texelFetch implementation
Passes all texelFetch and texelFetchOffset tests in dEQP.
Change-Id: Ic212d326d1c062f1947696e6963fef300b7737f1
Reviewed-on: https://swiftshader-review.googlesource.com/5512
Tested-by: Meng-Lin Wu <marleymoo@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
diff --git a/src/Shader/SamplerCore.cpp b/src/Shader/SamplerCore.cpp
index 9e2179b..e2ca316 100644
--- a/src/Shader/SamplerCore.cpp
+++ b/src/Shader/SamplerCore.cpp
@@ -54,12 +54,12 @@
{
}
- void SamplerCore::sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, SamplerMethod method)
+ void SamplerCore::sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy)
{
- sampleTexture(texture, c, u, v, w, q, dsx, dsy, dsx, false, method, true);
+ sampleTexture(texture, c, u, v, w, q, dsx, dsy, dsx, None, Implicit, true);
}
- void SamplerCore::sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, bool hasOffset, SamplerMethod method, bool fixed12)
+ void SamplerCore::sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, unsigned int options, SamplerMethod method, bool fixed12)
{
#if PERF_PROFILE
AddAtomic(Pointer<Long>(&profiler.texOperations), 4);
@@ -124,13 +124,13 @@
if(!hasFloatTexture())
{
- sampleFilter(texture, c, uuuu, vvvv, wwww, offset, hasOffset, lod, anisotropy, uDelta, vDelta, face, method);
+ sampleFilter(texture, c, uuuu, vvvv, wwww, offset, lod, anisotropy, uDelta, vDelta, face, options, method);
}
else
{
Vector4f cf;
- sampleFloatFilter(texture, cf, uuuu, vvvv, wwww, offset, hasOffset, lod, anisotropy, uDelta, vDelta, face, method);
+ sampleFloatFilter(texture, cf, uuuu, vvvv, wwww, offset, lod, anisotropy, uDelta, vDelta, face, options, method);
convertFixed12(c, cf);
}
@@ -293,7 +293,7 @@
}
}
- void SamplerCore::sampleTexture(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerMethod method, bool hasOffset)
+ void SamplerCore::sampleTexture(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, unsigned int options, SamplerMethod method)
{
#if PERF_PROFILE
AddAtomic(Pointer<Long>(&profiler.texOperations), 4);
@@ -350,13 +350,13 @@
computeLod3D(texture, lod, uuuu, vvvv, wwww, q.x, dsx, dsy, method);
}
- sampleFloatFilter(texture, c, uuuu, vvvv, wwww, offset, hasOffset, lod, anisotropy, uDelta, vDelta, face, method);
+ sampleFloatFilter(texture, c, uuuu, vvvv, wwww, offset, lod, anisotropy, uDelta, vDelta, face, options, method);
}
else
{
Vector4s cs;
- sampleTexture(texture, cs, u, v, w, q, dsx, dsy, offset, hasOffset, method, false);
+ sampleTexture(texture, cs, u, v, w, q, dsx, dsy, offset, options, method, false);
for(int component = 0; component < textureComponentCount(); component++)
{
@@ -609,15 +609,20 @@
return uvw;
}
- void SamplerCore::sampleFilter(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerMethod method)
+ void SamplerCore::sampleFilter(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], unsigned int options, SamplerMethod method)
{
- sampleAniso(texture, c, u, v, w, offset, hasOffset, lod, anisotropy, uDelta, vDelta, face, false, method);
+ sampleAniso(texture, c, u, v, w, offset, lod, anisotropy, uDelta, vDelta, face, false, options, method);
+
+ if(options & Fetch)
+ {
+ return;
+ }
if(state.mipmapFilter > MIPMAP_POINT)
{
Vector4s cc;
- sampleAniso(texture, cc, u, v, w, offset, hasOffset, lod, anisotropy, uDelta, vDelta, face, true, method);
+ sampleAniso(texture, cc, u, v, w, offset, lod, anisotropy, uDelta, vDelta, face, true, options, method);
lod *= Float(1 << 16);
@@ -705,11 +710,11 @@
}
}
- void SamplerCore::sampleAniso(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerMethod method)
+ void SamplerCore::sampleAniso(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, unsigned int options, SamplerMethod method)
{
- if(state.textureFilter != FILTER_ANISOTROPIC || method == Lod)
+ if(state.textureFilter != FILTER_ANISOTROPIC || method == Lod || options & Fetch)
{
- sampleQuad(texture, c, u, v, w, offset, hasOffset, lod, face, secondLOD);
+ sampleQuad(texture, c, u, v, w, offset, lod, face, secondLOD, options);
}
else
{
@@ -740,7 +745,7 @@
Do
{
- sampleQuad(texture, c, u0, v0, w, offset, hasOffset, lod, face, secondLOD);
+ sampleQuad(texture, c, u0, v0, w, offset, lod, face, secondLOD, options);
u0 += du;
v0 += dv;
@@ -761,19 +766,19 @@
}
}
- void SamplerCore::sampleQuad(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, Int face[4], bool secondLOD)
+ void SamplerCore::sampleQuad(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, unsigned int options)
{
if(state.textureType != TEXTURE_3D)
{
- sampleQuad2D(texture, c, u, v, w, offset, hasOffset, lod, face, secondLOD);
+ sampleQuad2D(texture, c, u, v, w, offset, lod, face, secondLOD, options);
}
else
{
- sample3D(texture, c, u, v, w, offset, hasOffset, lod, secondLOD);
+ sample3D(texture, c, u, v, w, offset, lod, secondLOD, options);
}
}
- void SamplerCore::sampleQuad2D(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, Int face[4], bool secondLOD)
+ void SamplerCore::sampleQuad2D(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, unsigned int options)
{
int componentCount = textureComponentCount();
bool gather = state.textureFilter == FILTER_GATHER;
@@ -783,13 +788,15 @@
selectMipmap(texture, buffer, mipmap, lod, face, secondLOD);
- Short4 uuuu = address(u, state.addressingModeU, mipmap);
- Short4 vvvv = address(v, state.addressingModeV, mipmap);
- Short4 wwww = address(w, state.addressingModeW, mipmap);
+ bool texelFetch = (options & Fetch) != 0;
- if(state.textureFilter == FILTER_POINT)
+ Short4 uuuu = texelFetch ? Short4(As<Int4>(u)) : address(u, state.addressingModeU, mipmap);
+ Short4 vvvv = texelFetch ? Short4(As<Int4>(v)) : address(v, state.addressingModeV, mipmap);
+ Short4 wwww = texelFetch ? Short4(As<Int4>(w)) : address(w, state.addressingModeW, mipmap);
+
+ if(state.textureFilter == FILTER_POINT || texelFetch)
{
- sampleTexel(c, uuuu, vvvv, wwww, offset, hasOffset, mipmap, buffer);
+ sampleTexel(c, uuuu, vvvv, wwww, offset, mipmap, buffer, options);
}
else
{
@@ -803,10 +810,10 @@
Short4 uuuu1 = offsetSample(uuuu, mipmap, OFFSET(Mipmap,uHalf), state.addressingModeU == ADDRESSING_WRAP, gather ? 2 : +1, lod);
Short4 vvvv1 = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), state.addressingModeV == ADDRESSING_WRAP, gather ? 2 : +1, lod);
- sampleTexel(c0, uuuu0, vvvv0, wwww, offset, hasOffset, mipmap, buffer);
- sampleTexel(c1, uuuu1, vvvv0, wwww, offset, hasOffset, mipmap, buffer);
- sampleTexel(c2, uuuu0, vvvv1, wwww, offset, hasOffset, mipmap, buffer);
- sampleTexel(c3, uuuu1, vvvv1, wwww, offset, hasOffset, mipmap, buffer);
+ sampleTexel(c0, uuuu0, vvvv0, wwww, offset, mipmap, buffer, options);
+ sampleTexel(c1, uuuu1, vvvv0, wwww, offset, mipmap, buffer, options);
+ sampleTexel(c2, uuuu0, vvvv1, wwww, offset, mipmap, buffer, options);
+ sampleTexel(c3, uuuu1, vvvv1, wwww, offset, mipmap, buffer, options);
if(!gather) // Blend
{
@@ -978,7 +985,7 @@
}
}
- void SamplerCore::sample3D(Pointer<Byte> &texture, Vector4s &c_, Float4 &u_, Float4 &v_, Float4 &w_, Vector4f &offset, bool hasOffset, Float &lod, bool secondLOD)
+ void SamplerCore::sample3D(Pointer<Byte> &texture, Vector4s &c_, Float4 &u_, Float4 &v_, Float4 &w_, Vector4f &offset, Float &lod, bool secondLOD, unsigned int options)
{
int componentCount = textureComponentCount();
@@ -988,13 +995,15 @@
selectMipmap(texture, buffer, mipmap, lod, face, secondLOD);
- Short4 uuuu = address(u_, state.addressingModeU, mipmap);
- Short4 vvvv = address(v_, state.addressingModeV, mipmap);
- Short4 wwww = address(w_, state.addressingModeW, mipmap);
+ bool texelFetch = (options & Fetch) != 0;
- if(state.textureFilter == FILTER_POINT)
+ Short4 uuuu = texelFetch ? Short4(As<Int4>(u_)) : address(u_, state.addressingModeU, mipmap);
+ Short4 vvvv = texelFetch ? Short4(As<Int4>(v_)) : address(v_, state.addressingModeV, mipmap);
+ Short4 wwww = texelFetch ? Short4(As<Int4>(w_)) : address(w_, state.addressingModeW, mipmap);
+
+ if(state.textureFilter == FILTER_POINT || texelFetch)
{
- sampleTexel(c_, uuuu, vvvv, wwww, offset, hasOffset, mipmap, buffer);
+ sampleTexel(c_, uuuu, vvvv, wwww, offset, mipmap, buffer, options);
}
else
{
@@ -1078,7 +1087,7 @@
{
for(int k = 0; k < 2; k++)
{
- sampleTexel(c[i][j][k], u[i][j][k], v[i][j][k], s[i][j][k], offset, hasOffset, mipmap, buffer);
+ sampleTexel(c[i][j][k], u[i][j][k], v[i][j][k], s[i][j][k], offset, mipmap, buffer, options);
if(componentCount >= 1) { if(hasUnsignedTextureComponent(0)) c[i][j][k].x = MulHigh(As<UShort4>(c[i][j][k].x), f[1 - i][1 - j][1 - k]); else c[i][j][k].x = MulHigh(c[i][j][k].x, fs[1 - i][1 - j][1 - k]); }
if(componentCount >= 2) { if(hasUnsignedTextureComponent(1)) c[i][j][k].y = MulHigh(As<UShort4>(c[i][j][k].y), f[1 - i][1 - j][1 - k]); else c[i][j][k].y = MulHigh(c[i][j][k].y, fs[1 - i][1 - j][1 - k]); }
@@ -1109,15 +1118,20 @@
}
}
- void SamplerCore::sampleFloatFilter(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerMethod method)
+ void SamplerCore::sampleFloatFilter(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], unsigned int options, SamplerMethod method)
{
- sampleFloatAniso(texture, c, u, v, w, offset, hasOffset, lod, anisotropy, uDelta, vDelta, face, false, method);
+ sampleFloatAniso(texture, c, u, v, w, offset, lod, anisotropy, uDelta, vDelta, face, false, options, method);
+
+ if(options & Fetch)
+ {
+ return;
+ }
if(state.mipmapFilter > MIPMAP_POINT)
{
Vector4f cc;
- sampleFloatAniso(texture, cc, u, v, w, offset, hasOffset, lod, anisotropy, uDelta, vDelta, face, true, method);
+ sampleFloatAniso(texture, cc, u, v, w, offset, lod, anisotropy, uDelta, vDelta, face, true, options, method);
Float4 lod4 = Float4(Frac(lod));
@@ -1184,11 +1198,11 @@
}
}
- void SamplerCore::sampleFloatAniso(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerMethod method)
+ void SamplerCore::sampleFloatAniso(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, unsigned int options, SamplerMethod method)
{
- if(state.textureFilter != FILTER_ANISOTROPIC || method == Lod)
+ if (state.textureFilter != FILTER_ANISOTROPIC || method == Lod || options & Fetch)
{
- sampleFloat(texture, c, u, v, w, offset, hasOffset, lod, face, secondLOD);
+ sampleFloat(texture, c, u, v, w, offset, lod, face, secondLOD, options);
}
else
{
@@ -1217,7 +1231,7 @@
Do
{
- sampleFloat(texture, c, u0, v0, w, offset, hasOffset, lod, face, secondLOD);
+ sampleFloat(texture, c, u0, v0, w, offset, lod, face, secondLOD, options);
u0 += du;
v0 += dv;
@@ -1238,19 +1252,19 @@
}
}
- void SamplerCore::sampleFloat(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, Int face[4], bool secondLOD)
+ void SamplerCore::sampleFloat(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, unsigned int options)
{
if(state.textureType != TEXTURE_3D)
{
- sampleFloat2D(texture, c, u, v, w, offset, hasOffset, lod, face, secondLOD);
+ sampleFloat2D(texture, c, u, v, w, offset, lod, face, secondLOD, options);
}
else
{
- sampleFloat3D(texture, c, u, v, w, offset, hasOffset, lod, secondLOD);
+ sampleFloat3D(texture, c, u, v, w, offset, lod, secondLOD, options);
}
}
- void SamplerCore::sampleFloat2D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, Int face[4], bool secondLOD)
+ void SamplerCore::sampleFloat2D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, unsigned int options)
{
int componentCount = textureComponentCount();
bool gather = state.textureFilter == FILTER_GATHER;
@@ -1260,13 +1274,15 @@
selectMipmap(texture, buffer, mipmap, lod, face, secondLOD);
- Short4 uuuu = address(u, state.addressingModeU, mipmap);
- Short4 vvvv = address(v, state.addressingModeV, mipmap);
- Short4 wwww = address(w, state.addressingModeW, mipmap);
+ bool texelFetch = (options & Fetch) != 0;
- if(state.textureFilter == FILTER_POINT)
+ Short4 uuuu = texelFetch ? Short4(As<Int4>(u)) : address(u, state.addressingModeU, mipmap);
+ Short4 vvvv = texelFetch ? Short4(As<Int4>(v)) : address(v, state.addressingModeV, mipmap);
+ Short4 wwww = texelFetch ? Short4(As<Int4>(w)) : address(w, state.addressingModeW, mipmap);
+
+ if(state.textureFilter == FILTER_POINT || texelFetch)
{
- sampleTexel(c, uuuu, vvvv, wwww, offset, hasOffset, w, mipmap, buffer);
+ sampleTexel(c, uuuu, vvvv, wwww, offset, w, mipmap, buffer, options);
}
else
{
@@ -1280,10 +1296,10 @@
Short4 uuuu1 = offsetSample(uuuu, mipmap, OFFSET(Mipmap,uHalf), state.addressingModeU == ADDRESSING_WRAP, gather ? 2 : +1, lod);
Short4 vvvv1 = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), state.addressingModeV == ADDRESSING_WRAP, gather ? 2 : +1, lod);
- sampleTexel(c0, uuuu0, vvvv0, wwww, offset, hasOffset, w, mipmap, buffer);
- sampleTexel(c1, uuuu1, vvvv0, wwww, offset, hasOffset, w, mipmap, buffer);
- sampleTexel(c2, uuuu0, vvvv1, wwww, offset, hasOffset, w, mipmap, buffer);
- sampleTexel(c3, uuuu1, vvvv1, wwww, offset, hasOffset, w, mipmap, buffer);
+ sampleTexel(c0, uuuu0, vvvv0, wwww, offset, w, mipmap, buffer, options);
+ sampleTexel(c1, uuuu1, vvvv0, wwww, offset, w, mipmap, buffer, options);
+ sampleTexel(c2, uuuu0, vvvv1, wwww, offset, w, mipmap, buffer, options);
+ sampleTexel(c3, uuuu1, vvvv1, wwww, offset, w, mipmap, buffer, options);
if(!gather) // Blend
{
@@ -1316,7 +1332,7 @@
}
}
- void SamplerCore::sampleFloat3D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, bool secondLOD)
+ void SamplerCore::sampleFloat3D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, unsigned int options)
{
int componentCount = textureComponentCount();
@@ -1326,13 +1342,15 @@
selectMipmap(texture, buffer, mipmap, lod, face, secondLOD);
- Short4 uuuu = address(u, state.addressingModeU, mipmap);
- Short4 vvvv = address(v, state.addressingModeV, mipmap);
- Short4 wwww = address(w, state.addressingModeW, mipmap);
+ bool texelFetch = (options & Fetch) != 0;
- if(state.textureFilter == FILTER_POINT)
+ Short4 uuuu = texelFetch ? Short4(As<Int4>(u)) : address(u, state.addressingModeU, mipmap);
+ Short4 vvvv = texelFetch ? Short4(As<Int4>(v)) : address(v, state.addressingModeV, mipmap);
+ Short4 wwww = texelFetch ? Short4(As<Int4>(w)) : address(w, state.addressingModeW, mipmap);
+
+ if(state.textureFilter == FILTER_POINT || texelFetch)
{
- sampleTexel(c, uuuu, vvvv, wwww, offset, hasOffset, w, mipmap, buffer);
+ sampleTexel(c, uuuu, vvvv, wwww, offset, w, mipmap, buffer, options);
}
else
{
@@ -1352,14 +1370,14 @@
Short4 vvvv1 = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), state.addressingModeV == ADDRESSING_WRAP, +1, lod);
Short4 wwww1 = offsetSample(wwww, mipmap, OFFSET(Mipmap,wHalf), state.addressingModeW == ADDRESSING_WRAP, +1, lod);
- sampleTexel(c0, uuuu0, vvvv0, wwww0, offset, hasOffset, w, mipmap, buffer);
- sampleTexel(c1, uuuu1, vvvv0, wwww0, offset, hasOffset, w, mipmap, buffer);
- sampleTexel(c2, uuuu0, vvvv1, wwww0, offset, hasOffset, w, mipmap, buffer);
- sampleTexel(c3, uuuu1, vvvv1, wwww0, offset, hasOffset, w, mipmap, buffer);
- sampleTexel(c4, uuuu0, vvvv0, wwww1, offset, hasOffset, w, mipmap, buffer);
- sampleTexel(c5, uuuu1, vvvv0, wwww1, offset, hasOffset, w, mipmap, buffer);
- sampleTexel(c6, uuuu0, vvvv1, wwww1, offset, hasOffset, w, mipmap, buffer);
- sampleTexel(c7, uuuu1, vvvv1, wwww1, offset, hasOffset, w, mipmap, buffer);
+ sampleTexel(c0, uuuu0, vvvv0, wwww0, offset, w, mipmap, buffer, options);
+ sampleTexel(c1, uuuu1, vvvv0, wwww0, offset, w, mipmap, buffer, options);
+ sampleTexel(c2, uuuu0, vvvv1, wwww0, offset, w, mipmap, buffer, options);
+ sampleTexel(c3, uuuu1, vvvv1, wwww0, offset, w, mipmap, buffer, options);
+ sampleTexel(c4, uuuu0, vvvv0, wwww1, offset, w, mipmap, buffer, options);
+ sampleTexel(c5, uuuu1, vvvv0, wwww1, offset, w, mipmap, buffer, options);
+ sampleTexel(c6, uuuu0, vvvv1, wwww1, offset, w, mipmap, buffer, options);
+ sampleTexel(c7, uuuu1, vvvv1, wwww1, offset, w, mipmap, buffer, options);
// Fractions
Float4 fu = Frac(Float4(As<UShort4>(uuuu0)) * *Pointer<Float4>(mipmap + OFFSET(Mipmap,fWidth)));
@@ -1463,11 +1481,11 @@
}
else
{
- lod = lodBias + *Pointer<Float>(texture + OFFSET(Texture,LOD));
+ lod = lodBias + Float(*Pointer<Int>(texture + OFFSET(Texture,baseLevel)));
}
- lod = Max(lod, 0.0f);
- lod = Min(lod, Float(MIPMAP_LEVELS - 2)); // Trilinear accesses lod+1
+ lod = Max(lod, *Pointer<Float>(texture + OFFSET(Texture, minLod)));
+ lod = Min(lod, *Pointer<Float>(texture + OFFSET(Texture, maxLod)));
}
void SamplerCore::computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &s, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerMethod method)
@@ -1522,11 +1540,11 @@
}
else
{
- lod = lodBias + *Pointer<Float>(texture + OFFSET(Texture,LOD));
+ lod = lodBias + Float(*Pointer<Int>(texture + OFFSET(Texture,baseLevel)));
}
- lod = Max(lod, 0.0f);
- lod = Min(lod, Float(MIPMAP_LEVELS - 2)); // Trilinear accesses lod+1
+ lod = Max(lod, *Pointer<Float>(texture + OFFSET(Texture, minLod)));
+ lod = Min(lod, *Pointer<Float>(texture + OFFSET(Texture, maxLod)));
}
void SamplerCore::computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &uuuu, Float4 &vvvv, Float4 &wwww, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerMethod method)
@@ -1589,11 +1607,11 @@
}
else
{
- lod = lodBias + *Pointer<Float>(texture + OFFSET(Texture,LOD));
+ lod = lodBias + Float(*Pointer<Int>(texture + OFFSET(Texture,baseLevel)));
}
- lod = Max(lod, Float(0.0f)); // FIXME
- lod = Min(lod, Float(MIPMAP_LEVELS - 2)); // Trilinear accesses lod+1
+ lod = Max(lod, *Pointer<Float>(texture + OFFSET(Texture, minLod)));
+ lod = Min(lod, *Pointer<Float>(texture + OFFSET(Texture, maxLod)));
}
}
@@ -1657,7 +1675,7 @@
Int4 tmp = Int4(As<UShort4>(uvw));
tmp = tmp + As<Int4>(offset);
- switch(mode)
+ switch (mode)
{
case AddressingMode::ADDRESSING_WRAP:
tmp = (tmp + whd * Int4(-MIN_PROGRAM_TEXEL_OFFSET)) % whd;
@@ -1666,7 +1684,9 @@
case AddressingMode::ADDRESSING_MIRROR:
case AddressingMode::ADDRESSING_MIRRORONCE:
case AddressingMode::ADDRESSING_BORDER: // FIXME: Implement and test ADDRESSING_MIRROR, ADDRESSING_MIRRORONCE, ADDRESSING_BORDER
- tmp = Min(Max(tmp, Int4(0)), whd - Int4(1));
+ tmp = Min(Max(tmp, Int4(0)), whd - Int4(1));
+ break;
+ case ADDRESSING_TEXELFETCH:
break;
default:
ASSERT(false);
@@ -1675,29 +1695,40 @@
return As<Short4>(UShort4(tmp));
}
- void SamplerCore::computeIndices(Int index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, bool hasOffset, const Pointer<Byte> &mipmap)
+ void SamplerCore::computeIndices(Int index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, const Pointer<Byte> &mipmap, unsigned int options)
{
Short4 uuu2;
+ bool texelFetch = (options & Fetch) != 0;
+ bool hasOffset = (options & Offset) != 0;
+
if(!state.hasNPOTTexture && !hasFloatTexture() && !hasOffset)
{
- vvvv = As<UShort4>(vvvv) >> *Pointer<Long1>(mipmap + OFFSET(Mipmap,vFrac));
+ if(!texelFetch)
+ {
+ vvvv = As<UShort4>(vvvv) >> *Pointer<Long1>(mipmap + OFFSET(Mipmap, vFrac));
+ }
uuu2 = uuuu;
uuuu = As<Short4>(UnpackLow(uuuu, vvvv));
uuu2 = As<Short4>(UnpackHigh(uuu2, vvvv));
- uuuu = As<Short4>(As<UInt2>(uuuu) >> *Pointer<Long1>(mipmap + OFFSET(Mipmap,uFrac)));
- uuu2 = As<Short4>(As<UInt2>(uuu2) >> *Pointer<Long1>(mipmap + OFFSET(Mipmap,uFrac)));
+ if(!texelFetch)
+ {
+ uuuu = As<Short4>(As<UInt2>(uuuu) >> *Pointer<Long1>(mipmap + OFFSET(Mipmap, uFrac)));
+ uuu2 = As<Short4>(As<UInt2>(uuu2) >> *Pointer<Long1>(mipmap + OFFSET(Mipmap, uFrac)));
+ }
}
else
{
- uuuu = MulHigh(As<UShort4>(uuuu), *Pointer<UShort4>(mipmap + OFFSET(Mipmap,width)));
- vvvv = MulHigh(As<UShort4>(vvvv), *Pointer<UShort4>(mipmap + OFFSET(Mipmap,height)));
+ if(!texelFetch)
+ {
+ uuuu = MulHigh(As<UShort4>(uuuu), *Pointer<UShort4>(mipmap + OFFSET(Mipmap, width)));
+ vvvv = MulHigh(As<UShort4>(vvvv), *Pointer<UShort4>(mipmap + OFFSET(Mipmap, height)));
+ }
if(hasOffset)
{
- uuuu = applyOffset(uuuu, offset.x, Int4(*Pointer<UShort4>(mipmap + OFFSET(Mipmap, width))), state.addressingModeU);
- vvvv = applyOffset(vvvv, offset.y, Int4(*Pointer<UShort4>(mipmap + OFFSET(Mipmap, height))), state.addressingModeV);
+ uuuu = applyOffset(uuuu, offset.x, Int4(*Pointer<UShort4>(mipmap + OFFSET(Mipmap, width))), texelFetch ? ADDRESSING_TEXELFETCH : state.addressingModeU);
+ vvvv = applyOffset(vvvv, offset.y, Int4(*Pointer<UShort4>(mipmap + OFFSET(Mipmap, height))), texelFetch ? ADDRESSING_TEXELFETCH : state.addressingModeV);
}
-
uuu2 = uuuu;
uuuu = As<Short4>(UnpackLow(uuuu, vvvv));
uuu2 = As<Short4>(UnpackHigh(uuu2, vvvv));
@@ -1709,10 +1740,13 @@
{
if(state.textureType != TEXTURE_2D_ARRAY)
{
- wwww = MulHigh(As<UShort4>(wwww), *Pointer<UShort4>(mipmap + OFFSET(Mipmap, depth)));
+ if(!texelFetch)
+ {
+ wwww = MulHigh(As<UShort4>(wwww), *Pointer<UShort4>(mipmap + OFFSET(Mipmap, depth)));
+ }
if(hasOffset)
{
- wwww = applyOffset(wwww, offset.z, Int4(*Pointer<UShort4>(mipmap + OFFSET(Mipmap, depth))), state.addressingModeW);
+ wwww = applyOffset(wwww, offset.z, Int4(*Pointer<UShort4>(mipmap + OFFSET(Mipmap, depth))), texelFetch ? ADDRESSING_TEXELFETCH : state.addressingModeW);
}
}
Short4 www2 = wwww;
@@ -1728,13 +1762,29 @@
index[1] = Extract(As<Int2>(uuuu), 1);
index[2] = Extract(As<Int2>(uuu2), 0);
index[3] = Extract(As<Int2>(uuu2), 1);
+
+ if(texelFetch)
+ {
+ Int size = Int(*Pointer<Int>(mipmap + OFFSET(Mipmap, sliceP)));
+ if((state.textureType == TEXTURE_3D) || (state.textureType == TEXTURE_2D_ARRAY))
+ {
+ size *= Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, depth)));
+ }
+ Int min = Int(0);
+ Int max = size - Int(1);
+
+ for(int i = 0; i < 4; i++)
+ {
+ index[i] = Min(Max(index[i], min), max);
+ }
+ }
}
- void SamplerCore::sampleTexel(Vector4s &c, Short4 &uuuu, Short4 &vvvv, Short4 &wwww, Vector4f &offset, bool hasOffset, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4])
+ void SamplerCore::sampleTexel(Vector4s &c, Short4 &uuuu, Short4 &vvvv, Short4 &wwww, Vector4f &offset, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], unsigned int options)
{
Int index[4];
- computeIndices(index, uuuu, vvvv, wwww, offset, hasOffset, mipmap);
+ computeIndices(index, uuuu, vvvv, wwww, offset, mipmap, options);
int f0 = state.textureType == TEXTURE_CUBE ? 0 : 0;
int f1 = state.textureType == TEXTURE_CUBE ? 1 : 0;
@@ -1970,7 +2020,7 @@
c0 = c0 | (c1 << 8) | (c2 << 16) | (c3 << 24);
UShort4 Y = As<UShort4>(Unpack(As<Byte4>(c0)));
- computeIndices(index, uuuu, vvvv, wwww, offset, hasOffset, mipmap + sizeof(Mipmap));
+ computeIndices(index, uuuu, vvvv, wwww, offset, mipmap + sizeof(Mipmap), options);
c0 = Int(*Pointer<Byte>(buffer[1] + index[0]));
c1 = Int(*Pointer<Byte>(buffer[1] + index[1]));
c2 = Int(*Pointer<Byte>(buffer[1] + index[2]));
@@ -2007,11 +2057,11 @@
else ASSERT(false);
}
- void SamplerCore::sampleTexel(Vector4f &c, Short4 &uuuu, Short4 &vvvv, Short4 &wwww, Vector4f &offset, bool hasOffset, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4])
+ void SamplerCore::sampleTexel(Vector4f &c, Short4 &uuuu, Short4 &vvvv, Short4 &wwww, Vector4f &offset, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], unsigned int options)
{
Int index[4];
- computeIndices(index, uuuu, vvvv, wwww, offset, hasOffset, mipmap);
+ computeIndices(index, uuuu, vvvv, wwww, offset, mipmap, options);
int f0 = state.textureType == TEXTURE_CUBE ? 0 : 0;
int f1 = state.textureType == TEXTURE_CUBE ? 1 : 0;