Pass the sampling lod/bias as a separate parameter.
This is necessary for cube or 2D array shadow texture sampling
functions which need the fourth texture coordinate component for
depth comparison while also taking a lod or bias parameter.
Change-Id: I1e1399f134e22cecaff97a224df2c13c57ba3a40
Reviewed-on: https://swiftshader-review.googlesource.com/13551
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 ca3149a..0f53005 100644
--- a/src/Shader/VertexProgram.cpp
+++ b/src/Shader/VertexProgram.cpp
@@ -326,14 +326,15 @@
case Shader::OPCODE_AND: bitwise_and(d, s0, s1); break;
case Shader::OPCODE_EQ: equal(d, s0, s1); break;
case Shader::OPCODE_NE: notEqual(d, s0, s1); break;
- case Shader::OPCODE_TEXLDL: TEXLDL(d, s0, src1); break;
+ case Shader::OPCODE_TEXLDL: TEXLOD(d, s0, src1, s0.w); break;
+ case Shader::OPCODE_TEXLOD: TEXLOD(d, s0, src1, s2.x); break;
case Shader::OPCODE_TEX: TEX(d, s0, src1); break;
case Shader::OPCODE_TEXOFFSET: TEXOFFSET(d, s0, src1, s2); break;
- case Shader::OPCODE_TEXLDLOFFSET: TEXLDL(d, s0, src1, s2); break;
- case Shader::OPCODE_TEXELFETCH: TEXELFETCH(d, s0, src1); break;
- case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCH(d, s0, src1, s2); break;
+ case Shader::OPCODE_TEXLODOFFSET: TEXLODOFFSET(d, s0, src1, s2, s3.x); break;
+ case Shader::OPCODE_TEXELFETCH: TEXELFETCH(d, s0, src1, s2.x); break;
+ case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCHOFFSET(d, s0, src1, s2, s3.x); break;
case Shader::OPCODE_TEXGRAD: TEXGRAD(d, s0, src1, s2, s3); break;
- case Shader::OPCODE_TEXGRADOFFSET: TEXGRAD(d, s0, src1, s2, s3, s4); break;
+ case Shader::OPCODE_TEXGRADOFFSET: TEXGRADOFFSET(d, s0, src1, s2, s3, s4); break;
case Shader::OPCODE_TEXSIZE: TEXSIZE(d, s0.x, src1); break;
case Shader::OPCODE_END: break;
default:
@@ -1556,46 +1557,44 @@
// FIXME: Use enableLeave in other control-flow constructs
}
- void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1)
- {
- dst = sampleTexture(src1, src0, a0, a0, src0, Lod);
- }
-
void VertexProgram::TEX(Vector4f &dst, Vector4f &src0, const Src &src1)
{
- src0.w = Float(0.0f);
- dst = sampleTexture(src1, src0, a0, a0, src0, Lod);
+ dst = sampleTexture(src1, src0, (src0.x), (src0), (src0), (src0), Base);
}
- void VertexProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2)
+ void VertexProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset)
{
- src0.w = Float(0.0f);
- dst = sampleTexture(src1, src0, a0, a0, src2, {Lod, Offset});
+ dst = sampleTexture(src1, src0, (src0.x), (src0), (src0), offset, {Base, Offset});
}
- void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset)
+ void VertexProgram::TEXLOD(Vector4f &dst, Vector4f &src0, const Src& src1, Float4 &lod)
{
- dst = sampleTexture(src1, src0, a0, a0, offset, {Lod, Offset});
+ dst = sampleTexture(src1, src0, lod, (src0), (src0), (src0), Lod);
}
- void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1)
+ void VertexProgram::TEXLODOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset, Float4 &lod)
{
- dst = sampleTexture(src1, src0, src0, src0, src0, Fetch);
+ dst = sampleTexture(src1, src0, lod, (src0), (src0), offset, {Lod, Offset});
}
- void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset)
+ void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Float4 &lod)
{
- dst = sampleTexture(src1, src0, src0, src0, offset, {Fetch, Offset});
+ dst = sampleTexture(src1, src0, lod, (src0), (src0), (src0), Fetch);
}
- void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
+ void VertexProgram::TEXELFETCHOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset, Float4 &lod)
{
- dst = sampleTexture(src1, src0, src2, src3, src0, Grad);
+ dst = sampleTexture(src1, src0, lod, (src0), (src0), offset, {Fetch, Offset});
}
- void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, Vector4f &offset)
+ void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &dsx, Vector4f &dsy)
{
- dst = sampleTexture(src1, src0, src2, src3, offset, {Grad, Offset});
+ dst = sampleTexture(src1, src0, (src0.x), dsx, dsy, src0, Grad);
+ }
+
+ void VertexProgram::TEXGRADOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &dsx, Vector4f &dsy, Vector4f &offset)
+ {
+ dst = sampleTexture(src1, src0, (src0.x), dsx, dsy, offset, {Grad, Offset});
}
void VertexProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1)
@@ -1604,13 +1603,13 @@
dst = SamplerCore::textureSize(texture, lod);
}
- Vector4f VertexProgram::sampleTexture(const Src &s, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
+ Vector4f VertexProgram::sampleTexture(const Src &s, Vector4f &uvwq, Float4 &lod, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
{
Vector4f tmp;
if(s.type == Shader::PARAMETER_SAMPLER && s.rel.type == Shader::PARAMETER_VOID)
{
- tmp = sampleTexture(s.index, uvwq, dsx, dsy, offset, function);
+ tmp = sampleTexture(s.index, uvwq, lod, dsx, dsy, offset, function);
}
else
{
@@ -1622,7 +1621,7 @@
{
If(index == i)
{
- tmp = sampleTexture(i, uvwq, dsx, dsy, offset, function);
+ tmp = sampleTexture(i, uvwq, lod, dsx, dsy, offset, function);
// FIXME: When the sampler states are the same, we could use one sampler and just index the texture
}
}
@@ -1638,9 +1637,9 @@
return c;
}
- Vector4f VertexProgram::sampleTexture(int sampler, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
+ Vector4f VertexProgram::sampleTexture(int sampler, Vector4f &uvwq, Float4 &lod, 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);
+ return SamplerCore(constants, state.sampler[sampler]).sampleTexture(texture, uvwq.x, uvwq.y, uvwq.z, uvwq.w, lod, dsx, dsy, offset, function);
}
}