|  | // 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/Nucleus.hpp" | 
|  |  | 
|  | namespace sw | 
|  | { | 
|  | enum SamplerMethod | 
|  | { | 
|  | Implicit, | 
|  | Bias, | 
|  | Lod, | 
|  | Grad, | 
|  | }; | 
|  |  | 
|  | class SamplerCore | 
|  | { | 
|  | public: | 
|  | SamplerCore(Pointer<Byte> &r, const Sampler::State &state); | 
|  |  | 
|  | void sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, SamplerMethod method = Implicit); | 
|  | void sampleTexture(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerMethod method = Implicit, bool hasOffset = false); | 
|  | void textureSize(Pointer<Byte> &mipmap, Vector4f &size, Float4 &lod); | 
|  |  | 
|  | private: | 
|  | void 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 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); | 
|  | void 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 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 sampleQuad(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, Int face[4], bool secondLOD); | 
|  | void sampleQuad2D(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, Int face[4], bool secondLOD); | 
|  | void sample3D(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, bool secondLOD); | 
|  | void 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 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 sampleFloat(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, Int face[4], bool secondLOD); | 
|  | void sampleFloat2D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, Int face[4], bool secondLOD); | 
|  | void sampleFloat3D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, bool secondLOD); | 
|  | void computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &u, Float4 &v, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerMethod method); | 
|  | void computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &x, Float4 &y, Float4 &z, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerMethod method); | 
|  | void computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerMethod method); | 
|  | void cubeFace(Int face[4], Float4 &U, Float4 &V, Float4 &lodX, Float4 &lodY, Float4 &lodZ, Float4 &x, Float4 &y, Float4 &z); | 
|  | Short4 applyOffset(Short4 &uvw, Float4 &offset, const Int4 &whd, AddressingMode mode); | 
|  | void computeIndices(Int index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, bool hasOffset, const Pointer<Byte> &mipmap); | 
|  | void sampleTexel(Vector4s &c, Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, bool hasOffset, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4]); | 
|  | void sampleTexel(Vector4f &c, Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, bool hasOffset, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4]); | 
|  | 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 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_12(Short4 &c); | 
|  | void sRGBtoLinear16_6_12(Short4 &c); | 
|  | void sRGBtoLinear16_5_12(Short4 &c); | 
|  |  | 
|  | bool hasFloatTexture() const; | 
|  | bool hasUnsignedTextureComponent(int component) const; | 
|  | int textureComponentCount() const; | 
|  | bool has16bitTextureFormat() const; | 
|  | bool has8bitTextureComponents() const; | 
|  | bool has16bitTextureComponents() const; | 
|  | bool hasYuvFormat() const; | 
|  | bool isRGBComponent(int component) const; | 
|  |  | 
|  | Pointer<Byte> &constants; | 
|  | const Sampler::State &state; | 
|  | }; | 
|  | } | 
|  |  | 
|  | #endif   // sw_SamplerCore_hpp |