| // 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 "PixelRoutine.hpp" | 
 | #include "Reactor/Reactor.hpp" | 
 |  | 
 | namespace sw | 
 | { | 
 | 	enum SamplerMethod | 
 | 	{ | 
 | 		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. | 
 | 	}; | 
 |  | 
 | 	enum SamplerOption | 
 | 	{ | 
 | 		None, | 
 | 		Offset   // Offset sample location by provided integer coordinates. | 
 | 	}; | 
 |  | 
 | 	struct SamplerFunction | 
 | 	{ | 
 | 		SamplerFunction(SamplerMethod method, SamplerOption option = None) : method(method), option(option) {} | 
 | 		operator SamplerMethod() { return method; } | 
 |  | 
 | 		const SamplerMethod method; | 
 | 		const SamplerOption option; | 
 |  	}; | 
 |  | 
 | 	class SamplerCore | 
 | 	{ | 
 | 	public: | 
 | 		SamplerCore(Pointer<Byte> &constants, const Sampler::State &state); | 
 |  | 
 | 		Vector4s sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy); | 
 | 		Vector4f sampleTextureF(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function); | 
 | 		static Vector4f textureSize(Pointer<Byte> &mipmap, Float4 &lod); | 
 |  | 
 | 	private: | 
 | 		Vector4s sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function, bool fixed12); | 
 |  | 
 | 		void border(Short4 &mask, Float4 &coordinates); | 
 | 		void border(Int4 &mask, Float4 &coordinates); | 
 | 		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, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerFunction function); | 
 | 		Vector4s sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerFunction function); | 
 | 		Vector4s sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function); | 
 | 		Vector4s sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function); | 
 | 		Vector4s sample3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function); | 
 | 		Vector4f sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerFunction function); | 
 | 		Vector4f sampleFloatAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerFunction function); | 
 | 		Vector4f sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function); | 
 | 		Vector4f sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function); | 
 | 		Vector4f sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, 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, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerFunction function); | 
 | 		void computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, Float4 &M, SamplerFunction function); | 
 | 		void computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerFunction function); | 
 | 		void cubeFace(Int face[4], 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, SamplerFunction function); | 
 | 		void computeIndices(UInt index[4], Int4& uuuu, Int4& vvvv, Int4& wwww, const Pointer<Byte> &mipmap, SamplerFunction function); | 
 | 		Vector4s sampleTexel(Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function); | 
 | 		Vector4s sampleTexel(UInt index[4], Pointer<Byte> buffer[4]); | 
 | 		Vector4f sampleTexel(Int4 &u, Int4 &v, Int4 &s, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function); | 
 | 		void selectMipmap(Pointer<Byte> &texture, Pointer<Byte> buffer[4], Pointer<Byte> &mipmap, Float &lod, Int face[4], bool secondLOD); | 
 | 		Short4 address(Float4 &uw, AddressingMode addressingMode, Pointer<Byte>& mipmap); | 
 | 		void address(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 convertFixed12(Short4 &ci, Float4 &cf); | 
 | 		void convertFixed12(Vector4s &cs, Vector4f &cf); | 
 | 		void convertSigned12(Float4 &cf, Short4 &ci); | 
 | 		void convertSigned15(Float4 &cf, Short4 &ci); | 
 | 		void convertUnsigned16(Float4 &cf, Short4 &ci); | 
 | 		void sRGBtoLinear16_8_16(Short4 &c); | 
 | 		void sRGBtoLinear16_6_16(Short4 &c); | 
 | 		void sRGBtoLinear16_5_16(Short4 &c); | 
 |  | 
 | 		bool hasFloatTexture() const; | 
 | 		bool hasUnnormalizedIntegerTexture() const; | 
 | 		bool hasUnsignedTextureComponent(int component) const; | 
 | 		int textureComponentCount() const; | 
 | 		bool hasThirdCoordinate() const; | 
 | 		bool has16bitTextureFormat() const; | 
 | 		bool has8bitTextureComponents() const; | 
 | 		bool has16bitTextureComponents() const; | 
 | 		bool has32bitIntegerTextureComponents() const; | 
 | 		bool hasYuvFormat() const; | 
 | 		bool isRGBComponent(int component) const; | 
 |  | 
 | 		Pointer<Byte> &constants; | 
 | 		const Sampler::State &state; | 
 | 	}; | 
 | } | 
 |  | 
 | #endif   // sw_SamplerCore_hpp |