Refactor sampling functions to use a return value.
Change-Id: Ib62f310abecbc4cdaf6e9300791600f25af0eaf3
Reviewed-on: https://swiftshader-review.googlesource.com/13550
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
Tested-by: Nicolas Capens <nicolascapens@google.com>
diff --git a/src/Shader/VertexProgram.cpp b/src/Shader/VertexProgram.cpp
index 9db65ed..ca3149a 100644
--- a/src/Shader/VertexProgram.cpp
+++ b/src/Shader/VertexProgram.cpp
@@ -1558,60 +1558,59 @@
void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1)
{
- sampleTexture(dst, src1, src0, a0, a0, src0, Lod);
+ dst = sampleTexture(src1, src0, a0, a0, src0, Lod);
}
void VertexProgram::TEX(Vector4f &dst, Vector4f &src0, const Src &src1)
{
src0.w = Float(0.0f);
- sampleTexture(dst, src1, src0, a0, a0, src0, Lod);
+ dst = sampleTexture(src1, src0, a0, a0, src0, Lod);
}
void VertexProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2)
{
src0.w = Float(0.0f);
- sampleTexture(dst, src1, src0, a0, a0, src2, {Lod, Offset});
+ dst = sampleTexture(src1, src0, a0, a0, src2, {Lod, Offset});
}
void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset)
{
- sampleTexture(dst, src1, src0, a0, a0, offset, {Lod, Offset});
+ dst = sampleTexture(src1, src0, a0, a0, offset, {Lod, Offset});
}
void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1)
{
- sampleTexture(dst, src1, src0, src0, src0, src0, Fetch);
+ dst = sampleTexture(src1, src0, src0, src0, src0, Fetch);
}
void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset)
{
- sampleTexture(dst, src1, src0, src0, src0, offset, {Fetch, Offset});
+ dst = sampleTexture(src1, src0, src0, src0, offset, {Fetch, Offset});
}
void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
{
- sampleTexture(dst, src1, src0, src2, src3, src0, Grad);
+ dst = sampleTexture(src1, src0, src2, src3, src0, Grad);
}
void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, Vector4f &offset)
{
- sampleTexture(dst, src1, src0, src2, src3, offset, {Grad, Offset});
+ dst = sampleTexture(src1, src0, src2, src3, offset, {Grad, Offset});
}
void VertexProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1)
{
Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[16]) + src1.index * sizeof(Texture);
- SamplerCore::textureSize(texture, dst, lod);
+ dst = SamplerCore::textureSize(texture, lod);
}
- void VertexProgram::sampleTexture(Vector4f &c, const Src &s, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
+ Vector4f VertexProgram::sampleTexture(const Src &s, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
{
Vector4f tmp;
if(s.type == Shader::PARAMETER_SAMPLER && s.rel.type == Shader::PARAMETER_VOID)
{
- Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[TEXTURE_IMAGE_UNITS]) + s.index * sizeof(Texture);
- SamplerCore(constants, state.sampler[s.index]).sampleTexture(texture, tmp, uvwq.x, uvwq.y, uvwq.z, uvwq.w, dsx, dsy, offset, function);
+ tmp = sampleTexture(s.index, uvwq, dsx, dsy, offset, function);
}
else
{
@@ -1623,17 +1622,25 @@
{
If(index == i)
{
- Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[TEXTURE_IMAGE_UNITS]) + i * sizeof(Texture);
- SamplerCore(constants, state.sampler[i]).sampleTexture(texture, tmp, uvwq.x, uvwq.y, uvwq.z, uvwq.w, dsx, dsy, offset, function);
+ tmp = sampleTexture(i, uvwq, dsx, dsy, offset, function);
// FIXME: When the sampler states are the same, we could use one sampler and just index the texture
}
}
}
}
+ Vector4f c;
c.x = tmp[(s.swizzle >> 0) & 0x3];
c.y = tmp[(s.swizzle >> 2) & 0x3];
c.z = tmp[(s.swizzle >> 4) & 0x3];
c.w = tmp[(s.swizzle >> 6) & 0x3];
+
+ return c;
+ }
+
+ Vector4f VertexProgram::sampleTexture(int sampler, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
+ {
+ Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[TEXTURE_IMAGE_UNITS]) + sampler * sizeof(Texture);
+ return SamplerCore(constants, state.sampler[sampler]).sampleTexture(texture, uvwq.x, uvwq.y, uvwq.z, uvwq.w, dsx, dsy, offset, function);
}
}