, src0.y, src0.z, lod0, a0, a0, Lod);
+ sampleTexture(dst, src1, src0.x, src0.y, src0.z, lod0, a0, a0, src0, Lod, false);
}
- void VertexProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
+ void VertexProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2)
{
- UNIMPLEMENTED();
+ Float4 lod0 = Float4(0.0f);
+ sampleTexture(dst, src1, src0.x, src0.y, src0.z, lod0, a0, a0, src2, Lod, true);
}
- void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src, const Src&, Vector4f &offset)
+ void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src, const Src& src1, Vector4f &offset)
{
- UNIMPLEMENTED();
+ sampleTexture(dst, src1, src.x, src.y, src.z, src.w, a0, a0, offset, Lod, true);
}
void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2)
@@ -1565,12 +1566,13 @@
void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
{
Float4 lod0 = Float4(0.0f);
- sampleTexture(dst, src1, src0.x, src0.y, src0.z, lod0, src2, src3, Grad);
+ sampleTexture(dst, src1, src0.x, src0.y, src0.z, lod0, src2, src3, src0, Grad, false);
}
void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, Vector4f &offset)
{
- UNIMPLEMENTED();
+ Float4 lod0 = Float4(0.0f);
+ sampleTexture(dst, src1, src0.x, src0.y, src0.z, lod0, src2, src3, offset, Grad, true);
}
void VertexProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1)
@@ -1585,14 +1587,14 @@
}
}
- void VertexProgram::sampleTexture(Vector4f &c, const Src &s, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, SamplerMethod method)
+ void VertexProgram::sampleTexture(Vector4f &c, const Src &s, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerMethod method, bool hasOffset)
{
Vector4f tmp;
if(s.type == Shader::PARAMETER_SAMPLER && s.rel.type == Shader::PARAMETER_VOID)
{
Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[TEXTURE_IMAGE_UNITS]) + s.index * sizeof(Texture);
- sampler[s.index]->sampleTexture(texture, tmp, u, v, w, q, dsx, dsy, method);
+ sampler[s.index]->sampleTexture(texture, tmp, u, v, w, q, dsx, dsy, offset, method, hasOffset);
}
else
{
@@ -1605,7 +1607,7 @@
If(index == i)
{
Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[TEXTURE_IMAGE_UNITS]) + i * sizeof(Texture);
- sampler[i]->sampleTexture(texture, tmp, u, v, w, q, dsx, dsy, method);
+ sampler[i]->sampleTexture(texture, tmp, u, v, w, q, dsx, dsy, offset, method, hasOffset);
// FIXME: When the sampler states are the same, we could use one sampler and just index the texture
}
}