Add SwiftShader source to repo
Oct 6 code drop from Transgaming
Review URL: https://chromereviews.googleplex.com/3846015
diff --git a/src/Shader/SamplerCore.cpp b/src/Shader/SamplerCore.cpp
new file mode 100644
index 0000000..b7055c4
--- /dev/null
+++ b/src/Shader/SamplerCore.cpp
@@ -0,0 +1,1877 @@
+// SwiftShader Software Renderer
+//
+// Copyright(c) 2005-2011 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, Color4i &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Color4f &dsx, Color4f &dsy, bool bias, bool fixed12, bool gradients, bool lodProvided)
+ {
+ #if PERF_PROFILE
+ AddAtomic(Pointer<Long>(&profiler.texOperations), Long(4));
+
+ if(state.compressedFormat)
+ {
+ AddAtomic(Pointer<Long>(&profiler.compressedTex), Long(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.r = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ c.g = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ c.b = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+
+ if(fixed12) // FIXME: Convert to fixed12 at higher level, when required
+ {
+ c.a = Short4(0x1000, 0x1000, 0x1000, 0x1000);
+ }
+ else
+ {
+ c.a = 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, Float(q.x), dsx, dsy, bias, gradients, lodProvided);
+ }
+ else
+ {
+ computeLod(texture, lod, anisotropy, uDelta, vDelta, lodU, lodV, Float(q.x), dsx, dsy, bias, gradients, lodProvided);
+ }
+ }
+ else
+ {
+ computeLod3D(texture, lod, uuuu, vvvv, wwww, Float(q.x), dsx, dsy, bias, gradients, lodProvided);
+ }
+
+ if(cubeTexture)
+ {
+ uuuu += Float4(0.5f, 0.5f, 0.5f, 0.5f);
+ vvvv += Float4(0.5f, 0.5f, 0.5f, 0.5f);
+ }
+
+ if(!hasFloatTexture())
+ {
+ sampleFilter(texture, c, uuuu, vvvv, wwww, lod, anisotropy, uDelta, vDelta, face, lodProvided);
+ }
+ else
+ {
+ Color4f cf;
+
+ sampleFloatFilter(texture, cf, uuuu, vvvv, wwww, lod, anisotropy, uDelta, vDelta, face, lodProvided);
+
+ convertFixed12(c, cf);
+ }
+
+ if(fixed12 && !hasFloatTexture())
+ {
+ for(int component = 0; component < textureComponentCount(); component++)
+ {
+ if(state.sRGB && isRGBComponent(component))
+ {
+ sRGBtoLinear16_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_X8R8G8B8:
+ case FORMAT_A8R8G8B8:
+ 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.g = Short4(0x1000, 0x1000, 0x1000, 0x1000);
+ if(componentCount < 3) c.b = Short4(0x1000, 0x1000, 0x1000, 0x1000);
+ if(componentCount < 4) c.a = Short4(0x1000, 0x1000, 0x1000, 0x1000);
+ break;
+ case FORMAT_A8:
+ c.a = c.r;
+ c.r = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ c.g = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ c.b = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ break;
+ case FORMAT_L8:
+ case FORMAT_L16:
+ c.g = c.r;
+ c.b = c.r;
+ c.a = Short4(0x1000, 0x1000, 0x1000, 0x1000);
+ break;
+ case FORMAT_A8L8:
+ c.a = c.g;
+ c.g = c.r;
+ c.b = c.r;
+ break;
+ case FORMAT_R32F:
+ c.g = Short4(0x1000, 0x1000, 0x1000, 0x1000);
+ case FORMAT_G32R32F:
+ c.b = Short4(0x1000, 0x1000, 0x1000, 0x1000);
+ c.a = Short4(0x1000, 0x1000, 0x1000, 0x1000);
+ case FORMAT_A32B32G32R32F:
+ break;
+ case FORMAT_D32F_LOCKABLE:
+ case FORMAT_D32F_TEXTURE:
+ case FORMAT_D32F_SHADOW:
+ c.g = c.r;
+ c.b = c.r;
+ c.a = c.r;
+ break;
+ default:
+ ASSERT(false);
+ }
+ }
+ }
+ }
+
+ void SamplerCore::sampleTexture(Pointer<Byte> &texture, Color4f &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Color4f &dsx, Color4f &dsy, bool bias, bool gradients, bool lodProvided)
+ {
+ #if PERF_PROFILE
+ AddAtomic(Pointer<Long>(&profiler.texOperations), Long(4));
+
+ if(state.compressedFormat)
+ {
+ AddAtomic(Pointer<Long>(&profiler.compressedTex), Long(4));
+ }
+ #endif
+
+ bool cubeTexture = state.textureType == TEXTURE_CUBE;
+ bool volumeTexture = state.textureType == TEXTURE_3D;
+
+ if(state.textureType == TEXTURE_NULL)
+ {
+ c.r = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+ c.g = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+ c.b = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+ c.a = Float4(1.0f, 1.0f, 1.0f, 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, Float(q.x), dsx, dsy, bias, gradients, lodProvided);
+ }
+ else
+ {
+ computeLod(texture, lod, anisotropy, uDelta, vDelta, lodU, lodV, Float(q.x), dsx, dsy, bias, gradients, lodProvided);
+ }
+ }
+ else
+ {
+ computeLod3D(texture, lod, uuuu, vvvv, wwww, Float(q.x), dsx, dsy, bias, gradients, lodProvided);
+ }
+
+ if(cubeTexture)
+ {
+ uuuu += Float4(0.5f, 0.5f, 0.5f, 0.5f);
+ vvvv += Float4(0.5f, 0.5f, 0.5f, 0.5f);
+ }
+
+ sampleFloatFilter(texture, c, uuuu, vvvv, wwww, lod, anisotropy, uDelta, vDelta, face, lodProvided);
+ }
+ else
+ {
+ Color4i ci;
+
+ sampleTexture(texture, ci, u, v, w, q, dsx, dsy, bias, false, gradients, lodProvided);
+
+ for(int component = 0; component < textureComponentCount(); component++)
+ {
+ if(state.sRGB && isRGBComponent(component))
+ {
+ sRGBtoLinear16_12(ci[component]); // FIXME: Perform linearization at surface level for read-only textures
+ convertSigned12(c[component], ci[component]);
+ }
+ else
+ {
+ if(hasUnsignedTextureComponent(component))
+ {
+ convertUnsigned16(c[component], ci[component]);
+ }
+ else
+ {
+ convertSigned15(c[component], ci[component]);
+ }
+ }
+ }
+ }
+
+ int componentCount = textureComponentCount();
+
+ if(state.textureFilter != FILTER_GATHER)
+ {
+ switch(state.textureFormat)
+ {
+ case FORMAT_R8:
+ case FORMAT_X8R8G8B8:
+ case FORMAT_A8R8G8B8:
+ 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.g = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+ if(componentCount < 3) c.b = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+ if(componentCount < 4) c.a = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+ break;
+ case FORMAT_A8:
+ c.a = c.r;
+ c.r = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+ c.g = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+ c.b = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+ break;
+ case FORMAT_L8:
+ case FORMAT_L16:
+ c.g = c.r;
+ c.b = c.r;
+ c.a = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+ break;
+ case FORMAT_A8L8:
+ c.a = c.g;
+ c.g = c.r;
+ c.b = c.r;
+ break;
+ case FORMAT_R32F:
+ c.g = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+ case FORMAT_G32R32F:
+ c.b = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+ c.a = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+ case FORMAT_A32B32G32R32F:
+ break;
+ case FORMAT_D32F_LOCKABLE:
+ case FORMAT_D32F_TEXTURE:
+ case FORMAT_D32F_SHADOW:
+ c.g = c.r;
+ c.b = c.r;
+ c.a = c.r;
+ 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, Color4i &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)
+ {
+ Color4i 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.r = MulHigh(As<UShort4>(cc.r), utri); else cc.r = MulHigh(cc.r, stri);
+ if(hasUnsignedTextureComponent(1)) cc.g = MulHigh(As<UShort4>(cc.g), utri); else cc.g = MulHigh(cc.g, stri);
+ if(hasUnsignedTextureComponent(2)) cc.b = MulHigh(As<UShort4>(cc.b), utri); else cc.b = MulHigh(cc.b, stri);
+ if(hasUnsignedTextureComponent(3)) cc.a = MulHigh(As<UShort4>(cc.a), utri); else cc.a = MulHigh(cc.a, stri);
+
+ utri = ~utri;
+ stri = Short4(0x7FFF, 0x7FFF, 0x7FFF, 0x7FFF) - stri;
+
+ if(hasUnsignedTextureComponent(0)) c.r = MulHigh(As<UShort4>(c.r), utri); else c.r = MulHigh(c.r, stri);
+ if(hasUnsignedTextureComponent(1)) c.g = MulHigh(As<UShort4>(c.g), utri); else c.g = MulHigh(c.g, stri);
+ if(hasUnsignedTextureComponent(2)) c.b = MulHigh(As<UShort4>(c.b), utri); else c.b = MulHigh(c.b, stri);
+ if(hasUnsignedTextureComponent(3)) c.a = MulHigh(As<UShort4>(c.a), utri); else c.a = MulHigh(c.a, stri);
+
+ c.r += cc.r;
+ c.g += cc.g;
+ c.b += cc.b;
+ c.a += cc.a;
+
+ if(!hasUnsignedTextureComponent(0)) c.r += c.r;
+ if(!hasUnsignedTextureComponent(1)) c.g += c.g;
+ if(!hasUnsignedTextureComponent(2)) c.b += c.b;
+ if(!hasUnsignedTextureComponent(3)) c.a += c.a;
+ }
+
+ Short4 borderMask;
+
+ if((AddressingMode)state.addressingModeU == ADDRESSING_BORDER)
+ {
+ Short4 u0;
+
+ border(u0, u);
+
+ borderMask = u0;
+ }
+
+ if((AddressingMode)state.addressingModeV == ADDRESSING_BORDER)
+ {
+ Short4 v0;
+
+ border(v0, v);
+
+ if((AddressingMode)state.addressingModeU == ADDRESSING_BORDER)
+ {
+ borderMask &= v0;
+ }
+ else
+ {
+ borderMask = v0;
+ }
+ }
+
+ if((AddressingMode)state.addressingModeW == ADDRESSING_BORDER && volumeTexture)
+ {
+ Short4 s0;
+
+ border(s0, w);
+
+ if((AddressingMode)state.addressingModeU == ADDRESSING_BORDER ||
+ (AddressingMode)state.addressingModeV == ADDRESSING_BORDER)
+ {
+ borderMask &= s0;
+ }
+ else
+ {
+ borderMask = s0;
+ }
+ }
+
+ if((AddressingMode)state.addressingModeU == ADDRESSING_BORDER ||
+ (AddressingMode)state.addressingModeV == ADDRESSING_BORDER ||
+ ((AddressingMode)state.addressingModeW == ADDRESSING_BORDER && volumeTexture))
+ {
+ Short4 b;
+
+ c.r = borderMask & c.r | ~borderMask & (*Pointer<Short4>(texture + OFFSET(Texture,borderColor4[0])) >> (hasUnsignedTextureComponent(0) ? 0 : 1));
+ c.g = borderMask & c.g | ~borderMask & (*Pointer<Short4>(texture + OFFSET(Texture,borderColor4[1])) >> (hasUnsignedTextureComponent(1) ? 0 : 1));
+ c.b = borderMask & c.b | ~borderMask & (*Pointer<Short4>(texture + OFFSET(Texture,borderColor4[2])) >> (hasUnsignedTextureComponent(2) ? 0 : 1));
+ c.a = borderMask & c.a | ~borderMask & (*Pointer<Short4>(texture + OFFSET(Texture,borderColor4[3])) >> (hasUnsignedTextureComponent(3) ? 0 : 1));
+ }
+ }
+
+ void SamplerCore::sampleAniso(Pointer<Byte> &texture, Color4i &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);
+
+ Color4i cSum;
+
+ cSum.r = Short4(0, 0, 0, 0);
+ cSum.g = Short4(0, 0, 0, 0);
+ cSum.b = Short4(0, 0, 0, 0);
+ cSum.a = 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.r += As<Short4>(MulHigh(As<UShort4>(c.r), cw)); else cSum.r += MulHigh(c.r, sw);
+ if(hasUnsignedTextureComponent(1)) cSum.g += As<Short4>(MulHigh(As<UShort4>(c.g), cw)); else cSum.g += MulHigh(c.g, sw);
+ if(hasUnsignedTextureComponent(2)) cSum.b += As<Short4>(MulHigh(As<UShort4>(c.b), cw)); else cSum.b += MulHigh(c.b, sw);
+ if(hasUnsignedTextureComponent(3)) cSum.a += As<Short4>(MulHigh(As<UShort4>(c.a), cw)); else cSum.a += MulHigh(c.a, sw);
+
+ i++;
+ }
+ Until(i >= a)
+
+ if(hasUnsignedTextureComponent(0)) c.r = cSum.r; else c.r = AddSat(cSum.r, cSum.r);
+ if(hasUnsignedTextureComponent(1)) c.g = cSum.g; else c.g = AddSat(cSum.g, cSum.g);
+ if(hasUnsignedTextureComponent(2)) c.b = cSum.b; else c.b = AddSat(cSum.b, cSum.b);
+ if(hasUnsignedTextureComponent(3)) c.a = cSum.a; else c.a = AddSat(cSum.a, cSum.a);
+ }
+ }
+
+ void SamplerCore::sampleQuad(Pointer<Byte> &texture, Color4i &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, Color4i &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, (AddressingMode)state.addressingModeU);
+ address(vvvv, v, (AddressingMode)state.addressingModeV);
+
+ if(state.textureFilter == FILTER_POINT)
+ {
+ sampleTexel(c, uuuu, vvvv, vvvv, mipmap, buffer);
+ }
+ else
+ {
+ Color4i c0;
+ Color4i c1;
+ Color4i c2;
+ Color4i c3;
+
+ Short4 uuuu0 = offsetSample(uuuu, mipmap, OFFSET(Mipmap,uHalf), (AddressingMode)state.addressingModeU == ADDRESSING_WRAP, gather ? 0 : -1);
+ Short4 vvvv0 = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), (AddressingMode)state.addressingModeV == ADDRESSING_WRAP, gather ? 0 : -1);
+ Short4 uuuu1 = offsetSample(uuuu, mipmap, OFFSET(Mipmap,uHalf), (AddressingMode)state.addressingModeU == ADDRESSING_WRAP, gather ? 2 : +1);
+ Short4 vvvv1 = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), (AddressingMode)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));
+ }
+
+ Short4 f1u = ~f0u;
+ Short4 f1v = ~f0v;
+
+ Short4 f0u0v = MulHigh(As<UShort4>(f0u), As<UShort4>(f0v));
+ Short4 f1u0v = MulHigh(As<UShort4>(f1u), As<UShort4>(f0v));
+ Short4 f0u1v = MulHigh(As<UShort4>(f0u), As<UShort4>(f1v));
+ Short4 f1u1v = MulHigh(As<UShort4>(f1u), As<UShort4>(f1v));
+
+ // Signed fractions
+ Short4 f1u1vs;
+ Short4 f0u1vs;
+ Short4 f1u0vs;
+ Short4 f0u0vs;
+
+ if(!hasUnsignedTextureComponent(0) || !hasUnsignedTextureComponent(1) || !hasUnsignedTextureComponent(2) || !hasUnsignedTextureComponent(3))
+ {
+ f1u1vs = As<UShort4>(f1u1v) >> 1;
+ f0u1vs = As<UShort4>(f0u1v) >> 1;
+ f1u0vs = As<UShort4>(f1u0v) >> 1;
+ f0u0vs = As<UShort4>(f0u0v) >> 1;
+ }
+
+ // Bilinear interpolation
+ if(componentCount >= 1)
+ {
+ if(has16bitTexture() && hasUnsignedTextureComponent(0))
+ {
+ c0.r = As<UShort4>(c0.r) - MulHigh(As<UShort4>(c0.r), f0u) + MulHigh(As<UShort4>(c1.r), f0u);
+ c2.r = As<UShort4>(c2.r) - MulHigh(As<UShort4>(c2.r), f0u) + MulHigh(As<UShort4>(c3.r), f0u);
+ c.r = As<UShort4>(c0.r) - MulHigh(As<UShort4>(c0.r), f0v) + MulHigh(As<UShort4>(c2.r), f0v);
+ }
+ else
+ {
+ if(hasUnsignedTextureComponent(0))
+ {
+ c0.r = MulHigh(As<UShort4>(c0.r), As<UShort4>(f1u1v));
+ c1.r = MulHigh(As<UShort4>(c1.r), As<UShort4>(f0u1v));
+ c2.r = MulHigh(As<UShort4>(c2.r), As<UShort4>(f1u0v));
+ c3.r = MulHigh(As<UShort4>(c3.r), As<UShort4>(f0u0v));
+ }
+ else
+ {
+ c0.r = MulHigh(c0.r, f1u1vs);
+ c1.r = MulHigh(c1.r, f0u1vs);
+ c2.r = MulHigh(c2.r, f1u0vs);
+ c3.r = MulHigh(c3.r, f0u0vs);
+ }
+
+ c.r = (c0.r + c1.r) + (c2.r + c3.r);
+ if(!hasUnsignedTextureComponent(0)) c.r = AddSat(c.r, c.r); // Correct for signed fractions
+ }
+ }
+
+ if(componentCount >= 2)
+ {
+ if(has16bitTexture() && hasUnsignedTextureComponent(1))
+ {
+ c0.g = As<UShort4>(c0.g) - MulHigh(As<UShort4>(c0.g), f0u) + MulHigh(As<UShort4>(c1.g), f0u);
+ c2.g = As<UShort4>(c2.g) - MulHigh(As<UShort4>(c2.g), f0u) + MulHigh(As<UShort4>(c3.g), f0u);
+ c.g = As<UShort4>(c0.g) - MulHigh(As<UShort4>(c0.g), f0v) + MulHigh(As<UShort4>(c2.g), f0v);
+ }
+ else
+ {
+ if(hasUnsignedTextureComponent(1))
+ {
+ c0.g = MulHigh(As<UShort4>(c0.g), As<UShort4>(f1u1v));
+ c1.g = MulHigh(As<UShort4>(c1.g), As<UShort4>(f0u1v));
+ c2.g = MulHigh(As<UShort4>(c2.g), As<UShort4>(f1u0v));
+ c3.g = MulHigh(As<UShort4>(c3.g), As<UShort4>(f0u0v));
+ }
+ else
+ {
+ c0.g = MulHigh(c0.g, f1u1vs);
+ c1.g = MulHigh(c1.g, f0u1vs);
+ c2.g = MulHigh(c2.g, f1u0vs);
+ c3.g = MulHigh(c3.g, f0u0vs);
+ }
+
+ c.g = (c0.g + c1.g) + (c2.g + c3.g);
+ if(!hasUnsignedTextureComponent(1)) c.g = AddSat(c.g, c.g); // Correct for signed fractions
+ }
+ }
+
+ if(componentCount >= 3)
+ {
+ if(has16bitTexture() && hasUnsignedTextureComponent(2))
+ {
+ c0.b = As<UShort4>(c0.b) - MulHigh(As<UShort4>(c0.b), f0u) + MulHigh(As<UShort4>(c1.b), f0u);
+ c2.b = As<UShort4>(c2.b) - MulHigh(As<UShort4>(c2.b), f0u) + MulHigh(As<UShort4>(c3.b), f0u);
+ c.b = As<UShort4>(c0.b) - MulHigh(As<UShort4>(c0.b), f0v) + MulHigh(As<UShort4>(c2.b), f0v);
+ }
+ else
+ {
+ if(hasUnsignedTextureComponent(2))
+ {
+ c0.b = MulHigh(As<UShort4>(c0.b), As<UShort4>(f1u1v));
+ c1.b = MulHigh(As<UShort4>(c1.b), As<UShort4>(f0u1v));
+ c2.b = MulHigh(As<UShort4>(c2.b), As<UShort4>(f1u0v));
+ c3.b = MulHigh(As<UShort4>(c3.b), As<UShort4>(f0u0v));
+ }
+ else
+ {
+ c0.b = MulHigh(c0.b, f1u1vs);
+ c1.b = MulHigh(c1.b, f0u1vs);
+ c2.b = MulHigh(c2.b, f1u0vs);
+ c3.b = MulHigh(c3.b, f0u0vs);
+ }
+
+ c.b = (c0.b + c1.b) + (c2.b + c3.b);
+ if(!hasUnsignedTextureComponent(2)) c.b = AddSat(c.b, c.b); // Correct for signed fractions
+ }
+ }
+
+ if(componentCount >= 4)
+ {
+ if(has16bitTexture() && hasUnsignedTextureComponent(3))
+ {
+ c0.a = As<UShort4>(c0.a) - MulHigh(As<UShort4>(c0.a), f0u) + MulHigh(As<UShort4>(c1.a), f0u);
+ c2.a = As<UShort4>(c2.a) - MulHigh(As<UShort4>(c2.a), f0u) + MulHigh(As<UShort4>(c3.a), f0u);
+ c.a = As<UShort4>(c0.a) - MulHigh(As<UShort4>(c0.a), f0v) + MulHigh(As<UShort4>(c2.a), f0v);
+ }
+ else
+ {
+ if(hasUnsignedTextureComponent(3))
+ {
+ c0.a = MulHigh(As<UShort4>(c0.a), As<UShort4>(f1u1v));
+ c1.a = MulHigh(As<UShort4>(c1.a), As<UShort4>(f0u1v));
+ c2.a = MulHigh(As<UShort4>(c2.a), As<UShort4>(f1u0v));
+ c3.a = MulHigh(As<UShort4>(c3.a), As<UShort4>(f0u0v));
+ }
+ else
+ {
+ c0.a = MulHigh(c0.a, f1u1vs);
+ c1.a = MulHigh(c1.a, f0u1vs);
+ c2.a = MulHigh(c2.a, f1u0vs);
+ c3.a = MulHigh(c3.a, f0u0vs);
+ }
+
+ c.a = (c0.a + c1.a) + (c2.a + c3.a);
+ if(!hasUnsignedTextureComponent(3)) c.a = AddSat(c.a, c.a); // Correct for signed fractions
+ }
+ }
+ }
+ else
+ {
+ c.r = c1.r;
+ c.g = c2.r;
+ c.b = c3.r;
+ c.a = c0.r;
+ }
+ }
+ }
+
+ void SamplerCore::sample3D(Pointer<Byte> &texture, Color4i &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_, (AddressingMode)state.addressingModeU);
+ address(vvvv, v_, (AddressingMode)state.addressingModeV);
+ address(wwww, w_, (AddressingMode)state.addressingModeW);
+
+ if(state.textureFilter <= FILTER_POINT)
+ {
+ sampleTexel(c_, uuuu, vvvv, wwww, mipmap, buffer);
+ }
+ else
+ {
+ Color4i 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), (AddressingMode)state.addressingModeU == ADDRESSING_WRAP, i * 2 - 1);
+ v[i][j][k] = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), (AddressingMode)state.addressingModeV == ADDRESSING_WRAP, j * 2 - 1);
+ s[i][j][k] = offsetSample(wwww, mipmap, OFFSET(Mipmap,wHalf), (AddressingMode)state.addressingModeW == ADDRESSING_WRAP, k * 2 - 1);
+ }
+ }
+ }
+
+ Short4 f[2][2][2];
+ Short4 fs[2][2][2];
+ Short4 f0u;
+ Short4 f0v;
+ Short4 f0s;
+ Short4 f1u;
+ Short4 f1v;
+ Short4 f1s;
+
+ // Fractions
+ f0u = u[0][0][0];
+ f0v = v[0][0][0];
+ f0s = s[0][0][0];
+
+ if(!state.hasNPOTTexture)
+ {
+ f0u = f0u << *Pointer<Long1>(mipmap + OFFSET(Mipmap,uInt));
+ f0v = f0v << *Pointer<Long1>(mipmap + OFFSET(Mipmap,vInt));
+ f0s = f0s << *Pointer<Long1>(mipmap + OFFSET(Mipmap,wInt));
+ }
+ else
+ {
+ f0u *= *Pointer<Short4>(mipmap + OFFSET(Mipmap,width));
+ f0v *= *Pointer<Short4>(mipmap + OFFSET(Mipmap,height));
+ f0s *= *Pointer<Short4>(mipmap + OFFSET(Mipmap,depth));
+ }
+
+ f1u = ~f0u;
+ f1v = ~f0v;
+ f1s = ~f0s;
+
+ f[1][1][1] = MulHigh(As<UShort4>(f1u), As<UShort4>(f1v));
+ f[0][1][1] = MulHigh(As<UShort4>(f0u), As<UShort4>(f1v));
+ f[1][0][1] = MulHigh(As<UShort4>(f1u), As<UShort4>(f0v));
+ f[0][0][1] = MulHigh(As<UShort4>(f0u), As<UShort4>(f0v));
+ f[1][1][0] = MulHigh(As<UShort4>(f1u), As<UShort4>(f1v));
+ f[0][1][0] = MulHigh(As<UShort4>(f0u), As<UShort4>(f1v));
+ f[1][0][0] = MulHigh(As<UShort4>(f1u), As<UShort4>(f0v));
+ f[0][0][0] = MulHigh(As<UShort4>(f0u), As<UShort4>(f0v));
+
+ f[1][1][1] = MulHigh(As<UShort4>(f[1][1][1]), As<UShort4>(f1s));
+ f[0][1][1] = MulHigh(As<UShort4>(f[0][1][1]), As<UShort4>(f1s));
+ f[1][0][1] = MulHigh(As<UShort4>(f[1][0][1]), As<UShort4>(f1s));
+ f[0][0][1] = MulHigh(As<UShort4>(f[0][0][1]), As<UShort4>(f1s));
+ f[1][1][0] = MulHigh(As<UShort4>(f[1][1][0]), As<UShort4>(f0s));
+ f[0][1][0] = MulHigh(As<UShort4>(f[0][1][0]), As<UShort4>(f0s));
+ f[1][0][0] = MulHigh(As<UShort4>(f[1][0][0]), As<UShort4>(f0s));
+ f[0][0][0] = MulHigh(As<UShort4>(f[0][0][0]), As<UShort4>(f0s));
+
+ // Signed fractions
+ if(!hasUnsignedTextureComponent(0) || !hasUnsignedTextureComponent(1) || !hasUnsignedTextureComponent(2) || !hasUnsignedTextureComponent(3))
+ {
+ fs[0][0][0] = As<UShort4>(f[0][0][0]) >> 1;
+ fs[0][0][1] = As<UShort4>(f[0][0][1]) >> 1;
+ fs[0][1][0] = As<UShort4>(f[0][1][0]) >> 1;
+ fs[0][1][1] = As<UShort4>(f[0][1][1]) >> 1;
+ fs[1][0][0] = As<UShort4>(f[1][0][0]) >> 1;
+ fs[1][0][1] = As<UShort4>(f[1][0][1]) >> 1;
+ fs[1][1][0] = As<UShort4>(f[1][1][0]) >> 1;
+ fs[1][1][1] = As<UShort4>(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].r = MulHigh(As<UShort4>(c[i][j][k].r), As<UShort4>(f[1 - i][1 - j][1 - k])); else c[i][j][k].r = MulHigh(c[i][j][k].r, fs[1 - i][1 - j][1 - k]);
+ if(componentCount >= 2) if(hasUnsignedTextureComponent(1)) c[i][j][k].g = MulHigh(As<UShort4>(c[i][j][k].g), As<UShort4>(f[1 - i][1 - j][1 - k])); else c[i][j][k].g = MulHigh(c[i][j][k].g, fs[1 - i][1 - j][1 - k]);
+ if(componentCount >= 3) if(hasUnsignedTextureComponent(2)) c[i][j][k].b = MulHigh(As<UShort4>(c[i][j][k].b), As<UShort4>(f[1 - i][1 - j][1 - k])); else c[i][j][k].b = MulHigh(c[i][j][k].b, fs[1 - i][1 - j][1 - k]);
+ if(componentCount >= 4) if(hasUnsignedTextureComponent(3)) c[i][j][k].a = MulHigh(As<UShort4>(c[i][j][k].a), As<UShort4>(f[1 - i][1 - j][1 - k])); else c[i][j][k].a = MulHigh(c[i][j][k].a, fs[1 - i][1 - j][1 - k]);
+
+ if(i != 0 || j != 0 || k != 0)
+ {
+ if(componentCount >= 1) c[0][0][0].r += c[i][j][k].r;
+ if(componentCount >= 2) c[0][0][0].g += c[i][j][k].g;
+ if(componentCount >= 3) c[0][0][0].b += c[i][j][k].b;
+ if(componentCount >= 4) c[0][0][0].a += c[i][j][k].a;
+ }
+ }
+ }
+ }
+
+ if(componentCount >= 1) c_.r = c[0][0][0].r;
+ if(componentCount >= 2) c_.g = c[0][0][0].g;
+ if(componentCount >= 3) c_.b = c[0][0][0].b;
+ if(componentCount >= 4) c_.a = c[0][0][0].a;
+
+ // Correct for signed fractions
+ if(componentCount >= 1) if(!hasUnsignedTextureComponent(0)) c_.r = AddSat(c_.r, c_.r);
+ if(componentCount >= 2) if(!hasUnsignedTextureComponent(1)) c_.g = AddSat(c_.g, c_.g);
+ if(componentCount >= 3) if(!hasUnsignedTextureComponent(2)) c_.b = AddSat(c_.b, c_.b);
+ if(componentCount >= 4) if(!hasUnsignedTextureComponent(3)) c_.a = AddSat(c_.a, c_.a);
+ }
+ }
+
+ void SamplerCore::sampleFloatFilter(Pointer<Byte> &texture, Color4f &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)
+ {
+ Color4f cc;
+
+ sampleFloatAniso(texture, cc, u, v, w, lod, anisotropy, uDelta, vDelta, face, true, lodProvided);
+
+ Float4 lod4 = Float4(Fraction(lod));
+
+ c.r = (cc.r - c.r) * lod4 + c.r;
+ c.g = (cc.g - c.g) * lod4 + c.g;
+ c.b = (cc.b - c.b) * lod4 + c.b;
+ c.a = (cc.a - c.a) * lod4 + c.a;
+ }
+
+ Int4 borderMask;
+
+ if((AddressingMode)state.addressingModeU == ADDRESSING_BORDER)
+ {
+ Int4 u0;
+
+ border(u0, u);
+
+ borderMask = u0;
+ }
+
+ if((AddressingMode)state.addressingModeV == ADDRESSING_BORDER)
+ {
+ Int4 v0;
+
+ border(v0, v);
+
+ if((AddressingMode)state.addressingModeU == ADDRESSING_BORDER)
+ {
+ borderMask &= v0;
+ }
+ else
+ {
+ borderMask = v0;
+ }
+ }
+
+ if((AddressingMode)state.addressingModeW == ADDRESSING_BORDER && volumeTexture)
+ {
+ Int4 s0;
+
+ border(s0, w);
+
+ if((AddressingMode)state.addressingModeU == ADDRESSING_BORDER ||
+ (AddressingMode)state.addressingModeV == ADDRESSING_BORDER)
+ {
+ borderMask &= s0;
+ }
+ else
+ {
+ borderMask = s0;
+ }
+ }
+
+ if((AddressingMode)state.addressingModeU == ADDRESSING_BORDER ||
+ (AddressingMode)state.addressingModeV == ADDRESSING_BORDER ||
+ ((AddressingMode)state.addressingModeW == ADDRESSING_BORDER && volumeTexture))
+ {
+ Int4 b;
+
+ c.r = As<Float4>(borderMask & As<Int4>(c.r) | ~borderMask & *Pointer<Int4>(texture + OFFSET(Texture,borderColorF[0])));
+ c.g = As<Float4>(borderMask & As<Int4>(c.g) | ~borderMask & *Pointer<Int4>(texture + OFFSET(Texture,borderColorF[1])));
+ c.b = As<Float4>(borderMask & As<Int4>(c.b) | ~borderMask & *Pointer<Int4>(texture + OFFSET(Texture,borderColorF[2])));
+ c.a = As<Float4>(borderMask & As<Int4>(c.a) | ~borderMask & *Pointer<Int4>(texture + OFFSET(Texture,borderColorF[3])));
+ }
+ }
+
+ void SamplerCore::sampleFloatAniso(Pointer<Byte> &texture, Color4f &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);
+
+ Color4f cSum;
+
+ cSum.r = Float4(0, 0, 0, 0);
+ cSum.g = Float4(0, 0, 0, 0);
+ cSum.b = Float4(0, 0, 0, 0);
+ cSum.a = Float4(0, 0, 0, 0);
+
+ 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.r += c.r * A;
+ cSum.g += c.g * A;
+ cSum.b += c.b * A;
+ cSum.a += c.a * A;
+
+ i++;
+ }
+ Until(i >= a)
+
+ c.r = cSum.r;
+ c.g = cSum.g;
+ c.b = cSum.b;
+ c.a = cSum.a;
+ }
+ }
+
+ void SamplerCore::sampleFloat(Pointer<Byte> &texture, Color4f &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, Color4f &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, (AddressingMode)state.addressingModeU);
+ address(vvvv, v, (AddressingMode)state.addressingModeV);
+
+ if(state.textureFilter == FILTER_POINT)
+ {
+ sampleTexel(c, uuuu, vvvv, vvvv, z, mipmap, buffer);
+ }
+ else
+ {
+ Color4f c0;
+ Color4f c1;
+ Color4f c2;
+ Color4f c3;
+
+ Short4 uuuu0 = offsetSample(uuuu, mipmap, OFFSET(Mipmap,uHalf), (AddressingMode)state.addressingModeU == ADDRESSING_WRAP, gather ? 0 : -1);
+ Short4 vvvv0 = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), (AddressingMode)state.addressingModeV == ADDRESSING_WRAP, gather ? 0 : -1);
+ Short4 uuuu1 = offsetSample(uuuu, mipmap, OFFSET(Mipmap,uHalf), (AddressingMode)state.addressingModeU == ADDRESSING_WRAP, gather ? 2 : +1);
+ Short4 vvvv1 = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), (AddressingMode)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 = Fraction(Float4(As<UShort4>(uuuu0)) * *Pointer<Float4>(mipmap + OFFSET(Mipmap,fWidth)));
+ Float4 fv = Fraction(Float4(As<UShort4>(vvvv0)) * *Pointer<Float4>(mipmap + OFFSET(Mipmap,fHeight)));
+
+ if(componentCount >= 1) c0.r = c0.r + fu * (c1.r - c0.r);
+ if(componentCount >= 2) c0.g = c0.g + fu * (c1.g - c0.g);
+ if(componentCount >= 3) c0.b = c0.b + fu * (c1.b - c0.b);
+ if(componentCount >= 4) c0.a = c0.a + fu * (c1.a - c0.a);
+
+ if(componentCount >= 1) c2.r = c2.r + fu * (c3.r - c2.r);
+ if(componentCount >= 2) c2.g = c2.g + fu * (c3.g - c2.g);
+ if(componentCount >= 3) c2.b = c2.b + fu * (c3.b - c2.b);
+ if(componentCount >= 4) c2.a = c2.a + fu * (c3.a - c2.a);
+
+ if(componentCount >= 1) c.r = c0.r + fv * (c2.r - c0.r);
+ if(componentCount >= 2) c.g = c0.g + fv * (c2.g - c0.g);
+ if(componentCount >= 3) c.b = c0.b + fv * (c2.b - c0.b);
+ if(componentCount >= 4) c.a = c0.a + fv * (c2.a - c0.a);
+ }
+ else
+ {
+ c.r = c1.r;
+ c.g = c2.r;
+ c.b = c3.r;
+ c.a = c0.r;
+ }
+ }
+ }
+
+ void SamplerCore::sampleFloat3D(Pointer<Byte> &texture, Color4f &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, (AddressingMode)state.addressingModeU);
+ address(vvvv, v, (AddressingMode)state.addressingModeV);
+ address(wwww, w, (AddressingMode)state.addressingModeW);
+
+ if(state.textureFilter <= FILTER_POINT)
+ {
+ sampleTexel(c, uuuu, vvvv, wwww, w, mipmap, buffer);
+ }
+ else
+ {
+ Color4f &c0 = c;
+ Color4f c1;
+ Color4f c2;
+ Color4f c3;
+ Color4f c4;
+ Color4f c5;
+ Color4f c6;
+ Color4f c7;
+
+ Short4 uuuu0 = offsetSample(uuuu, mipmap, OFFSET(Mipmap,uHalf), (AddressingMode)state.addressingModeU == ADDRESSING_WRAP, -1);
+ Short4 vvvv0 = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), (AddressingMode)state.addressingModeV == ADDRESSING_WRAP, -1);
+ Short4 wwww0 = offsetSample(wwww, mipmap, OFFSET(Mipmap,wHalf), (AddressingMode)state.addressingModeW == ADDRESSING_WRAP, -1);
+ Short4 uuuu1 = offsetSample(uuuu, mipmap, OFFSET(Mipmap,uHalf), (AddressingMode)state.addressingModeU == ADDRESSING_WRAP, +1);
+ Short4 vvvv1 = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), (AddressingMode)state.addressingModeV == ADDRESSING_WRAP, +1);
+ Short4 wwww1 = offsetSample(wwww, mipmap, OFFSET(Mipmap,wHalf), (AddressingMode)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 = Fraction(Float4(As<UShort4>(uuuu0)) * *Pointer<Float4>(mipmap + OFFSET(Mipmap,fWidth)));
+ Float4 fv = Fraction(Float4(As<UShort4>(vvvv0)) * *Pointer<Float4>(mipmap + OFFSET(Mipmap,fHeight)));
+ Float4 fw = Fraction(Float4(As<UShort4>(wwww0)) * *Pointer<Float4>(mipmap + OFFSET(Mipmap,fDepth)));
+
+ // Blend first slice
+ if(componentCount >= 1) c0.r = c0.r + fu * (c1.r - c0.r);
+ if(componentCount >= 2) c0.g = c0.g + fu * (c1.g - c0.g);
+ if(componentCount >= 3) c0.b = c0.b + fu * (c1.b - c0.b);
+ if(componentCount >= 4) c0.a = c0.a + fu * (c1.a - c0.a);
+
+ if(componentCount >= 1) c2.r = c2.r + fu * (c3.r - c2.r);
+ if(componentCount >= 2) c2.g = c2.g + fu * (c3.g - c2.g);
+ if(componentCount >= 3) c2.b = c2.b + fu * (c3.b - c2.b);
+ if(componentCount >= 4) c2.a = c2.a + fu * (c3.a - c2.a);
+
+ if(componentCount >= 1) c0.r = c0.r + fv * (c2.r - c0.r);
+ if(componentCount >= 2) c0.g = c0.g + fv * (c2.g - c0.g);
+ if(componentCount >= 3) c0.b = c0.b + fv * (c2.b - c0.b);
+ if(componentCount >= 4) c0.a = c0.a + fv * (c2.a - c0.a);
+
+ // Blend second slice
+ if(componentCount >= 1) c4.r = c4.r + fu * (c5.r - c4.r);
+ if(componentCount >= 2) c4.g = c4.g + fu * (c5.g - c4.g);
+ if(componentCount >= 3) c4.b = c4.b + fu * (c5.b - c4.b);
+ if(componentCount >= 4) c4.a = c4.a + fu * (c5.a - c4.a);
+
+ if(componentCount >= 1) c6.r = c6.r + fu * (c7.r - c6.r);
+ if(componentCount >= 2) c6.g = c6.g + fu * (c7.g - c6.g);
+ if(componentCount >= 3) c6.b = c6.b + fu * (c7.b - c6.b);
+ if(componentCount >= 4) c6.a = c6.a + fu * (c7.a - c6.a);
+
+ if(componentCount >= 1) c4.r = c4.r + fv * (c6.r - c4.r);
+ if(componentCount >= 2) c4.g = c4.g + fv * (c6.g - c4.g);
+ if(componentCount >= 3) c4.b = c4.b + fv * (c6.b - c4.b);
+ if(componentCount >= 4) c4.a = c4.a + fv * (c6.a - c4.a);
+
+ // Blend slices
+ if(componentCount >= 1) c0.r = c0.r + fw * (c4.r - c0.r);
+ if(componentCount >= 2) c0.g = c0.g + fw * (c4.g - c0.g);
+ if(componentCount >= 3) c0.b = c0.b + fw * (c4.b - c0.b);
+ if(componentCount >= 4) c0.a = c0.a + fw * (c4.a - c0.a);
+ }
+ }
+
+ void SamplerCore::computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &uuuu, Float4 &vvvv, Float &lodBias, Color4f &dsx, Color4f &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, Float(0));
+ 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, Float &lodBias, Color4f &dsx, Color4f &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, 0.0f, 0.0f, 0.0f)); // x > 0
+ Int4 yp = CmpNLE(y, Float4(0.0f, 0.0f, 0.0f, 0.0f)); // y > 0
+ Int4 zp = CmpNLE(z, Float4(0.0f, 0.0f, 0.0f, 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, 0.5f, 0.5f, 0.5f);
+ V *= M * Float4(0.5f, 0.5f, 0.5f, 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, 0.5f, 0.5f, 0.5f);
+ lodV *= M * Float4(0.5f, 0.5f, 0.5f, 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(Color4i &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(!has16bitTexture())
+ {
+ Int c0;
+ Int c1;
+ Int c2;
+ Int c3;
+
+ 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.r = UnpackLow(c0, c1);
+ c.g = UnpackLow(c2, c3);
+
+ switch(state.textureFormat)
+ {
+ case FORMAT_A8R8G8B8:
+ c.b = c.r;
+ c.b = As<Short4>(UnpackLow(c.b, c.g));
+ c.r = As<Short4>(UnpackHigh(c.r, c.g));
+ c.g = c.b;
+ c.a = c.r;
+ c.b = UnpackLow(As<Byte8>(c.b), As<Byte8>(c.b));
+ c.g = UnpackHigh(As<Byte8>(c.g), As<Byte8>(c.g));
+ c.r = UnpackLow(As<Byte8>(c.r), As<Byte8>(c.r));
+ c.a = UnpackHigh(As<Byte8>(c.a), As<Byte8>(c.a));
+ break;
+ case FORMAT_Q8W8V8U8:
+ c.b = c.r;
+ c.r = As<Short4>(UnpackLow(c.r, c.g));
+ c.b = As<Short4>(UnpackHigh(c.b, c.g));
+ c.g = c.r;
+ c.a = c.b;
+ c.r = UnpackLow(As<Byte8>(c.r), As<Byte8>(c.r));
+ c.g = UnpackHigh(As<Byte8>(c.g), As<Byte8>(c.g));
+ c.b = UnpackLow(As<Byte8>(c.b), As<Byte8>(c.b));
+ c.a = UnpackHigh(As<Byte8>(c.a), As<Byte8>(c.a));
+ 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.r = UnpackLow(c0, c1);
+ c.g = UnpackLow(c2, c3);
+
+ switch(state.textureFormat)
+ {
+ case FORMAT_X8R8G8B8:
+ c.b = c.r;
+ c.b = As<Short4>(UnpackLow(c.b, c.g));
+ c.r = As<Short4>(UnpackHigh(c.r, c.g));
+ c.g = c.b;
+ c.b = UnpackLow(As<Byte8>(c.b), As<Byte8>(c.b));
+ c.g = UnpackHigh(As<Byte8>(c.g), As<Byte8>(c.g));
+ c.r = UnpackLow(As<Byte8>(c.r), As<Byte8>(c.r));
+ break;
+ case FORMAT_X8L8V8U8:
+ c.b = c.r;
+ c.r = As<Short4>(UnpackLow(c.r, c.g));
+ c.b = As<Short4>(UnpackHigh(c.b, c.g));
+ c.g = c.r;
+ c.r = UnpackLow(As<Byte8>(c.r), As<Byte8>(Short4(0x0000, 0x0000, 0x0000, 0x0000)));
+ c.r = c.r << 8;
+ c.g = UnpackHigh(As<Byte8>(c.g), As<Byte8>(Short4(0x0000, 0x0000, 0x0000, 0x0000)));
+ c.g = c.g << 8;
+ c.b = UnpackLow(As<Byte8>(c.b), As<Byte8>(c.b));
+ break;
+ default:
+ ASSERT(false);
+ }
+ }
+ break;
+ case 2:
+ c.r = Insert(c.r, *Pointer<Short>(buffer[f0] + 2 * index[0]), 0);
+ c.r = Insert(c.r, *Pointer<Short>(buffer[f1] + 2 * index[1]), 1);
+ c.r = Insert(c.r, *Pointer<Short>(buffer[f2] + 2 * index[2]), 2);
+ c.r = Insert(c.r, *Pointer<Short>(buffer[f3] + 2 * index[3]), 3);
+
+ switch(state.textureFormat)
+ {
+ case FORMAT_G8R8:
+ case FORMAT_V8U8:
+ case FORMAT_A8L8:
+ // FIXME: Unpack properly to 0.16 format
+ c.g = c.r;
+ c.r = c.r << 8;
+ break;
+ default:
+ ASSERT(false);
+ }
+ break;
+ case 1:
+ c0 = Int(*Pointer<Byte>(buffer[f0] + index[0]));
+ c1 = Int(*Pointer<Byte>(buffer[f1] + index[1]));
+ c2 = Int(*Pointer<Byte>(buffer[f2] + index[2]));
+ c3 = Int(*Pointer<Byte>(buffer[f3] + index[3]));
+ c0 = c0 | (c1 << 8) | (c2 << 16) | (c3 << 24);
+ c.r = As<Short4>(Int2(c0));
+ c.r = UnpackLow(As<Byte8>(c.r), As<Byte8>(c.r));
+ break;
+ default:
+ ASSERT(false);
+ }
+ }
+ else
+ {
+ switch(textureComponentCount())
+ {
+ case 4:
+ c.r = *Pointer<Short4>(buffer[f0] + 8 * index[0]);
+ c.g = *Pointer<Short4>(buffer[f1] + 8 * index[1]);
+ c.b = *Pointer<Short4>(buffer[f2] + 8 * index[2]);
+ c.a = *Pointer<Short4>(buffer[f3] + 8 * index[3]);
+ transpose4x4(c.r, c.g, c.b, c.a);
+ break;
+ case 2:
+ c.r = *Pointer<Short4>(buffer[f0] + 4 * index[0]);
+ c.r = As<Short4>(UnpackLow(c.r, *Pointer<Short4>(buffer[f1] + 4 * index[1])));
+ c.b = *Pointer<Short4>(buffer[f2] + 4 * index[2]);
+ c.b = As<Short4>(UnpackLow(c.b, *Pointer<Short4>(buffer[f3] + 4 * index[3])));
+ c.g = c.r;
+ c.r = As<Short4>(UnpackLow(As<Int2>(c.r), As<Int2>(c.b)));
+ c.g = As<Short4>(UnpackHigh(As<Int2>(c.g), As<Int2>(c.b)));
+ break;
+ case 1:
+ c.r = Insert(c.r, *Pointer<Short>(buffer[f0] + 2 * index[0]), 0);
+ c.r = Insert(c.r, *Pointer<Short>(buffer[f1] + 2 * index[1]), 1);
+ c.r = Insert(c.r, *Pointer<Short>(buffer[f2] + 2 * index[2]), 2);
+ c.r = Insert(c.r, *Pointer<Short>(buffer[f3] + 2 * index[3]), 3);
+ break;
+ default:
+ ASSERT(false);
+ }
+ }
+ }
+
+ void SamplerCore::sampleTexel(Color4f &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.r = *Pointer<Float4>(buffer[f0] + index[0] * 16, 16);
+ c.g = *Pointer<Float4>(buffer[f1] + index[1] * 16, 16);
+ c.b = *Pointer<Float4>(buffer[f2] + index[2] * 16, 16);
+ c.a = *Pointer<Float4>(buffer[f3] + index[3] * 16, 16);
+ transpose4x4(c.r, c.g, c.b, c.a);
+ break;
+ case 2:
+ // FIXME: Optimal shuffling?
+ c.r.xy = *Pointer<Float4>(buffer[f0] + index[0] * 8);
+ c.r.zw = *Pointer<Float4>(buffer[f1] + index[1] * 8 - 8);
+ c.b.xy = *Pointer<Float4>(buffer[f2] + index[2] * 8);
+ c.b.zw = *Pointer<Float4>(buffer[f3] + index[3] * 8 - 8);
+ c.g = c.r;
+ c.r = Float4(c.r.xz, c.b.xz);
+ c.g = Float4(c.g.yw, c.b.yw);
+ break;
+ case 1:
+ // FIXME: Optimal shuffling?
+ c.r.x = *Pointer<Float>(buffer[f0] + index[0] * 4);
+ c.r.y = *Pointer<Float>(buffer[f1] + index[1] * 4);
+ c.r.z = *Pointer<Float>(buffer[f2] + index[2] * 4);
+ c.r.w = *Pointer<Float>(buffer[f3] + index[3] * 4);
+
+ if(state.textureFormat == FORMAT_D32F_SHADOW && state.textureFilter != FILTER_GATHER)
+ {
+ Float4 d = Min(Max(z, Float4(0.0f)), Float4(1.0f));
+
+ c.r = As<Float4>(As<Int4>(CmpNLT(c.r, d)) & As<Int4>(Float4(1.0f, 1.0f, 1.0f, 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 &ci, Float4 &cf)
+ {
+ ci = RoundShort4(cf * Float4(0x1000, 0x1000, 0x1000, 0x1000));
+ }
+
+ void SamplerCore::convertFixed12(Color4i &ci, Color4f &cf)
+ {
+ convertFixed12(ci.r, cf.r);
+ convertFixed12(ci.g, cf.g);
+ convertFixed12(ci.b, cf.b);
+ convertFixed12(ci.a, cf.a);
+ }
+
+ void SamplerCore::convertSigned12(Float4 &cf, Short4 &ci)
+ {
+ cf = Float4(ci) * Float4(1.0f / 0x0FFE);
+ }
+
+// void SamplerCore::convertSigned12(Color4f &cf, Color4i &ci)
+// {
+// convertSigned12(cf.r, ci.r);
+// convertSigned12(cf.g, ci.g);
+// convertSigned12(cf.b, ci.b);
+// convertSigned12(cf.a, ci.a);
+// }
+
+ void SamplerCore::convertSigned15(Float4 &cf, Short4 &ci)
+ {
+ cf = Float4(ci) * Float4(1.0f / 0x7FFF, 1.0f / 0x7FFF, 1.0f / 0x7FFF, 1.0f / 0x7FFF);
+ }
+
+ void SamplerCore::convertUnsigned16(Float4 &cf, Short4 &ci)
+ {
+ cf = Float4(As<UShort4>(ci)) * Float4(1.0f / 0xFFFF, 1.0f / 0xFFFF, 1.0f / 0xFFFF, 1.0f / 0xFFFF);
+ }
+
+ void SamplerCore::sRGBtoLinear16_12(Short4 &c)
+ {
+ c = As<UShort4>(c) >> 8;
+
+ Pointer<Byte> LUT = Pointer<Byte>(constants + OFFSET(Constants,sRGBtoLinear8));
+
+ 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((Format)state.textureFormat);
+ }
+
+ bool SamplerCore::hasUnsignedTextureComponent(int component) const
+ {
+ return Surface::isUnsignedComponent((Format)state.textureFormat, component);
+ }
+
+ int SamplerCore::textureComponentCount() const
+ {
+ return Surface::componentCount((Format)state.textureFormat);
+ }
+
+ bool SamplerCore::has16bitTexture() const
+ {
+ switch(state.textureFormat)
+ {
+ case FORMAT_G8R8:
+ case FORMAT_X8R8G8B8:
+ case FORMAT_A8R8G8B8:
+ 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_D32F_TEXTURE:
+ case FORMAT_D32F_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_G8R8: return component < 2;
+ case FORMAT_X8R8G8B8: return component < 3;
+ case FORMAT_A8R8G8B8: 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_D32F_TEXTURE: return false;
+ case FORMAT_D32F_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;
+ }
+}