| // 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/Reactor.hpp" |
| |
| namespace sw |
| { |
| enum SamplerMethod |
| { |
| Implicit, // Compute gradients (pixel shader only). |
| Bias, // Compute gradients and add provided bias. |
| Lod, // Use provided LOD. |
| Grad, // Use provided gradients. |
| Fetch, // Use provided integer coordinates. |
| Base // Sample base level. |
| }; |
| |
| enum SamplerOption |
| { |
| None, |
| Offset // Offset sample location by provided integer coordinates. |
| }; |
| |
| struct SamplerFunction |
| { |
| SamplerFunction(SamplerMethod method, SamplerOption option = None) : method(method), option(option) {} |
| operator SamplerMethod() { return method; } |
| |
| const SamplerMethod method; |
| const SamplerOption option; |
| }; |
| |
| class SamplerCore |
| { |
| public: |
| SamplerCore(Pointer<Byte> &constants, const Sampler::State &state); |
| |
| Vector4s sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy); |
| Vector4f sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function); |
| static Vector4f textureSize(Pointer<Byte> &mipmap, Float4 &lod); |
| |
| private: |
| Vector4s sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function, 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); |
| Vector4s sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerFunction function); |
| Vector4s sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerFunction function); |
| Vector4s sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function); |
| Vector4s sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function); |
| Vector4s sample3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function); |
| Vector4f sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerFunction function); |
| Vector4f sampleFloatAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerFunction function); |
| Vector4f sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function); |
| Vector4f sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function); |
| Vector4f sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function); |
| Float log2sqrt(Float lod); |
| void computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &u, Float4 &v, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerFunction function); |
| void computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, Float4 &M, SamplerFunction function); |
| void computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerFunction function); |
| void cubeFace(Int face[4], Float4 &U, Float4 &V, Float4 &x, Float4 &y, Float4 &z, Float4 &M); |
| Short4 applyOffset(Short4 &uvw, Float4 &offset, const Int4 &whd, AddressingMode mode); |
| void computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, const Pointer<Byte> &mipmap, SamplerFunction function); |
| void computeIndices(UInt index[4], Int4& uuuu, Int4& vvvv, Int4& wwww, const Pointer<Byte> &mipmap, SamplerFunction function); |
| Vector4s sampleTexel(Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function); |
| Vector4s sampleTexel(UInt index[4], Pointer<Byte> buffer[4]); |
| Vector4f sampleTexel(Int4 &u, Int4 &v, Int4 &s, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function); |
| 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 address(Float4 &uw, Int4& xyz0, Int4& xyz1, Float4& f, Pointer<Byte>& mipmap, Float4 &texOffset, Int4 &filter, int whd, AddressingMode addressingMode, SamplerFunction function); |
| Int4 computeFilterOffset(Float &lod); |
| |
| 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 hasUnnormalizedIntegerTexture() const; |
| bool hasUnsignedTextureComponent(int component) const; |
| int textureComponentCount() const; |
| bool hasThirdCoordinate() const; |
| bool has16bitTextureFormat() const; |
| bool has8bitTextureComponents() const; |
| bool has16bitTextureComponents() const; |
| bool has32bitIntegerTextureComponents() const; |
| bool hasYuvFormat() const; |
| bool isRGBComponent(int component) const; |
| |
| Pointer<Byte> &constants; |
| const Sampler::State &state; |
| }; |
| } |
| |
| #endif // sw_SamplerCore_hpp |