| // SwiftShader Software Renderer | |
| // | |
| // Copyright(c) 2005-2013 TransGaming Inc. | |
| // | |
| // All rights reserved. No part of this software may be copied, distributed, transmitted, | |
| // transcribed, stored in a retrieval system, translated into any human or computer | |
| // language by any means, or disclosed to third parties without the explicit written | |
| // agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express | |
| // or implied, including but not limited to any patent rights, are granted to you. | |
| // | |
| #include "SamplerCore.hpp" | |
| #include "Constants.hpp" | |
| #include "Debug.hpp" | |
| namespace sw | |
| { | |
| SamplerCore::SamplerCore(Pointer<Byte> &constants, const Sampler::State &state) : constants(constants), state(state) | |
| { | |
| } | |
| void SamplerCore::sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool bias, bool gradients, bool lodProvided, bool fixed12) | |
| { | |
| #if PERF_PROFILE | |
| AddAtomic(Pointer<Long>(&profiler.texOperations), 4); | |
| if(state.compressedFormat) | |
| { | |
| AddAtomic(Pointer<Long>(&profiler.compressedTex), 4); | |
| } | |
| #endif | |
| bool cubeTexture = state.textureType == TEXTURE_CUBE; | |
| bool volumeTexture = state.textureType == TEXTURE_3D; | |
| Float4 uuuu = u; | |
| Float4 vvvv = v; | |
| Float4 wwww = w; | |
| if(state.textureType == TEXTURE_NULL) | |
| { | |
| c.x = Short4(0x0000, 0x0000, 0x0000, 0x0000); | |
| c.y = Short4(0x0000, 0x0000, 0x0000, 0x0000); | |
| c.z = Short4(0x0000, 0x0000, 0x0000, 0x0000); | |
| if(fixed12) // FIXME: Convert to fixed12 at higher level, when required | |
| { | |
| c.w = Short4(0x1000, 0x1000, 0x1000, 0x1000); | |
| } | |
| else | |
| { | |
| c.w = Short4((short)0xFFFF, (short)0xFFFF, (short)0xFFFF, (short)0xFFFF); // FIXME | |
| } | |
| } | |
| else | |
| { | |
| Int face[4]; | |
| Float4 lodU; | |
| Float4 lodV; | |
| if(cubeTexture) | |
| { | |
| cubeFace(face, uuuu, vvvv, lodU, lodV, u, v, w); | |
| } | |
| Float lod; | |
| Float anisotropy; | |
| Float4 uDelta; | |
| Float4 vDelta; | |
| if(!volumeTexture) | |
| { | |
| if(!cubeTexture) | |
| { | |
| computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, q.x, dsx, dsy, bias, gradients, lodProvided); | |
| } | |
| else | |
| { | |
| computeLod(texture, lod, anisotropy, uDelta, vDelta, lodU, lodV, q.x, dsx, dsy, bias, gradients, lodProvided); | |
| } | |
| } | |
| else | |
| { | |
| computeLod3D(texture, lod, uuuu, vvvv, wwww, q.x, dsx, dsy, bias, gradients, lodProvided); | |
| } | |
| if(cubeTexture) | |
| { | |
| uuuu += Float4(0.5f); | |
| vvvv += Float4(0.5f); | |
| } | |
| if(!hasFloatTexture()) | |
| { | |
| sampleFilter(texture, c, uuuu, vvvv, wwww, lod, anisotropy, uDelta, vDelta, face, lodProvided); | |
| } | |
| else | |
| { | |
| Vector4f cf; | |
| sampleFloatFilter(texture, cf, uuuu, vvvv, wwww, lod, anisotropy, uDelta, vDelta, face, lodProvided); | |
| convertFixed12(c, cf); | |
| } | |
| if(fixed12 && !hasFloatTexture()) | |
| { | |
| if(has16bitTextureFormat()) | |
| { | |
| switch(state.textureFormat) | |
| { | |
| case FORMAT_R5G6B5: | |
| if(state.sRGB) | |
| { | |
| sRGBtoLinear16_5_12(c.x); | |
| sRGBtoLinear16_6_12(c.y); | |
| sRGBtoLinear16_5_12(c.z); | |
| } | |
| else | |
| { | |
| c.x = MulHigh(As<UShort4>(c.x), UShort4(0x10000000 / 0xF800)); | |
| c.y = MulHigh(As<UShort4>(c.y), UShort4(0x10000000 / 0xFC00)); | |
| c.z = MulHigh(As<UShort4>(c.z), UShort4(0x10000000 / 0xF800)); | |
| } | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| else | |
| { | |
| for(int component = 0; component < textureComponentCount(); component++) | |
| { | |
| if(state.sRGB && isRGBComponent(component)) | |
| { | |
| sRGBtoLinear16_8_12(c[component]); // FIXME: Perform linearization at surface level for read-only textures | |
| } | |
| else | |
| { | |
| if(hasUnsignedTextureComponent(component)) | |
| { | |
| c[component] = As<UShort4>(c[component]) >> 4; | |
| } | |
| else | |
| { | |
| c[component] = c[component] >> 3; | |
| } | |
| } | |
| } | |
| } | |
| } | |
| if(fixed12 && state.textureFilter != FILTER_GATHER) | |
| { | |
| int componentCount = textureComponentCount(); | |
| switch(state.textureFormat) | |
| { | |
| case FORMAT_R8: | |
| case FORMAT_R5G6B5: | |
| case FORMAT_X8R8G8B8: | |
| case FORMAT_X8B8G8R8: | |
| case FORMAT_A8R8G8B8: | |
| case FORMAT_A8B8G8R8: | |
| case FORMAT_V8U8: | |
| case FORMAT_Q8W8V8U8: | |
| case FORMAT_X8L8V8U8: | |
| case FORMAT_V16U16: | |
| case FORMAT_A16W16V16U16: | |
| case FORMAT_Q16W16V16U16: | |
| case FORMAT_G8R8: | |
| case FORMAT_G16R16: | |
| case FORMAT_A16B16G16R16: | |
| if(componentCount < 2) c.y = Short4(0x1000, 0x1000, 0x1000, 0x1000); | |
| if(componentCount < 3) c.z = Short4(0x1000, 0x1000, 0x1000, 0x1000); | |
| if(componentCount < 4) c.w = Short4(0x1000, 0x1000, 0x1000, 0x1000); | |
| break; | |
| case FORMAT_A8: | |
| c.w = c.x; | |
| c.x = Short4(0x0000, 0x0000, 0x0000, 0x0000); | |
| c.y = Short4(0x0000, 0x0000, 0x0000, 0x0000); | |
| c.z = Short4(0x0000, 0x0000, 0x0000, 0x0000); | |
| break; | |
| case FORMAT_L8: | |
| case FORMAT_L16: | |
| c.y = c.x; | |
| c.z = c.x; | |
| c.w = Short4(0x1000, 0x1000, 0x1000, 0x1000); | |
| break; | |
| case FORMAT_A8L8: | |
| c.w = c.y; | |
| c.y = c.x; | |
| c.z = c.x; | |
| break; | |
| case FORMAT_R32F: | |
| c.y = Short4(0x1000, 0x1000, 0x1000, 0x1000); | |
| case FORMAT_G32R32F: | |
| c.z = Short4(0x1000, 0x1000, 0x1000, 0x1000); | |
| c.w = Short4(0x1000, 0x1000, 0x1000, 0x1000); | |
| case FORMAT_A32B32G32R32F: | |
| break; | |
| case FORMAT_D32F_LOCKABLE: | |
| case FORMAT_D32FS8_TEXTURE: | |
| case FORMAT_D32FS8_SHADOW: | |
| c.y = c.x; | |
| c.z = c.x; | |
| c.w = c.x; | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| } | |
| } | |
| void SamplerCore::sampleTexture(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool bias, bool gradients, bool lodProvided) | |
| { | |
| #if PERF_PROFILE | |
| AddAtomic(Pointer<Long>(&profiler.texOperations), 4); | |
| if(state.compressedFormat) | |
| { | |
| AddAtomic(Pointer<Long>(&profiler.compressedTex), 4); | |
| } | |
| #endif | |
| bool cubeTexture = state.textureType == TEXTURE_CUBE; | |
| bool volumeTexture = state.textureType == TEXTURE_3D; | |
| if(state.textureType == TEXTURE_NULL) | |
| { | |
| c.x = Float4(0.0f); | |
| c.y = Float4(0.0f); | |
| c.z = Float4(0.0f); | |
| c.w = Float4(1.0f); | |
| } | |
| else | |
| { | |
| if(hasFloatTexture()) // FIXME: Mostly identical to integer sampling | |
| { | |
| Float4 uuuu = u; | |
| Float4 vvvv = v; | |
| Float4 wwww = w; | |
| Int face[4]; | |
| Float4 lodU; | |
| Float4 lodV; | |
| if(cubeTexture) | |
| { | |
| cubeFace(face, uuuu, vvvv, lodU, lodV, u, v, w); | |
| } | |
| Float lod; | |
| Float anisotropy; | |
| Float4 uDelta; | |
| Float4 vDelta; | |
| if(!volumeTexture) | |
| { | |
| if(!cubeTexture) | |
| { | |
| computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, q.x, dsx, dsy, bias, gradients, lodProvided); | |
| } | |
| else | |
| { | |
| computeLod(texture, lod, anisotropy, uDelta, vDelta, lodU, lodV, q.x, dsx, dsy, bias, gradients, lodProvided); | |
| } | |
| } | |
| else | |
| { | |
| computeLod3D(texture, lod, uuuu, vvvv, wwww, q.x, dsx, dsy, bias, gradients, lodProvided); | |
| } | |
| if(cubeTexture) | |
| { | |
| uuuu += Float4(0.5f); | |
| vvvv += Float4(0.5f); | |
| } | |
| sampleFloatFilter(texture, c, uuuu, vvvv, wwww, lod, anisotropy, uDelta, vDelta, face, lodProvided); | |
| } | |
| else | |
| { | |
| Vector4s cs; | |
| sampleTexture(texture, cs, u, v, w, q, dsx, dsy, bias, gradients, lodProvided, false); | |
| for(int component = 0; component < textureComponentCount(); component++) | |
| { | |
| if(has16bitTextureFormat()) | |
| { | |
| switch(state.textureFormat) | |
| { | |
| case FORMAT_R5G6B5: | |
| if(state.sRGB) | |
| { | |
| sRGBtoLinear16_5_12(cs.x); | |
| sRGBtoLinear16_6_12(cs.y); | |
| sRGBtoLinear16_5_12(cs.z); | |
| convertSigned12(c.x, cs.x); | |
| convertSigned12(c.y, cs.y); | |
| convertSigned12(c.z, cs.z); | |
| } | |
| else | |
| { | |
| c.x = Float4(As<UShort4>(cs.x)) * Float4(1.0f / 0xF800); | |
| c.y = Float4(As<UShort4>(cs.y)) * Float4(1.0f / 0xFC00); | |
| c.z = Float4(As<UShort4>(cs.z)) * Float4(1.0f / 0xF800); | |
| } | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| else | |
| { | |
| if(state.sRGB && isRGBComponent(component)) | |
| { | |
| sRGBtoLinear16_8_12(cs[component]); // FIXME: Perform linearization at surface level for read-only textures | |
| convertSigned12(c[component], cs[component]); | |
| } | |
| else | |
| { | |
| if(hasUnsignedTextureComponent(component)) | |
| { | |
| convertUnsigned16(c[component], cs[component]); | |
| } | |
| else | |
| { | |
| convertSigned15(c[component], cs[component]); | |
| } | |
| } | |
| } | |
| } | |
| } | |
| int componentCount = textureComponentCount(); | |
| if(state.textureFilter != FILTER_GATHER) | |
| { | |
| switch(state.textureFormat) | |
| { | |
| case FORMAT_R8: | |
| case FORMAT_R5G6B5: | |
| case FORMAT_X8R8G8B8: | |
| case FORMAT_X8B8G8R8: | |
| case FORMAT_A8R8G8B8: | |
| case FORMAT_A8B8G8R8: | |
| case FORMAT_V8U8: | |
| case FORMAT_Q8W8V8U8: | |
| case FORMAT_X8L8V8U8: | |
| case FORMAT_V16U16: | |
| case FORMAT_A16W16V16U16: | |
| case FORMAT_Q16W16V16U16: | |
| case FORMAT_G8R8: | |
| case FORMAT_G16R16: | |
| case FORMAT_A16B16G16R16: | |
| if(componentCount < 2) c.y = Float4(1.0f); | |
| if(componentCount < 3) c.z = Float4(1.0f); | |
| if(componentCount < 4) c.w = Float4(1.0f); | |
| break; | |
| case FORMAT_A8: | |
| c.w = c.x; | |
| c.x = Float4(0.0f); | |
| c.y = Float4(0.0f); | |
| c.z = Float4(0.0f); | |
| break; | |
| case FORMAT_L8: | |
| case FORMAT_L16: | |
| c.y = c.x; | |
| c.z = c.x; | |
| c.w = Float4(1.0f); | |
| break; | |
| case FORMAT_A8L8: | |
| c.w = c.y; | |
| c.y = c.x; | |
| c.z = c.x; | |
| break; | |
| case FORMAT_R32F: | |
| c.y = Float4(1.0f); | |
| case FORMAT_G32R32F: | |
| c.z = Float4(1.0f); | |
| c.w = Float4(1.0f); | |
| case FORMAT_A32B32G32R32F: | |
| break; | |
| case FORMAT_D32F_LOCKABLE: | |
| case FORMAT_D32FS8_TEXTURE: | |
| case FORMAT_D32FS8_SHADOW: | |
| c.y = c.x; | |
| c.z = c.x; | |
| c.w = c.x; | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| } | |
| } | |
| void SamplerCore::border(Short4 &mask, Float4 &coordinates) | |
| { | |
| Int4 border = As<Int4>(CmpLT(Abs(coordinates - Float4(0.5f)), Float4(0.5f))); | |
| mask = As<Short4>(Int2(As<Int4>(Pack(border, border)))); | |
| } | |
| void SamplerCore::border(Int4 &mask, Float4 &coordinates) | |
| { | |
| mask = As<Int4>(CmpLT(Abs(coordinates - Float4(0.5f)), Float4(0.5f))); | |
| } | |
| Short4 SamplerCore::offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, int count) | |
| { | |
| if(wrap) | |
| { | |
| switch(count) | |
| { | |
| case -1: return uvw - *Pointer<Short4>(mipmap + halfOffset); | |
| case 0: return uvw; | |
| case +1: return uvw + *Pointer<Short4>(mipmap + halfOffset); | |
| case 2: return uvw + *Pointer<Short4>(mipmap + halfOffset) + *Pointer<Short4>(mipmap + halfOffset); | |
| } | |
| } | |
| else // Clamp or mirror | |
| { | |
| switch(count) | |
| { | |
| case -1: return SubSat(As<UShort4>(uvw), *Pointer<UShort4>(mipmap + halfOffset)); | |
| case 0: return uvw; | |
| case +1: return AddSat(As<UShort4>(uvw), *Pointer<UShort4>(mipmap + halfOffset)); | |
| case 2: return AddSat(AddSat(As<UShort4>(uvw), *Pointer<UShort4>(mipmap + halfOffset)), *Pointer<UShort4>(mipmap + halfOffset)); | |
| } | |
| } | |
| return uvw; | |
| } | |
| void SamplerCore::sampleFilter(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool lodProvided) | |
| { | |
| bool volumeTexture = state.textureType == TEXTURE_3D; | |
| sampleAniso(texture, c, u, v, w, lod, anisotropy, uDelta, vDelta, face, false, lodProvided); | |
| if(state.mipmapFilter > MIPMAP_POINT) | |
| { | |
| Vector4s cc; | |
| sampleAniso(texture, cc, u, v, w, lod, anisotropy, uDelta, vDelta, face, true, lodProvided); | |
| lod *= Float(1 << 16); | |
| UShort4 utri = UShort4(Float4(lod)); // FIXME: Optimize | |
| Short4 stri = utri >> 1; // FIXME: Optimize | |
| if(hasUnsignedTextureComponent(0)) cc.x = MulHigh(As<UShort4>(cc.x), utri); else cc.x = MulHigh(cc.x, stri); | |
| if(hasUnsignedTextureComponent(1)) cc.y = MulHigh(As<UShort4>(cc.y), utri); else cc.y = MulHigh(cc.y, stri); | |
| if(hasUnsignedTextureComponent(2)) cc.z = MulHigh(As<UShort4>(cc.z), utri); else cc.z = MulHigh(cc.z, stri); | |
| if(hasUnsignedTextureComponent(3)) cc.w = MulHigh(As<UShort4>(cc.w), utri); else cc.w = MulHigh(cc.w, stri); | |
| utri = ~utri; | |
| stri = Short4(0x7FFF, 0x7FFF, 0x7FFF, 0x7FFF) - stri; | |
| if(hasUnsignedTextureComponent(0)) c.x = MulHigh(As<UShort4>(c.x), utri); else c.x = MulHigh(c.x, stri); | |
| if(hasUnsignedTextureComponent(1)) c.y = MulHigh(As<UShort4>(c.y), utri); else c.y = MulHigh(c.y, stri); | |
| if(hasUnsignedTextureComponent(2)) c.z = MulHigh(As<UShort4>(c.z), utri); else c.z = MulHigh(c.z, stri); | |
| if(hasUnsignedTextureComponent(3)) c.w = MulHigh(As<UShort4>(c.w), utri); else c.w = MulHigh(c.w, stri); | |
| c.x += cc.x; | |
| c.y += cc.y; | |
| c.z += cc.z; | |
| c.w += cc.w; | |
| if(!hasUnsignedTextureComponent(0)) c.x += c.x; | |
| if(!hasUnsignedTextureComponent(1)) c.y += c.y; | |
| if(!hasUnsignedTextureComponent(2)) c.z += c.z; | |
| if(!hasUnsignedTextureComponent(3)) c.w += c.w; | |
| } | |
| Short4 borderMask; | |
| if(state.addressingModeU == ADDRESSING_BORDER) | |
| { | |
| Short4 u0; | |
| border(u0, u); | |
| borderMask = u0; | |
| } | |
| if(state.addressingModeV == ADDRESSING_BORDER) | |
| { | |
| Short4 v0; | |
| border(v0, v); | |
| if(state.addressingModeU == ADDRESSING_BORDER) | |
| { | |
| borderMask &= v0; | |
| } | |
| else | |
| { | |
| borderMask = v0; | |
| } | |
| } | |
| if(state.addressingModeW == ADDRESSING_BORDER && volumeTexture) | |
| { | |
| Short4 s0; | |
| border(s0, w); | |
| if(state.addressingModeU == ADDRESSING_BORDER || | |
| state.addressingModeV == ADDRESSING_BORDER) | |
| { | |
| borderMask &= s0; | |
| } | |
| else | |
| { | |
| borderMask = s0; | |
| } | |
| } | |
| if(state.addressingModeU == ADDRESSING_BORDER || | |
| state.addressingModeV == ADDRESSING_BORDER || | |
| (state.addressingModeW == ADDRESSING_BORDER && volumeTexture)) | |
| { | |
| Short4 b; | |
| c.x = borderMask & c.x | ~borderMask & (*Pointer<Short4>(texture + OFFSET(Texture,borderColor4[0])) >> (hasUnsignedTextureComponent(0) ? 0 : 1)); | |
| c.y = borderMask & c.y | ~borderMask & (*Pointer<Short4>(texture + OFFSET(Texture,borderColor4[1])) >> (hasUnsignedTextureComponent(1) ? 0 : 1)); | |
| c.z = borderMask & c.z | ~borderMask & (*Pointer<Short4>(texture + OFFSET(Texture,borderColor4[2])) >> (hasUnsignedTextureComponent(2) ? 0 : 1)); | |
| c.w = borderMask & c.w | ~borderMask & (*Pointer<Short4>(texture + OFFSET(Texture,borderColor4[3])) >> (hasUnsignedTextureComponent(3) ? 0 : 1)); | |
| } | |
| } | |
| void SamplerCore::sampleAniso(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, bool lodProvided) | |
| { | |
| if(state.textureFilter != FILTER_ANISOTROPIC || lodProvided) | |
| { | |
| sampleQuad(texture, c, u, v, w, lod, face, secondLOD); | |
| } | |
| else | |
| { | |
| Int a = RoundInt(anisotropy); | |
| Vector4s cSum; | |
| cSum.x = Short4(0, 0, 0, 0); | |
| cSum.y = Short4(0, 0, 0, 0); | |
| cSum.z = Short4(0, 0, 0, 0); | |
| cSum.w = Short4(0, 0, 0, 0); | |
| Float4 A = *Pointer<Float4>(constants + OFFSET(Constants,uvWeight) + 16 * a); | |
| Float4 B = *Pointer<Float4>(constants + OFFSET(Constants,uvStart) + 16 * a); | |
| UShort4 cw = *Pointer<UShort4>(constants + OFFSET(Constants,cWeight) + 8 * a); | |
| Short4 sw = Short4(cw >> 1); | |
| Float4 du = uDelta; | |
| Float4 dv = vDelta; | |
| Float4 u0 = u + B * du; | |
| Float4 v0 = v + B * dv; | |
| du *= A; | |
| dv *= A; | |
| Int i = 0; | |
| Do | |
| { | |
| sampleQuad(texture, c, u0, v0, w, lod, face, secondLOD); | |
| u0 += du; | |
| v0 += dv; | |
| if(hasUnsignedTextureComponent(0)) cSum.x += As<Short4>(MulHigh(As<UShort4>(c.x), cw)); else cSum.x += MulHigh(c.x, sw); | |
| if(hasUnsignedTextureComponent(1)) cSum.y += As<Short4>(MulHigh(As<UShort4>(c.y), cw)); else cSum.y += MulHigh(c.y, sw); | |
| if(hasUnsignedTextureComponent(2)) cSum.z += As<Short4>(MulHigh(As<UShort4>(c.z), cw)); else cSum.z += MulHigh(c.z, sw); | |
| if(hasUnsignedTextureComponent(3)) cSum.w += As<Short4>(MulHigh(As<UShort4>(c.w), cw)); else cSum.w += MulHigh(c.w, sw); | |
| i++; | |
| } | |
| Until(i >= a) | |
| if(hasUnsignedTextureComponent(0)) c.x = cSum.x; else c.x = AddSat(cSum.x, cSum.x); | |
| if(hasUnsignedTextureComponent(1)) c.y = cSum.y; else c.y = AddSat(cSum.y, cSum.y); | |
| if(hasUnsignedTextureComponent(2)) c.z = cSum.z; else c.z = AddSat(cSum.z, cSum.z); | |
| if(hasUnsignedTextureComponent(3)) c.w = cSum.w; else c.w = AddSat(cSum.w, cSum.w); | |
| } | |
| } | |
| void SamplerCore::sampleQuad(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Int face[4], bool secondLOD) | |
| { | |
| if(state.textureType != TEXTURE_3D) | |
| { | |
| sampleQuad2D(texture, c, u, v, lod, face, secondLOD); | |
| } | |
| else | |
| { | |
| sample3D(texture, c, u, v, w, lod, secondLOD); | |
| } | |
| } | |
| void SamplerCore::sampleQuad2D(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float &lod, Int face[4], bool secondLOD) | |
| { | |
| int componentCount = textureComponentCount(); | |
| bool gather = state.textureFilter == FILTER_GATHER; | |
| Pointer<Byte> mipmap; | |
| Pointer<Byte> buffer[4]; | |
| selectMipmap(texture, buffer, mipmap, lod, face, secondLOD); | |
| Short4 uuuu; | |
| Short4 vvvv; | |
| address(uuuu, u, state.addressingModeU); | |
| address(vvvv, v, state.addressingModeV); | |
| if(state.textureFilter == FILTER_POINT) | |
| { | |
| sampleTexel(c, uuuu, vvvv, vvvv, mipmap, buffer); | |
| } | |
| else | |
| { | |
| Vector4s c0; | |
| Vector4s c1; | |
| Vector4s c2; | |
| Vector4s c3; | |
| Short4 uuuu0 = offsetSample(uuuu, mipmap, OFFSET(Mipmap,uHalf), state.addressingModeU == ADDRESSING_WRAP, gather ? 0 : -1); | |
| Short4 vvvv0 = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), state.addressingModeV == ADDRESSING_WRAP, gather ? 0 : -1); | |
| Short4 uuuu1 = offsetSample(uuuu, mipmap, OFFSET(Mipmap,uHalf), state.addressingModeU == ADDRESSING_WRAP, gather ? 2 : +1); | |
| Short4 vvvv1 = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), state.addressingModeV == ADDRESSING_WRAP, gather ? 2 : +1); | |
| sampleTexel(c0, uuuu0, vvvv0, vvvv0, mipmap, buffer); | |
| sampleTexel(c1, uuuu1, vvvv0, vvvv0, mipmap, buffer); | |
| sampleTexel(c2, uuuu0, vvvv1, vvvv1, mipmap, buffer); | |
| sampleTexel(c3, uuuu1, vvvv1, vvvv1, mipmap, buffer); | |
| if(!gather) // Blend | |
| { | |
| // Fractions | |
| UShort4 f0u = uuuu0; | |
| UShort4 f0v = vvvv0; | |
| if(!state.hasNPOTTexture) | |
| { | |
| f0u = f0u << *Pointer<Long1>(mipmap + OFFSET(Mipmap,uInt)); // .u | |
| f0v = f0v << *Pointer<Long1>(mipmap + OFFSET(Mipmap,vInt)); // .v | |
| } | |
| else | |
| { | |
| f0u = f0u * *Pointer<UShort4>(mipmap + OFFSET(Mipmap,width)); | |
| f0v = f0v * *Pointer<UShort4>(mipmap + OFFSET(Mipmap,height)); | |
| } | |
| UShort4 f1u = ~f0u; | |
| UShort4 f1v = ~f0v; | |
| UShort4 f0u0v = MulHigh(f0u, f0v); | |
| UShort4 f1u0v = MulHigh(f1u, f0v); | |
| UShort4 f0u1v = MulHigh(f0u, f1v); | |
| UShort4 f1u1v = MulHigh(f1u, f1v); | |
| // Signed fractions | |
| Short4 f1u1vs; | |
| Short4 f0u1vs; | |
| Short4 f1u0vs; | |
| Short4 f0u0vs; | |
| if(!hasUnsignedTextureComponent(0) || !hasUnsignedTextureComponent(1) || !hasUnsignedTextureComponent(2) || !hasUnsignedTextureComponent(3)) | |
| { | |
| f1u1vs = f1u1v >> 1; | |
| f0u1vs = f0u1v >> 1; | |
| f1u0vs = f1u0v >> 1; | |
| f0u0vs = f0u0v >> 1; | |
| } | |
| // Bilinear interpolation | |
| if(componentCount >= 1) | |
| { | |
| if(has16bitTextureComponents() && hasUnsignedTextureComponent(0)) | |
| { | |
| c0.x = As<UShort4>(c0.x) - MulHigh(As<UShort4>(c0.x), f0u) + MulHigh(As<UShort4>(c1.x), f0u); | |
| c2.x = As<UShort4>(c2.x) - MulHigh(As<UShort4>(c2.x), f0u) + MulHigh(As<UShort4>(c3.x), f0u); | |
| c.x = As<UShort4>(c0.x) - MulHigh(As<UShort4>(c0.x), f0v) + MulHigh(As<UShort4>(c2.x), f0v); | |
| } | |
| else | |
| { | |
| if(hasUnsignedTextureComponent(0)) | |
| { | |
| c0.x = MulHigh(As<UShort4>(c0.x), f1u1v); | |
| c1.x = MulHigh(As<UShort4>(c1.x), f0u1v); | |
| c2.x = MulHigh(As<UShort4>(c2.x), f1u0v); | |
| c3.x = MulHigh(As<UShort4>(c3.x), f0u0v); | |
| } | |
| else | |
| { | |
| c0.x = MulHigh(c0.x, f1u1vs); | |
| c1.x = MulHigh(c1.x, f0u1vs); | |
| c2.x = MulHigh(c2.x, f1u0vs); | |
| c3.x = MulHigh(c3.x, f0u0vs); | |
| } | |
| c.x = (c0.x + c1.x) + (c2.x + c3.x); | |
| if(!hasUnsignedTextureComponent(0)) c.x = AddSat(c.x, c.x); // Correct for signed fractions | |
| } | |
| } | |
| if(componentCount >= 2) | |
| { | |
| if(has16bitTextureComponents() && hasUnsignedTextureComponent(1)) | |
| { | |
| c0.y = As<UShort4>(c0.y) - MulHigh(As<UShort4>(c0.y), f0u) + MulHigh(As<UShort4>(c1.y), f0u); | |
| c2.y = As<UShort4>(c2.y) - MulHigh(As<UShort4>(c2.y), f0u) + MulHigh(As<UShort4>(c3.y), f0u); | |
| c.y = As<UShort4>(c0.y) - MulHigh(As<UShort4>(c0.y), f0v) + MulHigh(As<UShort4>(c2.y), f0v); | |
| } | |
| else | |
| { | |
| if(hasUnsignedTextureComponent(1)) | |
| { | |
| c0.y = MulHigh(As<UShort4>(c0.y), f1u1v); | |
| c1.y = MulHigh(As<UShort4>(c1.y), f0u1v); | |
| c2.y = MulHigh(As<UShort4>(c2.y), f1u0v); | |
| c3.y = MulHigh(As<UShort4>(c3.y), f0u0v); | |
| } | |
| else | |
| { | |
| c0.y = MulHigh(c0.y, f1u1vs); | |
| c1.y = MulHigh(c1.y, f0u1vs); | |
| c2.y = MulHigh(c2.y, f1u0vs); | |
| c3.y = MulHigh(c3.y, f0u0vs); | |
| } | |
| c.y = (c0.y + c1.y) + (c2.y + c3.y); | |
| if(!hasUnsignedTextureComponent(1)) c.y = AddSat(c.y, c.y); // Correct for signed fractions | |
| } | |
| } | |
| if(componentCount >= 3) | |
| { | |
| if(has16bitTextureComponents() && hasUnsignedTextureComponent(2)) | |
| { | |
| c0.z = As<UShort4>(c0.z) - MulHigh(As<UShort4>(c0.z), f0u) + MulHigh(As<UShort4>(c1.z), f0u); | |
| c2.z = As<UShort4>(c2.z) - MulHigh(As<UShort4>(c2.z), f0u) + MulHigh(As<UShort4>(c3.z), f0u); | |
| c.z = As<UShort4>(c0.z) - MulHigh(As<UShort4>(c0.z), f0v) + MulHigh(As<UShort4>(c2.z), f0v); | |
| } | |
| else | |
| { | |
| if(hasUnsignedTextureComponent(2)) | |
| { | |
| c0.z = MulHigh(As<UShort4>(c0.z), f1u1v); | |
| c1.z = MulHigh(As<UShort4>(c1.z), f0u1v); | |
| c2.z = MulHigh(As<UShort4>(c2.z), f1u0v); | |
| c3.z = MulHigh(As<UShort4>(c3.z), f0u0v); | |
| } | |
| else | |
| { | |
| c0.z = MulHigh(c0.z, f1u1vs); | |
| c1.z = MulHigh(c1.z, f0u1vs); | |
| c2.z = MulHigh(c2.z, f1u0vs); | |
| c3.z = MulHigh(c3.z, f0u0vs); | |
| } | |
| c.z = (c0.z + c1.z) + (c2.z + c3.z); | |
| if(!hasUnsignedTextureComponent(2)) c.z = AddSat(c.z, c.z); // Correct for signed fractions | |
| } | |
| } | |
| if(componentCount >= 4) | |
| { | |
| if(has16bitTextureComponents() && hasUnsignedTextureComponent(3)) | |
| { | |
| c0.w = As<UShort4>(c0.w) - MulHigh(As<UShort4>(c0.w), f0u) + MulHigh(As<UShort4>(c1.w), f0u); | |
| c2.w = As<UShort4>(c2.w) - MulHigh(As<UShort4>(c2.w), f0u) + MulHigh(As<UShort4>(c3.w), f0u); | |
| c.w = As<UShort4>(c0.w) - MulHigh(As<UShort4>(c0.w), f0v) + MulHigh(As<UShort4>(c2.w), f0v); | |
| } | |
| else | |
| { | |
| if(hasUnsignedTextureComponent(3)) | |
| { | |
| c0.w = MulHigh(As<UShort4>(c0.w), f1u1v); | |
| c1.w = MulHigh(As<UShort4>(c1.w), f0u1v); | |
| c2.w = MulHigh(As<UShort4>(c2.w), f1u0v); | |
| c3.w = MulHigh(As<UShort4>(c3.w), f0u0v); | |
| } | |
| else | |
| { | |
| c0.w = MulHigh(c0.w, f1u1vs); | |
| c1.w = MulHigh(c1.w, f0u1vs); | |
| c2.w = MulHigh(c2.w, f1u0vs); | |
| c3.w = MulHigh(c3.w, f0u0vs); | |
| } | |
| c.w = (c0.w + c1.w) + (c2.w + c3.w); | |
| if(!hasUnsignedTextureComponent(3)) c.w = AddSat(c.w, c.w); // Correct for signed fractions | |
| } | |
| } | |
| } | |
| else | |
| { | |
| c.x = c1.x; | |
| c.y = c2.x; | |
| c.z = c3.x; | |
| c.w = c0.x; | |
| } | |
| } | |
| } | |
| void SamplerCore::sample3D(Pointer<Byte> &texture, Vector4s &c_, Float4 &u_, Float4 &v_, Float4 &w_, Float &lod, bool secondLOD) | |
| { | |
| int componentCount = textureComponentCount(); | |
| Pointer<Byte> mipmap; | |
| Pointer<Byte> buffer[4]; | |
| Int face[4]; | |
| selectMipmap(texture, buffer, mipmap, lod, face, secondLOD); | |
| Short4 uuuu; | |
| Short4 vvvv; | |
| Short4 wwww; | |
| address(uuuu, u_, state.addressingModeU); | |
| address(vvvv, v_, state.addressingModeV); | |
| address(wwww, w_, state.addressingModeW); | |
| if(state.textureFilter <= FILTER_POINT) | |
| { | |
| sampleTexel(c_, uuuu, vvvv, wwww, mipmap, buffer); | |
| } | |
| else | |
| { | |
| Vector4s c[2][2][2]; | |
| Short4 u[2][2][2]; | |
| Short4 v[2][2][2]; | |
| Short4 s[2][2][2]; | |
| for(int i = 0; i < 2; i++) | |
| { | |
| for(int j = 0; j < 2; j++) | |
| { | |
| for(int k = 0; k < 2; k++) | |
| { | |
| u[i][j][k] = offsetSample(uuuu, mipmap, OFFSET(Mipmap,uHalf), state.addressingModeU == ADDRESSING_WRAP, i * 2 - 1); | |
| v[i][j][k] = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), state.addressingModeV == ADDRESSING_WRAP, j * 2 - 1); | |
| s[i][j][k] = offsetSample(wwww, mipmap, OFFSET(Mipmap,wHalf), state.addressingModeW == ADDRESSING_WRAP, k * 2 - 1); | |
| } | |
| } | |
| } | |
| // Fractions | |
| UShort4 f[2][2][2]; | |
| Short4 fs[2][2][2]; | |
| UShort4 f0u; | |
| UShort4 f0v; | |
| UShort4 f0s; | |
| if(!state.hasNPOTTexture) | |
| { | |
| f0u = As<UShort4>(u[0][0][0]) << *Pointer<Long1>(mipmap + OFFSET(Mipmap,uInt)); | |
| f0v = As<UShort4>(v[0][0][0]) << *Pointer<Long1>(mipmap + OFFSET(Mipmap,vInt)); | |
| f0s = As<UShort4>(s[0][0][0]) << *Pointer<Long1>(mipmap + OFFSET(Mipmap,wInt)); | |
| } | |
| else | |
| { | |
| f0u = As<UShort4>(u[0][0][0]) * *Pointer<UShort4>(mipmap + OFFSET(Mipmap,width)); | |
| f0v = As<UShort4>(v[0][0][0]) * *Pointer<UShort4>(mipmap + OFFSET(Mipmap,height)); | |
| f0s = As<UShort4>(s[0][0][0]) * *Pointer<UShort4>(mipmap + OFFSET(Mipmap,depth)); | |
| } | |
| UShort4 f1u = ~f0u; | |
| UShort4 f1v = ~f0v; | |
| UShort4 f1s = ~f0s; | |
| f[1][1][1] = MulHigh(f1u, f1v); | |
| f[0][1][1] = MulHigh(f0u, f1v); | |
| f[1][0][1] = MulHigh(f1u, f0v); | |
| f[0][0][1] = MulHigh(f0u, f0v); | |
| f[1][1][0] = MulHigh(f1u, f1v); | |
| f[0][1][0] = MulHigh(f0u, f1v); | |
| f[1][0][0] = MulHigh(f1u, f0v); | |
| f[0][0][0] = MulHigh(f0u, f0v); | |
| f[1][1][1] = MulHigh(f[1][1][1], f1s); | |
| f[0][1][1] = MulHigh(f[0][1][1], f1s); | |
| f[1][0][1] = MulHigh(f[1][0][1], f1s); | |
| f[0][0][1] = MulHigh(f[0][0][1], f1s); | |
| f[1][1][0] = MulHigh(f[1][1][0], f0s); | |
| f[0][1][0] = MulHigh(f[0][1][0], f0s); | |
| f[1][0][0] = MulHigh(f[1][0][0], f0s); | |
| f[0][0][0] = MulHigh(f[0][0][0], f0s); | |
| // Signed fractions | |
| if(!hasUnsignedTextureComponent(0) || !hasUnsignedTextureComponent(1) || !hasUnsignedTextureComponent(2) || !hasUnsignedTextureComponent(3)) | |
| { | |
| fs[0][0][0] = f[0][0][0] >> 1; | |
| fs[0][0][1] = f[0][0][1] >> 1; | |
| fs[0][1][0] = f[0][1][0] >> 1; | |
| fs[0][1][1] = f[0][1][1] >> 1; | |
| fs[1][0][0] = f[1][0][0] >> 1; | |
| fs[1][0][1] = f[1][0][1] >> 1; | |
| fs[1][1][0] = f[1][1][0] >> 1; | |
| fs[1][1][1] = f[1][1][1] >> 1; | |
| } | |
| for(int i = 0; i < 2; i++) | |
| { | |
| for(int j = 0; j < 2; j++) | |
| { | |
| for(int k = 0; k < 2; k++) | |
| { | |
| sampleTexel(c[i][j][k], u[i][j][k], v[i][j][k], s[i][j][k], mipmap, buffer); | |
| 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]); | |
| if(componentCount >= 3) if(hasUnsignedTextureComponent(2)) c[i][j][k].z = MulHigh(As<UShort4>(c[i][j][k].z), f[1 - i][1 - j][1 - k]); else c[i][j][k].z = MulHigh(c[i][j][k].z, fs[1 - i][1 - j][1 - k]); | |
| if(componentCount >= 4) if(hasUnsignedTextureComponent(3)) c[i][j][k].w = MulHigh(As<UShort4>(c[i][j][k].w), f[1 - i][1 - j][1 - k]); else c[i][j][k].w = MulHigh(c[i][j][k].w, fs[1 - i][1 - j][1 - k]); | |
| if(i != 0 || j != 0 || k != 0) | |
| { | |
| if(componentCount >= 1) c[0][0][0].x += c[i][j][k].x; | |
| if(componentCount >= 2) c[0][0][0].y += c[i][j][k].y; | |
| if(componentCount >= 3) c[0][0][0].z += c[i][j][k].z; | |
| if(componentCount >= 4) c[0][0][0].w += c[i][j][k].w; | |
| } | |
| } | |
| } | |
| } | |
| if(componentCount >= 1) c_.x = c[0][0][0].x; | |
| if(componentCount >= 2) c_.y = c[0][0][0].y; | |
| if(componentCount >= 3) c_.z = c[0][0][0].z; | |
| if(componentCount >= 4) c_.w = c[0][0][0].w; | |
| // Correct for signed fractions | |
| if(componentCount >= 1) if(!hasUnsignedTextureComponent(0)) c_.x = AddSat(c_.x, c_.x); | |
| if(componentCount >= 2) if(!hasUnsignedTextureComponent(1)) c_.y = AddSat(c_.y, c_.y); | |
| if(componentCount >= 3) if(!hasUnsignedTextureComponent(2)) c_.z = AddSat(c_.z, c_.z); | |
| if(componentCount >= 4) if(!hasUnsignedTextureComponent(3)) c_.w = AddSat(c_.w, c_.w); | |
| } | |
| } | |
| void SamplerCore::sampleFloatFilter(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool lodProvided) | |
| { | |
| bool volumeTexture = state.textureType == TEXTURE_3D; | |
| sampleFloatAniso(texture, c, u, v, w, lod, anisotropy, uDelta, vDelta, face, false, lodProvided); | |
| if(state.mipmapFilter > MIPMAP_POINT) | |
| { | |
| Vector4f cc; | |
| sampleFloatAniso(texture, cc, u, v, w, lod, anisotropy, uDelta, vDelta, face, true, lodProvided); | |
| Float4 lod4 = Float4(Frac(lod)); | |
| c.x = (cc.x - c.x) * lod4 + c.x; | |
| c.y = (cc.y - c.y) * lod4 + c.y; | |
| c.z = (cc.z - c.z) * lod4 + c.z; | |
| c.w = (cc.w - c.w) * lod4 + c.w; | |
| } | |
| Int4 borderMask; | |
| if(state.addressingModeU == ADDRESSING_BORDER) | |
| { | |
| Int4 u0; | |
| border(u0, u); | |
| borderMask = u0; | |
| } | |
| if(state.addressingModeV == ADDRESSING_BORDER) | |
| { | |
| Int4 v0; | |
| border(v0, v); | |
| if(state.addressingModeU == ADDRESSING_BORDER) | |
| { | |
| borderMask &= v0; | |
| } | |
| else | |
| { | |
| borderMask = v0; | |
| } | |
| } | |
| if(state.addressingModeW == ADDRESSING_BORDER && volumeTexture) | |
| { | |
| Int4 s0; | |
| border(s0, w); | |
| if(state.addressingModeU == ADDRESSING_BORDER || | |
| state.addressingModeV == ADDRESSING_BORDER) | |
| { | |
| borderMask &= s0; | |
| } | |
| else | |
| { | |
| borderMask = s0; | |
| } | |
| } | |
| if(state.addressingModeU == ADDRESSING_BORDER || | |
| state.addressingModeV == ADDRESSING_BORDER || | |
| (state.addressingModeW == ADDRESSING_BORDER && volumeTexture)) | |
| { | |
| Int4 b; | |
| c.x = As<Float4>(borderMask & As<Int4>(c.x) | ~borderMask & *Pointer<Int4>(texture + OFFSET(Texture,borderColorF[0]))); | |
| c.y = As<Float4>(borderMask & As<Int4>(c.y) | ~borderMask & *Pointer<Int4>(texture + OFFSET(Texture,borderColorF[1]))); | |
| c.z = As<Float4>(borderMask & As<Int4>(c.z) | ~borderMask & *Pointer<Int4>(texture + OFFSET(Texture,borderColorF[2]))); | |
| c.w = As<Float4>(borderMask & As<Int4>(c.w) | ~borderMask & *Pointer<Int4>(texture + OFFSET(Texture,borderColorF[3]))); | |
| } | |
| } | |
| void SamplerCore::sampleFloatAniso(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, bool lodProvided) | |
| { | |
| if(state.textureFilter != FILTER_ANISOTROPIC || lodProvided) | |
| { | |
| sampleFloat(texture, c, u, v, w, lod, face, secondLOD); | |
| } | |
| else | |
| { | |
| Int a = RoundInt(anisotropy); | |
| Vector4f cSum; | |
| cSum.x = Float4(0.0f); | |
| cSum.y = Float4(0.0f); | |
| cSum.z = Float4(0.0f); | |
| cSum.w = Float4(0.0f); | |
| Float4 A = *Pointer<Float4>(constants + OFFSET(Constants,uvWeight) + 16 * a); | |
| Float4 B = *Pointer<Float4>(constants + OFFSET(Constants,uvStart) + 16 * a); | |
| Float4 du = uDelta; | |
| Float4 dv = vDelta; | |
| Float4 u0 = u + B * du; | |
| Float4 v0 = v + B * dv; | |
| du *= A; | |
| dv *= A; | |
| Int i = 0; | |
| Do | |
| { | |
| sampleFloat(texture, c, u0, v0, w, lod, face, secondLOD); | |
| u0 += du; | |
| v0 += dv; | |
| cSum.x += c.x * A; | |
| cSum.y += c.y * A; | |
| cSum.z += c.z * A; | |
| cSum.w += c.w * A; | |
| i++; | |
| } | |
| Until(i >= a) | |
| c.x = cSum.x; | |
| c.y = cSum.y; | |
| c.z = cSum.z; | |
| c.w = cSum.w; | |
| } | |
| } | |
| void SamplerCore::sampleFloat(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Int face[4], bool secondLOD) | |
| { | |
| if(state.textureType != TEXTURE_3D) | |
| { | |
| sampleFloat2D(texture, c, u, v, w, lod, face, secondLOD); | |
| } | |
| else | |
| { | |
| sampleFloat3D(texture, c, u, v, w, lod, secondLOD); | |
| } | |
| } | |
| void SamplerCore::sampleFloat2D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &z, Float &lod, Int face[4], bool secondLOD) | |
| { | |
| int componentCount = textureComponentCount(); | |
| bool gather = state.textureFilter == FILTER_GATHER; | |
| Pointer<Byte> mipmap; | |
| Pointer<Byte> buffer[4]; | |
| selectMipmap(texture, buffer, mipmap, lod, face, secondLOD); | |
| Short4 uuuu; | |
| Short4 vvvv; | |
| address(uuuu, u, state.addressingModeU); | |
| address(vvvv, v, state.addressingModeV); | |
| if(state.textureFilter == FILTER_POINT) | |
| { | |
| sampleTexel(c, uuuu, vvvv, vvvv, z, mipmap, buffer); | |
| } | |
| else | |
| { | |
| Vector4f c0; | |
| Vector4f c1; | |
| Vector4f c2; | |
| Vector4f c3; | |
| Short4 uuuu0 = offsetSample(uuuu, mipmap, OFFSET(Mipmap,uHalf), state.addressingModeU == ADDRESSING_WRAP, gather ? 0 : -1); | |
| Short4 vvvv0 = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), state.addressingModeV == ADDRESSING_WRAP, gather ? 0 : -1); | |
| Short4 uuuu1 = offsetSample(uuuu, mipmap, OFFSET(Mipmap,uHalf), state.addressingModeU == ADDRESSING_WRAP, gather ? 2 : +1); | |
| Short4 vvvv1 = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), state.addressingModeV == ADDRESSING_WRAP, gather ? 2 : +1); | |
| sampleTexel(c0, uuuu0, vvvv0, vvvv0, z, mipmap, buffer); | |
| sampleTexel(c1, uuuu1, vvvv0, vvvv0, z, mipmap, buffer); | |
| sampleTexel(c2, uuuu0, vvvv1, vvvv1, z, mipmap, buffer); | |
| sampleTexel(c3, uuuu1, vvvv1, vvvv1, z, mipmap, buffer); | |
| if(!gather) // Blend | |
| { | |
| // Fractions | |
| Float4 fu = Frac(Float4(As<UShort4>(uuuu0)) * *Pointer<Float4>(mipmap + OFFSET(Mipmap,fWidth))); | |
| Float4 fv = Frac(Float4(As<UShort4>(vvvv0)) * *Pointer<Float4>(mipmap + OFFSET(Mipmap,fHeight))); | |
| if(componentCount >= 1) c0.x = c0.x + fu * (c1.x - c0.x); | |
| if(componentCount >= 2) c0.y = c0.y + fu * (c1.y - c0.y); | |
| if(componentCount >= 3) c0.z = c0.z + fu * (c1.z - c0.z); | |
| if(componentCount >= 4) c0.w = c0.w + fu * (c1.w - c0.w); | |
| if(componentCount >= 1) c2.x = c2.x + fu * (c3.x - c2.x); | |
| if(componentCount >= 2) c2.y = c2.y + fu * (c3.y - c2.y); | |
| if(componentCount >= 3) c2.z = c2.z + fu * (c3.z - c2.z); | |
| if(componentCount >= 4) c2.w = c2.w + fu * (c3.w - c2.w); | |
| if(componentCount >= 1) c.x = c0.x + fv * (c2.x - c0.x); | |
| if(componentCount >= 2) c.y = c0.y + fv * (c2.y - c0.y); | |
| if(componentCount >= 3) c.z = c0.z + fv * (c2.z - c0.z); | |
| if(componentCount >= 4) c.w = c0.w + fv * (c2.w - c0.w); | |
| } | |
| else | |
| { | |
| c.x = c1.x; | |
| c.y = c2.x; | |
| c.z = c3.x; | |
| c.w = c0.x; | |
| } | |
| } | |
| } | |
| void SamplerCore::sampleFloat3D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, bool secondLOD) | |
| { | |
| int componentCount = textureComponentCount(); | |
| Pointer<Byte> mipmap; | |
| Pointer<Byte> buffer[4]; | |
| Int face[4]; | |
| selectMipmap(texture, buffer, mipmap, lod, face, secondLOD); | |
| Short4 uuuu; | |
| Short4 vvvv; | |
| Short4 wwww; | |
| address(uuuu, u, state.addressingModeU); | |
| address(vvvv, v, state.addressingModeV); | |
| address(wwww, w, state.addressingModeW); | |
| if(state.textureFilter <= FILTER_POINT) | |
| { | |
| sampleTexel(c, uuuu, vvvv, wwww, w, mipmap, buffer); | |
| } | |
| else | |
| { | |
| Vector4f &c0 = c; | |
| Vector4f c1; | |
| Vector4f c2; | |
| Vector4f c3; | |
| Vector4f c4; | |
| Vector4f c5; | |
| Vector4f c6; | |
| Vector4f c7; | |
| Short4 uuuu0 = offsetSample(uuuu, mipmap, OFFSET(Mipmap,uHalf), state.addressingModeU == ADDRESSING_WRAP, -1); | |
| Short4 vvvv0 = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), state.addressingModeV == ADDRESSING_WRAP, -1); | |
| Short4 wwww0 = offsetSample(wwww, mipmap, OFFSET(Mipmap,wHalf), state.addressingModeW == ADDRESSING_WRAP, -1); | |
| Short4 uuuu1 = offsetSample(uuuu, mipmap, OFFSET(Mipmap,uHalf), state.addressingModeU == ADDRESSING_WRAP, +1); | |
| Short4 vvvv1 = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), state.addressingModeV == ADDRESSING_WRAP, +1); | |
| Short4 wwww1 = offsetSample(wwww, mipmap, OFFSET(Mipmap,wHalf), state.addressingModeW == ADDRESSING_WRAP, +1); | |
| sampleTexel(c0, uuuu0, vvvv0, wwww0, w, mipmap, buffer); | |
| sampleTexel(c1, uuuu1, vvvv0, wwww0, w, mipmap, buffer); | |
| sampleTexel(c2, uuuu0, vvvv1, wwww0, w, mipmap, buffer); | |
| sampleTexel(c3, uuuu1, vvvv1, wwww0, w, mipmap, buffer); | |
| sampleTexel(c4, uuuu0, vvvv0, wwww1, w, mipmap, buffer); | |
| sampleTexel(c5, uuuu1, vvvv0, wwww1, w, mipmap, buffer); | |
| sampleTexel(c6, uuuu0, vvvv1, wwww1, w, mipmap, buffer); | |
| sampleTexel(c7, uuuu1, vvvv1, wwww1, w, mipmap, buffer); | |
| // Fractions | |
| Float4 fu = Frac(Float4(As<UShort4>(uuuu0)) * *Pointer<Float4>(mipmap + OFFSET(Mipmap,fWidth))); | |
| Float4 fv = Frac(Float4(As<UShort4>(vvvv0)) * *Pointer<Float4>(mipmap + OFFSET(Mipmap,fHeight))); | |
| Float4 fw = Frac(Float4(As<UShort4>(wwww0)) * *Pointer<Float4>(mipmap + OFFSET(Mipmap,fDepth))); | |
| // Blend first slice | |
| if(componentCount >= 1) c0.x = c0.x + fu * (c1.x - c0.x); | |
| if(componentCount >= 2) c0.y = c0.y + fu * (c1.y - c0.y); | |
| if(componentCount >= 3) c0.z = c0.z + fu * (c1.z - c0.z); | |
| if(componentCount >= 4) c0.w = c0.w + fu * (c1.w - c0.w); | |
| if(componentCount >= 1) c2.x = c2.x + fu * (c3.x - c2.x); | |
| if(componentCount >= 2) c2.y = c2.y + fu * (c3.y - c2.y); | |
| if(componentCount >= 3) c2.z = c2.z + fu * (c3.z - c2.z); | |
| if(componentCount >= 4) c2.w = c2.w + fu * (c3.w - c2.w); | |
| if(componentCount >= 1) c0.x = c0.x + fv * (c2.x - c0.x); | |
| if(componentCount >= 2) c0.y = c0.y + fv * (c2.y - c0.y); | |
| if(componentCount >= 3) c0.z = c0.z + fv * (c2.z - c0.z); | |
| if(componentCount >= 4) c0.w = c0.w + fv * (c2.w - c0.w); | |
| // Blend second slice | |
| if(componentCount >= 1) c4.x = c4.x + fu * (c5.x - c4.x); | |
| if(componentCount >= 2) c4.y = c4.y + fu * (c5.y - c4.y); | |
| if(componentCount >= 3) c4.z = c4.z + fu * (c5.z - c4.z); | |
| if(componentCount >= 4) c4.w = c4.w + fu * (c5.w - c4.w); | |
| if(componentCount >= 1) c6.x = c6.x + fu * (c7.x - c6.x); | |
| if(componentCount >= 2) c6.y = c6.y + fu * (c7.y - c6.y); | |
| if(componentCount >= 3) c6.z = c6.z + fu * (c7.z - c6.z); | |
| if(componentCount >= 4) c6.w = c6.w + fu * (c7.w - c6.w); | |
| if(componentCount >= 1) c4.x = c4.x + fv * (c6.x - c4.x); | |
| if(componentCount >= 2) c4.y = c4.y + fv * (c6.y - c4.y); | |
| if(componentCount >= 3) c4.z = c4.z + fv * (c6.z - c4.z); | |
| if(componentCount >= 4) c4.w = c4.w + fv * (c6.w - c4.w); | |
| // Blend slices | |
| if(componentCount >= 1) c0.x = c0.x + fw * (c4.x - c0.x); | |
| if(componentCount >= 2) c0.y = c0.y + fw * (c4.y - c0.y); | |
| if(componentCount >= 3) c0.z = c0.z + fw * (c4.z - c0.z); | |
| if(componentCount >= 4) c0.w = c0.w + fw * (c4.w - c0.w); | |
| } | |
| } | |
| void SamplerCore::computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &uuuu, Float4 &vvvv, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, bool bias, bool gradients, bool lodProvided) | |
| { | |
| if(!lodProvided) | |
| { | |
| Float4 duvdxy; | |
| if(!gradients) | |
| { | |
| duvdxy = Float4(uuuu.yz, vvvv.yz) - Float4(uuuu.xx, vvvv.xx); | |
| } | |
| else | |
| { | |
| Float4 dudxy = Float4(dsx.x.xx, dsy.x.xx); | |
| Float4 dvdxy = Float4(dsx.y.xx, dsy.y.xx); | |
| duvdxy = Float4(dudxy.xz, dvdxy.xz); | |
| } | |
| // Scale by texture dimensions and LOD | |
| Float4 dUVdxy = duvdxy * *Pointer<Float4>(texture + OFFSET(Texture,widthHeightLOD)); | |
| Float4 dUV2dxy = dUVdxy * dUVdxy; | |
| Float4 dUV2 = dUV2dxy.xy + dUV2dxy.zw; | |
| lod = Max(Float(dUV2.x), Float(dUV2.y)); // Square length of major axis | |
| if(state.textureFilter == FILTER_ANISOTROPIC) | |
| { | |
| Float det = Abs(Float(dUVdxy.x) * Float(dUVdxy.w) - Float(dUVdxy.y) * Float(dUVdxy.z)); | |
| Float4 dudx = duvdxy.xxxx; | |
| Float4 dudy = duvdxy.yyyy; | |
| Float4 dvdx = duvdxy.zzzz; | |
| Float4 dvdy = duvdxy.wwww; | |
| Int4 mask = As<Int4>(CmpNLT(dUV2.x, dUV2.y)); | |
| uDelta = As<Float4>(As<Int4>(dudx) & mask | As<Int4>(dudy) & ~mask); | |
| vDelta = As<Float4>(As<Int4>(dvdx) & mask | As<Int4>(dvdy) & ~mask); | |
| anisotropy = lod * Rcp_pp(det); | |
| anisotropy = Min(anisotropy, *Pointer<Float>(texture + OFFSET(Texture,maxAnisotropy))); | |
| lod *= Rcp_pp(anisotropy * anisotropy); | |
| } | |
| // log2(sqrt(lod)) | |
| lod = Float(As<Int>(lod)); | |
| lod -= Float(0x3F800000); | |
| lod *= As<Float>(Int(0x33800000)); | |
| if(bias) | |
| { | |
| lod += lodBias; | |
| } | |
| // FIXME: Hack to satisfy WHQL | |
| if(state.textureType == TEXTURE_CUBE) | |
| { | |
| lod += Float(-0.15f); | |
| } | |
| } | |
| else | |
| { | |
| lod = lodBias + *Pointer<Float>(texture + OFFSET(Texture,LOD)); | |
| } | |
| lod = Max(lod, 0.0f); | |
| lod = Min(lod, Float(MIPMAP_LEVELS - 2)); // Trilinear accesses lod+1 | |
| } | |
| void SamplerCore::computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &uuuu, Float4 &vvvv, Float4 &wwww, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, bool bias, bool gradients, bool lodProvided) | |
| { | |
| if(state.mipmapFilter == MIPMAP_NONE) | |
| { | |
| } | |
| else // Point and linear filter | |
| { | |
| if(!lodProvided) | |
| { | |
| Float4 dudxy; | |
| Float4 dvdxy; | |
| Float4 dsdxy; | |
| if(!gradients) | |
| { | |
| dudxy = uuuu.ywyw - uuuu; | |
| dvdxy = vvvv.ywyw - vvvv; | |
| dsdxy = wwww.ywyw - wwww; | |
| } | |
| else | |
| { | |
| dudxy = dsx.x; | |
| dvdxy = dsx.y; | |
| dsdxy = dsx.z; | |
| dudxy = Float4(dudxy.xx, dsy.x.xx); | |
| dvdxy = Float4(dvdxy.xx, dsy.y.xx); | |
| dsdxy = Float4(dsdxy.xx, dsy.z.xx); | |
| dudxy = Float4(dudxy.xz, dudxy.xz); | |
| dvdxy = Float4(dvdxy.xz, dvdxy.xz); | |
| dsdxy = Float4(dsdxy.xz, dsdxy.xz); | |
| } | |
| // Scale by texture dimensions and LOD | |
| dudxy *= *Pointer<Float4>(texture + OFFSET(Texture,widthLOD)); | |
| dvdxy *= *Pointer<Float4>(texture + OFFSET(Texture,heightLOD)); | |
| dsdxy *= *Pointer<Float4>(texture + OFFSET(Texture,depthLOD)); | |
| dudxy *= dudxy; | |
| dvdxy *= dvdxy; | |
| dsdxy *= dsdxy; | |
| dudxy += dvdxy; | |
| dudxy += dsdxy; | |
| lod = Max(Float(dudxy.x), Float(dudxy.y)); // FIXME: Max(dudxy.x, dudxy.y); | |
| // log2(sqrt(lod)) | |
| lod = Float(As<Int>(lod)); | |
| lod -= Float(0x3F800000); | |
| lod *= As<Float>(Int(0x33800000)); | |
| if(bias) | |
| { | |
| lod += lodBias; | |
| } | |
| } | |
| else | |
| { | |
| lod = lodBias + *Pointer<Float>(texture + OFFSET(Texture,LOD)); | |
| } | |
| lod = Max(lod, Float(0.0f)); // FIXME | |
| lod = Min(lod, Float(MIPMAP_LEVELS - 2)); // Trilinear accesses lod+1 | |
| } | |
| } | |
| void SamplerCore::cubeFace(Int face[4], Float4 &U, Float4 &V, Float4 &lodU, Float4 &lodV, Float4 &x, Float4 &y, Float4 &z) | |
| { | |
| Int4 xp = CmpNLE(x, Float4(0.0f)); // x > 0 | |
| Int4 yp = CmpNLE(y, Float4(0.0f)); // y > 0 | |
| Int4 zp = CmpNLE(z, Float4(0.0f)); // z > 0 | |
| Float4 absX = Abs(x); | |
| Float4 absY = Abs(y); | |
| Float4 absZ = Abs(z); | |
| Int4 xy = CmpNLE(absX, absY); // abs(x) > abs(y) | |
| Int4 yz = CmpNLE(absY, absZ); // abs(y) > abs(z) | |
| Int4 zx = CmpNLE(absZ, absX); // abs(z) > abs(x) | |
| Int4 xyz = ~zx & xy; // abs(x) > abs(y) && abs(x) > abs(z) | |
| Int4 yzx = ~xy & yz; // abs(y) > abs(z) && abs(y) > abs(x) | |
| Int4 zxy = ~yz & zx; // abs(z) > abs(x) && abs(z) > abs(y) | |
| // FACE_POSITIVE_X = 000b | |
| // FACE_NEGATIVE_X = 001b | |
| // FACE_POSITIVE_Y = 010b | |
| // FACE_NEGATIVE_Y = 011b | |
| // FACE_POSITIVE_Z = 100b | |
| // FACE_NEGATIVE_Z = 101b | |
| Int yAxis = SignMask(yzx); | |
| Int zAxis = SignMask(zxy); | |
| Int4 n = (~xp & xyz) | (~yp & yzx) | (~zp & zxy); | |
| Int negative = SignMask(n); | |
| face[0] = *Pointer<Int>(constants + OFFSET(Constants,transposeBit0) + negative * 4); | |
| face[0] |= *Pointer<Int>(constants + OFFSET(Constants,transposeBit1) + yAxis * 4); | |
| face[0] |= *Pointer<Int>(constants + OFFSET(Constants,transposeBit2) + zAxis * 4); | |
| face[1] = (face[0] >> 4) & 0x7; | |
| face[2] = (face[0] >> 8) & 0x7; | |
| face[3] = (face[0] >> 12) & 0x7; | |
| face[0] &= 0x7; | |
| // U = xyz * -z + ~xyz * (yzx * ~yp * -x + (yzx * ~yp) * x) | |
| U = As<Float4>((xyz & As<Int4>(-z)) | (~xyz & (((yzx & ~yp) & Int4(0x80000000, 0x80000000, 0x80000000, 0x80000000)) ^ As<Int4>(x)))); | |
| // V = yzx * z + ~yzx * (~neg * -y + neg * y) | |
| V = As<Float4>((~yzx & ((~n & Int4(0x80000000, 0x80000000, 0x80000000, 0x80000000)) ^ As<Int4>(y))) | (yzx & As<Int4>(z))); | |
| // M = xyz * x + yzx * y + zxy * z | |
| Float4 M = As<Float4>((xyz & As<Int4>(x)) | (yzx & As<Int4>(y)) | (zxy & As<Int4>(z))); | |
| M = reciprocal(M); | |
| U *= M * Float4(0.5f); | |
| V *= M * Float4(0.5f); | |
| // Project coordinates onto one face for consistent LOD calculation | |
| { | |
| yp = Swizzle(yp, 0); | |
| n = Swizzle(n, 0); | |
| xyz = Swizzle(xyz, 0); | |
| yzx = Swizzle(yzx, 0); | |
| zxy = Swizzle(zxy, 0); | |
| // U = xyz * -z + ~xyz * (yzx * ~yp * -x + (yzx * ~yp) * x) | |
| lodU = As<Float4>((xyz & As<Int4>(-z)) | (~xyz & (((yzx & ~yp) & Int4(0x80000000, 0x80000000, 0x80000000, 0x80000000)) ^ As<Int4>(x)))); | |
| // V = yzx * z + ~yzx * (~neg * -y + neg * y) | |
| lodV = As<Float4>((~yzx & ((~n & Int4(0x80000000, 0x80000000, 0x80000000, 0x80000000)) ^ As<Int4>(y))) | (yzx & As<Int4>(z))); | |
| // M = xyz * x + yzx * y + zxy * z | |
| Float4 M = As<Float4>((xyz & As<Int4>(x)) | (yzx & As<Int4>(y)) | (zxy & As<Int4>(z))); | |
| M = Rcp_pp(M); | |
| lodU *= M * Float4(0.5f); | |
| lodV *= M * Float4(0.5f); | |
| } | |
| } | |
| void SamplerCore::computeIndices(Int index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, const Pointer<Byte> &mipmap) | |
| { | |
| Short4 uuu2; | |
| if(!state.hasNPOTTexture && !hasFloatTexture()) | |
| { | |
| 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(state.textureType == TEXTURE_3D) | |
| { | |
| wwww = As<UShort4>(wwww) >> *Pointer<Long1>(mipmap + OFFSET(Mipmap,wFrac)); | |
| Short4 www2 = wwww; | |
| wwww = As<Short4>(UnpackLow(wwww, wwww)); | |
| www2 = As<Short4>(UnpackHigh(www2, www2)); | |
| wwww = As<Short4>(As<UInt2>(wwww) >> 16); | |
| www2 = As<Short4>(As<UInt2>(www2) >> 16); | |
| wwww = As<Short4>(As<Int2>(wwww) << *Pointer<Long1>(mipmap + OFFSET(Mipmap,uInt))); | |
| www2 = As<Short4>(As<Int2>(www2) << *Pointer<Long1>(mipmap + OFFSET(Mipmap,uInt))); | |
| wwww = As<Short4>(As<Int2>(wwww) << *Pointer<Long1>(mipmap + OFFSET(Mipmap,vInt))); // FIXME: Combine uInt and vInt shift | |
| www2 = As<Short4>(As<Int2>(www2) << *Pointer<Long1>(mipmap + OFFSET(Mipmap,vInt))); | |
| uuuu = As<Short4>(As<Int2>(uuuu) + As<Int2>(wwww)); | |
| uuu2 = As<Short4>(As<Int2>(uuu2) + As<Int2>(www2)); | |
| } | |
| } | |
| else | |
| { | |
| uuuu = MulHigh(As<UShort4>(uuuu), *Pointer<UShort4>(mipmap + OFFSET(Mipmap,width))); | |
| vvvv = MulHigh(As<UShort4>(vvvv), *Pointer<UShort4>(mipmap + OFFSET(Mipmap,height))); | |
| uuu2 = uuuu; | |
| uuuu = As<Short4>(UnpackLow(uuuu, vvvv)); | |
| uuu2 = As<Short4>(UnpackHigh(uuu2, vvvv)); | |
| uuuu = As<Short4>(MulAdd(uuuu, *Pointer<Short4>(mipmap + OFFSET(Mipmap,onePitchP)))); | |
| uuu2 = As<Short4>(MulAdd(uuu2, *Pointer<Short4>(mipmap + OFFSET(Mipmap,onePitchP)))); | |
| if(state.textureType == TEXTURE_3D) | |
| { | |
| wwww = MulHigh(As<UShort4>(wwww), *Pointer<UShort4>(mipmap + OFFSET(Mipmap,depth))); | |
| Short4 www2 = wwww; | |
| wwww = As<Short4>(UnpackLow(wwww, Short4(0x0000, 0x0000, 0x0000, 0x0000))); | |
| www2 = As<Short4>(UnpackHigh(www2, Short4(0x0000, 0x0000, 0x0000, 0x0000))); | |
| wwww = As<Short4>(MulAdd(wwww, *Pointer<Short4>(mipmap + OFFSET(Mipmap,sliceP)))); | |
| www2 = As<Short4>(MulAdd(www2, *Pointer<Short4>(mipmap + OFFSET(Mipmap,sliceP)))); | |
| uuuu = As<Short4>(As<Int2>(uuuu) + As<Int2>(wwww)); | |
| uuu2 = As<Short4>(As<Int2>(uuu2) + As<Int2>(www2)); | |
| } | |
| } | |
| index[0] = Extract(As<Int2>(uuuu), 0); | |
| index[1] = Extract(As<Int2>(uuuu), 1); | |
| index[2] = Extract(As<Int2>(uuu2), 0); | |
| index[3] = Extract(As<Int2>(uuu2), 1); | |
| } | |
| void SamplerCore::sampleTexel(Vector4s &c, Short4 &uuuu, Short4 &vvvv, Short4 &wwww, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4]) | |
| { | |
| Int index[4]; | |
| computeIndices(index, uuuu, vvvv, wwww, mipmap); | |
| int f0 = state.textureType == TEXTURE_CUBE ? 0 : 0; | |
| int f1 = state.textureType == TEXTURE_CUBE ? 1 : 0; | |
| int f2 = state.textureType == TEXTURE_CUBE ? 2 : 0; | |
| int f3 = state.textureType == TEXTURE_CUBE ? 3 : 0; | |
| if(has16bitTextureFormat()) | |
| { | |
| c.x = Insert(c.x, *Pointer<Short>(buffer[f0] + 2 * index[0]), 0); | |
| c.x = Insert(c.x, *Pointer<Short>(buffer[f1] + 2 * index[1]), 1); | |
| c.x = Insert(c.x, *Pointer<Short>(buffer[f2] + 2 * index[2]), 2); | |
| c.x = Insert(c.x, *Pointer<Short>(buffer[f3] + 2 * index[3]), 3); | |
| switch(state.textureFormat) | |
| { | |
| case FORMAT_R5G6B5: | |
| c.z = (c.x & Short4(0x001Fu)) << 11; | |
| c.y = (c.x & Short4(0x07E0u)) << 5; | |
| c.x = (c.x & Short4(0xF800u)); | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| else if(!has16bitTextureComponents()) // 8-bit components | |
| { | |
| switch(textureComponentCount()) | |
| { | |
| case 4: | |
| { | |
| Byte8 c0 = *Pointer<Byte8>(buffer[f0] + 4 * index[0]); | |
| Byte8 c1 = *Pointer<Byte8>(buffer[f1] + 4 * index[1]); | |
| Byte8 c2 = *Pointer<Byte8>(buffer[f2] + 4 * index[2]); | |
| Byte8 c3 = *Pointer<Byte8>(buffer[f3] + 4 * index[3]); | |
| c.x = UnpackLow(c0, c1); | |
| c.y = UnpackLow(c2, c3); | |
| switch(state.textureFormat) | |
| { | |
| case FORMAT_A8R8G8B8: | |
| c.z = c.x; | |
| c.z = As<Short4>(UnpackLow(c.z, c.y)); | |
| c.x = As<Short4>(UnpackHigh(c.x, c.y)); | |
| c.y = c.z; | |
| c.w = c.x; | |
| c.z = UnpackLow(As<Byte8>(c.z), As<Byte8>(c.z)); | |
| c.y = UnpackHigh(As<Byte8>(c.y), As<Byte8>(c.y)); | |
| c.x = UnpackLow(As<Byte8>(c.x), As<Byte8>(c.x)); | |
| c.w = UnpackHigh(As<Byte8>(c.w), As<Byte8>(c.w)); | |
| break; | |
| case FORMAT_A8B8G8R8: | |
| case FORMAT_Q8W8V8U8: | |
| c.z = c.x; | |
| c.x = As<Short4>(UnpackLow(c.x, c.y)); | |
| c.z = As<Short4>(UnpackHigh(c.z, c.y)); | |
| c.y = c.x; | |
| c.w = c.z; | |
| c.x = UnpackLow(As<Byte8>(c.x), As<Byte8>(c.x)); | |
| c.y = UnpackHigh(As<Byte8>(c.y), As<Byte8>(c.y)); | |
| c.z = UnpackLow(As<Byte8>(c.z), As<Byte8>(c.z)); | |
| c.w = UnpackHigh(As<Byte8>(c.w), As<Byte8>(c.w)); | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| break; | |
| case 3: | |
| { | |
| Byte8 c0 = *Pointer<Byte8>(buffer[f0] + 4 * index[0]); | |
| Byte8 c1 = *Pointer<Byte8>(buffer[f1] + 4 * index[1]); | |
| Byte8 c2 = *Pointer<Byte8>(buffer[f2] + 4 * index[2]); | |
| Byte8 c3 = *Pointer<Byte8>(buffer[f3] + 4 * index[3]); | |
| c.x = UnpackLow(c0, c1); | |
| c.y = UnpackLow(c2, c3); | |
| switch(state.textureFormat) | |
| { | |
| case FORMAT_X8R8G8B8: | |
| c.z = c.x; | |
| c.z = As<Short4>(UnpackLow(c.z, c.y)); | |
| c.x = As<Short4>(UnpackHigh(c.x, c.y)); | |
| c.y = c.z; | |
| c.z = UnpackLow(As<Byte8>(c.z), As<Byte8>(c.z)); | |
| c.y = UnpackHigh(As<Byte8>(c.y), As<Byte8>(c.y)); | |
| c.x = UnpackLow(As<Byte8>(c.x), As<Byte8>(c.x)); | |
| break; | |
| case FORMAT_X8B8G8R8: | |
| case FORMAT_X8L8V8U8: | |
| c.z = c.x; | |
| c.x = As<Short4>(UnpackLow(c.x, c.y)); | |
| c.z = As<Short4>(UnpackHigh(c.z, c.y)); | |
| c.y = c.x; | |
| c.x = UnpackLow(As<Byte8>(c.x), As<Byte8>(c.x)); | |
| c.y = UnpackHigh(As<Byte8>(c.y), As<Byte8>(c.y)); | |
| c.z = UnpackLow(As<Byte8>(c.z), As<Byte8>(c.z)); | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| break; | |
| case 2: | |
| c.x = Insert(c.x, *Pointer<Short>(buffer[f0] + 2 * index[0]), 0); | |
| c.x = Insert(c.x, *Pointer<Short>(buffer[f1] + 2 * index[1]), 1); | |
| c.x = Insert(c.x, *Pointer<Short>(buffer[f2] + 2 * index[2]), 2); | |
| c.x = Insert(c.x, *Pointer<Short>(buffer[f3] + 2 * index[3]), 3); | |
| switch(state.textureFormat) | |
| { | |
| case FORMAT_G8R8: | |
| case FORMAT_V8U8: | |
| case FORMAT_A8L8: | |
| c.y = (c.x & Short4(0xFF00u, 0xFF00u, 0xFF00u, 0xFF00u)) | As<Short4>(As<UShort4>(c.x) >> 8); | |
| c.x = (c.x & Short4(0x00FFu, 0x00FFu, 0x00FFu, 0x00FFu)) | (c.x << 8); | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| break; | |
| case 1: | |
| { | |
| Int c0 = Int(*Pointer<Byte>(buffer[f0] + index[0])); | |
| Int c1 = Int(*Pointer<Byte>(buffer[f1] + index[1])); | |
| Int c2 = Int(*Pointer<Byte>(buffer[f2] + index[2])); | |
| Int c3 = Int(*Pointer<Byte>(buffer[f3] + index[3])); | |
| c0 = c0 | (c1 << 8) | (c2 << 16) | (c3 << 24); | |
| c.x = Unpack(As<Byte4>(c0)); | |
| } | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| else // 16-bit components | |
| { | |
| switch(textureComponentCount()) | |
| { | |
| case 4: | |
| c.x = *Pointer<Short4>(buffer[f0] + 8 * index[0]); | |
| c.y = *Pointer<Short4>(buffer[f1] + 8 * index[1]); | |
| c.z = *Pointer<Short4>(buffer[f2] + 8 * index[2]); | |
| c.w = *Pointer<Short4>(buffer[f3] + 8 * index[3]); | |
| transpose4x4(c.x, c.y, c.z, c.w); | |
| break; | |
| case 2: | |
| c.x = *Pointer<Short4>(buffer[f0] + 4 * index[0]); | |
| c.x = As<Short4>(UnpackLow(c.x, *Pointer<Short4>(buffer[f1] + 4 * index[1]))); | |
| c.z = *Pointer<Short4>(buffer[f2] + 4 * index[2]); | |
| c.z = As<Short4>(UnpackLow(c.z, *Pointer<Short4>(buffer[f3] + 4 * index[3]))); | |
| c.y = c.x; | |
| c.x = As<Short4>(UnpackLow(As<Int2>(c.x), As<Int2>(c.z))); | |
| c.y = As<Short4>(UnpackHigh(As<Int2>(c.y), As<Int2>(c.z))); | |
| break; | |
| case 1: | |
| c.x = Insert(c.x, *Pointer<Short>(buffer[f0] + 2 * index[0]), 0); | |
| c.x = Insert(c.x, *Pointer<Short>(buffer[f1] + 2 * index[1]), 1); | |
| c.x = Insert(c.x, *Pointer<Short>(buffer[f2] + 2 * index[2]), 2); | |
| c.x = Insert(c.x, *Pointer<Short>(buffer[f3] + 2 * index[3]), 3); | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| } | |
| void SamplerCore::sampleTexel(Vector4f &c, Short4 &uuuu, Short4 &vvvv, Short4 &wwww, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4]) | |
| { | |
| Int index[4]; | |
| computeIndices(index, uuuu, vvvv, wwww, mipmap); | |
| int f0 = state.textureType == TEXTURE_CUBE ? 0 : 0; | |
| int f1 = state.textureType == TEXTURE_CUBE ? 1 : 0; | |
| int f2 = state.textureType == TEXTURE_CUBE ? 2 : 0; | |
| int f3 = state.textureType == TEXTURE_CUBE ? 3 : 0; | |
| // Read texels | |
| switch(textureComponentCount()) | |
| { | |
| case 4: | |
| c.x = *Pointer<Float4>(buffer[f0] + index[0] * 16, 16); | |
| c.y = *Pointer<Float4>(buffer[f1] + index[1] * 16, 16); | |
| c.z = *Pointer<Float4>(buffer[f2] + index[2] * 16, 16); | |
| c.w = *Pointer<Float4>(buffer[f3] + index[3] * 16, 16); | |
| transpose4x4(c.x, c.y, c.z, c.w); | |
| break; | |
| case 2: | |
| // FIXME: Optimal shuffling? | |
| c.x.xy = *Pointer<Float4>(buffer[f0] + index[0] * 8); | |
| c.x.zw = *Pointer<Float4>(buffer[f1] + index[1] * 8 - 8); | |
| c.z.xy = *Pointer<Float4>(buffer[f2] + index[2] * 8); | |
| c.z.zw = *Pointer<Float4>(buffer[f3] + index[3] * 8 - 8); | |
| c.y = c.x; | |
| c.x = Float4(c.x.xz, c.z.xz); | |
| c.y = Float4(c.y.yw, c.z.yw); | |
| break; | |
| case 1: | |
| // FIXME: Optimal shuffling? | |
| c.x.x = *Pointer<Float>(buffer[f0] + index[0] * 4); | |
| c.x.y = *Pointer<Float>(buffer[f1] + index[1] * 4); | |
| c.x.z = *Pointer<Float>(buffer[f2] + index[2] * 4); | |
| c.x.w = *Pointer<Float>(buffer[f3] + index[3] * 4); | |
| if(state.textureFormat == FORMAT_D32FS8_SHADOW && state.textureFilter != FILTER_GATHER) | |
| { | |
| Float4 d = Min(Max(z, Float4(0.0f)), Float4(1.0f)); | |
| c.x = As<Float4>(As<Int4>(CmpNLT(c.x, d)) & As<Int4>(Float4(1.0f))); // FIXME: Only less-equal? | |
| } | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| void SamplerCore::selectMipmap(Pointer<Byte> &texture, Pointer<Byte> buffer[4], Pointer<Byte> &mipmap, Float &lod, Int face[4], bool secondLOD) | |
| { | |
| if(state.mipmapFilter < MIPMAP_POINT) | |
| { | |
| mipmap = texture + OFFSET(Texture,mipmap[0]); | |
| } | |
| else | |
| { | |
| Int ilod; | |
| if(state.mipmapFilter == MIPMAP_POINT) | |
| { | |
| ilod = RoundInt(lod); | |
| } | |
| else // Linear | |
| { | |
| ilod = Int(lod); | |
| } | |
| mipmap = texture + OFFSET(Texture,mipmap) + ilod * sizeof(Mipmap) + secondLOD * sizeof(Mipmap); | |
| } | |
| if(state.textureType != TEXTURE_CUBE) | |
| { | |
| buffer[0] = *Pointer<Pointer<Byte> >(mipmap + OFFSET(Mipmap,buffer[0])); | |
| } | |
| else | |
| { | |
| for(int i = 0; i < 4; i++) | |
| { | |
| buffer[i] = *Pointer<Pointer<Byte> >(mipmap + OFFSET(Mipmap,buffer) + face[i] * sizeof(void*)); | |
| } | |
| } | |
| } | |
| void SamplerCore::address(Short4 &uuuu, Float4 &uw, AddressingMode addressingMode) | |
| { | |
| if(addressingMode == ADDRESSING_CLAMP) | |
| { | |
| Float4 clamp = Min(Max(uw, Float4(0.0f)), Float4(65535.0f / 65536.0f)); | |
| uuuu = Short4(Int4(clamp * Float4(1 << 16))); | |
| } | |
| else if(addressingMode == ADDRESSING_MIRROR) | |
| { | |
| Int4 convert = Int4(uw * Float4(1 << 16)); | |
| Int4 mirror = (convert << 15) >> 31; | |
| convert ^= mirror; | |
| uuuu = Short4(convert); | |
| } | |
| else if(addressingMode == ADDRESSING_MIRRORONCE) | |
| { | |
| // Absolute value | |
| Int4 convert = Int4(Abs(uw * Float4(1 << 16))); | |
| // Clamp | |
| convert -= Int4(0x00008000, 0x00008000, 0x00008000, 0x00008000); | |
| convert = As<Int4>(Pack(convert, convert)); | |
| uuuu = As<Short4>(Int2(convert)) + Short4((short)0x8000, (short)0x8000, (short)0x8000, (short)0x8000); | |
| } | |
| else // Wrap (or border) | |
| { | |
| uuuu = Short4(Int4(uw * Float4(1 << 16))); | |
| } | |
| } | |
| void SamplerCore::convertFixed12(Short4 &cs, Float4 &cf) | |
| { | |
| cs = RoundShort4(cf * Float4(0x1000)); | |
| } | |
| void SamplerCore::convertFixed12(Vector4s &cs, Vector4f &cf) | |
| { | |
| convertFixed12(cs.x, cf.x); | |
| convertFixed12(cs.y, cf.y); | |
| convertFixed12(cs.z, cf.z); | |
| convertFixed12(cs.w, cf.w); | |
| } | |
| void SamplerCore::convertSigned12(Float4 &cf, Short4 &cs) | |
| { | |
| cf = Float4(cs) * Float4(1.0f / 0x0FFE); | |
| } | |
| // void SamplerCore::convertSigned12(Vector4f &cf, Vector4s &cs) | |
| // { | |
| // convertSigned12(cf.x, cs.x); | |
| // convertSigned12(cf.y, cs.y); | |
| // convertSigned12(cf.z, cs.z); | |
| // convertSigned12(cf.w, cs.w); | |
| // } | |
| void SamplerCore::convertSigned15(Float4 &cf, Short4 &cs) | |
| { | |
| cf = Float4(cs) * Float4(1.0f / 0x7FFF); | |
| } | |
| void SamplerCore::convertUnsigned16(Float4 &cf, Short4 &cs) | |
| { | |
| cf = Float4(As<UShort4>(cs)) * Float4(1.0f / 0xFFFF); | |
| } | |
| void SamplerCore::sRGBtoLinear16_8_12(Short4 &c) | |
| { | |
| c = As<UShort4>(c) >> 8; | |
| Pointer<Byte> LUT = Pointer<Byte>(constants + OFFSET(Constants,sRGBtoLinear8_12)); | |
| c = Insert(c, *Pointer<Short>(LUT + 2 * Int(Extract(c, 0))), 0); | |
| c = Insert(c, *Pointer<Short>(LUT + 2 * Int(Extract(c, 1))), 1); | |
| c = Insert(c, *Pointer<Short>(LUT + 2 * Int(Extract(c, 2))), 2); | |
| c = Insert(c, *Pointer<Short>(LUT + 2 * Int(Extract(c, 3))), 3); | |
| } | |
| void SamplerCore::sRGBtoLinear16_6_12(Short4 &c) | |
| { | |
| c = As<UShort4>(c) >> 10; | |
| Pointer<Byte> LUT = Pointer<Byte>(constants + OFFSET(Constants,sRGBtoLinear6_12)); | |
| c = Insert(c, *Pointer<Short>(LUT + 2 * Int(Extract(c, 0))), 0); | |
| c = Insert(c, *Pointer<Short>(LUT + 2 * Int(Extract(c, 1))), 1); | |
| c = Insert(c, *Pointer<Short>(LUT + 2 * Int(Extract(c, 2))), 2); | |
| c = Insert(c, *Pointer<Short>(LUT + 2 * Int(Extract(c, 3))), 3); | |
| } | |
| void SamplerCore::sRGBtoLinear16_5_12(Short4 &c) | |
| { | |
| c = As<UShort4>(c) >> 11; | |
| Pointer<Byte> LUT = Pointer<Byte>(constants + OFFSET(Constants,sRGBtoLinear5_12)); | |
| c = Insert(c, *Pointer<Short>(LUT + 2 * Int(Extract(c, 0))), 0); | |
| c = Insert(c, *Pointer<Short>(LUT + 2 * Int(Extract(c, 1))), 1); | |
| c = Insert(c, *Pointer<Short>(LUT + 2 * Int(Extract(c, 2))), 2); | |
| c = Insert(c, *Pointer<Short>(LUT + 2 * Int(Extract(c, 3))), 3); | |
| } | |
| bool SamplerCore::hasFloatTexture() const | |
| { | |
| return Surface::isFloatFormat(state.textureFormat); | |
| } | |
| bool SamplerCore::hasUnsignedTextureComponent(int component) const | |
| { | |
| return Surface::isUnsignedComponent(state.textureFormat, component); | |
| } | |
| int SamplerCore::textureComponentCount() const | |
| { | |
| return Surface::componentCount(state.textureFormat); | |
| } | |
| bool SamplerCore::has16bitTextureFormat() const | |
| { | |
| switch(state.textureFormat) | |
| { | |
| case FORMAT_R5G6B5: | |
| return true; | |
| case FORMAT_G8R8: | |
| case FORMAT_X8R8G8B8: | |
| case FORMAT_X8B8G8R8: | |
| case FORMAT_A8R8G8B8: | |
| case FORMAT_A8B8G8R8: | |
| case FORMAT_V8U8: | |
| case FORMAT_Q8W8V8U8: | |
| case FORMAT_X8L8V8U8: | |
| case FORMAT_R32F: | |
| case FORMAT_G32R32F: | |
| case FORMAT_A32B32G32R32F: | |
| case FORMAT_A8: | |
| case FORMAT_R8: | |
| case FORMAT_L8: | |
| case FORMAT_A8L8: | |
| case FORMAT_D32F_LOCKABLE: | |
| case FORMAT_D32FS8_TEXTURE: | |
| case FORMAT_D32FS8_SHADOW: | |
| case FORMAT_L16: | |
| case FORMAT_G16R16: | |
| case FORMAT_A16B16G16R16: | |
| case FORMAT_V16U16: | |
| case FORMAT_A16W16V16U16: | |
| case FORMAT_Q16W16V16U16: | |
| return false; | |
| default: | |
| ASSERT(false); | |
| } | |
| return false; | |
| } | |
| bool SamplerCore::has16bitTextureComponents() const | |
| { | |
| switch(state.textureFormat) | |
| { | |
| case FORMAT_R5G6B5: | |
| case FORMAT_G8R8: | |
| case FORMAT_X8R8G8B8: | |
| case FORMAT_X8B8G8R8: | |
| case FORMAT_A8R8G8B8: | |
| case FORMAT_A8B8G8R8: | |
| case FORMAT_V8U8: | |
| case FORMAT_Q8W8V8U8: | |
| case FORMAT_X8L8V8U8: | |
| case FORMAT_R32F: | |
| case FORMAT_G32R32F: | |
| case FORMAT_A32B32G32R32F: | |
| case FORMAT_A8: | |
| case FORMAT_R8: | |
| case FORMAT_L8: | |
| case FORMAT_A8L8: | |
| case FORMAT_D32F_LOCKABLE: | |
| case FORMAT_D32FS8_TEXTURE: | |
| case FORMAT_D32FS8_SHADOW: | |
| return false; | |
| case FORMAT_L16: | |
| case FORMAT_G16R16: | |
| case FORMAT_A16B16G16R16: | |
| case FORMAT_V16U16: | |
| case FORMAT_A16W16V16U16: | |
| case FORMAT_Q16W16V16U16: | |
| return true; | |
| default: | |
| ASSERT(false); | |
| } | |
| return false; | |
| } | |
| bool SamplerCore::isRGBComponent(int component) const | |
| { | |
| switch(state.textureFormat) | |
| { | |
| case FORMAT_R5G6B5: return component < 3; | |
| case FORMAT_G8R8: return component < 2; | |
| case FORMAT_X8R8G8B8: return component < 3; | |
| case FORMAT_X8B8G8R8: return component < 3; | |
| case FORMAT_A8R8G8B8: return component < 3; | |
| case FORMAT_A8B8G8R8: return component < 3; | |
| case FORMAT_V8U8: return false; | |
| case FORMAT_Q8W8V8U8: return false; | |
| case FORMAT_X8L8V8U8: return false; | |
| case FORMAT_R32F: return component < 1; | |
| case FORMAT_G32R32F: return component < 2; | |
| case FORMAT_A32B32G32R32F: return component < 3; | |
| case FORMAT_A8: return false; | |
| case FORMAT_R8: return component < 1; | |
| case FORMAT_L8: return component < 1; | |
| case FORMAT_A8L8: return component < 1; | |
| case FORMAT_D32F_LOCKABLE: return false; | |
| case FORMAT_D32FS8_TEXTURE: return false; | |
| case FORMAT_D32FS8_SHADOW: return false; | |
| case FORMAT_L16: return component < 1; | |
| case FORMAT_G16R16: return component < 2; | |
| case FORMAT_A16B16G16R16: return component < 3; | |
| case FORMAT_V16U16: return false; | |
| case FORMAT_A16W16V16U16: return false; | |
| case FORMAT_Q16W16V16U16: return false; | |
| default: | |
| ASSERT(false); | |
| } | |
| return false; | |
| } | |
| } |