| // 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 "ShaderCore.hpp" | |
| #include "Device/Sampler.hpp" | |
| #include "Reactor/Print.hpp" | |
| #include "Reactor/Reactor.hpp" | |
| namespace sw { | |
| using namespace rr; | |
| enum SamplerMethod : uint32_t | |
| { | |
| 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. | |
| Query, // Return implicit LOD. | |
| Gather, // Return one channel of each texel in footprint. | |
| Read, // Read a texel from an image without a sampler. | |
| Write, // Write a texel to an image without a sampler. | |
| TexelPointer, // Form a pointer to a texel of an image. | |
| SAMPLER_METHOD_LAST = TexelPointer, | |
| }; | |
| // TODO(b/129523279): Eliminate and use SpirvShader::ImageInstruction instead. | |
| struct SamplerFunction | |
| { | |
| SamplerFunction(SamplerMethod method, bool offset = false, bool sample = false) | |
| : method(method) | |
| , offset(offset) | |
| , sample(sample) | |
| {} | |
| operator SamplerMethod() const { return method; } | |
| const SamplerMethod method; | |
| const bool offset; | |
| const bool sample; | |
| }; | |
| class SamplerCore | |
| { | |
| public: | |
| SamplerCore(Pointer<Byte> &constants, const Sampler &state, SamplerFunction function); | |
| SIMD::Float4 sampleTexture(Pointer<Byte> &texture, SIMD::Float uvwa[4], const SIMD::Float &dRef, const Float &lodOrBias, const SIMD::Float &dsx, const SIMD::Float &dsy, SIMD::Int offset[4], const SIMD::Int &sample); | |
| private: | |
| Vector4f sampleTexture128(Pointer<Byte> &texture, Float4 uvwa[4], const Float4 &dRef, const Float &lodOrBias, const Float4 &dsx, const Float4 &dsy, Vector4i &offset, const Int4 &sample); | |
| Float4 applySwizzle(const Vector4f &c, VkComponentSwizzle swizzle, bool integer); | |
| 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, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta); | |
| Vector4s sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD); | |
| Vector4s sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD); | |
| Vector4s sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD); | |
| Vector4s sample3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD); | |
| Vector4f sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, const Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta); | |
| Vector4f sampleFloatAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, const Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD); | |
| Vector4f sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, const Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD); | |
| Vector4f sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, const Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD); | |
| Vector4f sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD); | |
| void computeLod1D(Pointer<Byte> &texture, Float &lod, Float4 &u, const Float4 &dsx, const Float4 &dsy); | |
| void computeLod2D(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &u, Float4 &v, const Float4 &dsx, const Float4 &dsy); | |
| void computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, const Float4 &dsx, const Float4 &dsy, Float4 &M); | |
| void computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, const Float4 &dsx, const Float4 &dsy); | |
| Int4 cubeFace(Float4 &U, Float4 &V, Float4 &x, Float4 &y, Float4 &z, Float4 &M); | |
| void applyOffset(Float4 &u, Float4 &v, Float4 &w, Vector4i &offset, Pointer<Byte> mipmap); | |
| void computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, const Short4 &cubeArrayLayer, const Int4 &sample, const Pointer<Byte> &mipmap); | |
| void computeIndices(UInt index[4], Int4 uuuu, Int4 vvvv, Int4 wwww, const Int4 &sample, Int4 valid, const Pointer<Byte> &mipmap); | |
| Vector4s sampleTexel(Short4 &u, Short4 &v, Short4 &w, const Short4 &cubeArrayLayer, const Int4 &sample, Pointer<Byte> &mipmap, Pointer<Byte> buffer); | |
| Vector4s sampleTexel(UInt index[4], Pointer<Byte> buffer); | |
| Vector4f sampleTexel(Int4 &u, Int4 &v, Int4 &w, const Float4 &dRef, const Int4 &sample, Pointer<Byte> &mipmap, Pointer<Byte> buffer); | |
| Vector4f replaceBorderTexel(const Vector4f &c, Int4 valid); | |
| Pointer<Byte> selectMipmap(const Pointer<Byte> &texture, const Float &lod, bool secondLOD); | |
| Short4 address(const Float4 &uvw, AddressingMode addressingMode, Pointer<Byte> &mipmap); | |
| Short4 computeLayerIndex16(const Float4 &a, Pointer<Byte> &mipmap); | |
| void address(const Float4 &uvw, Int4 &xyz0, Int4 &xyz1, Float4 &f, Pointer<Byte> &mipmap, Int4 &filter, int whd, AddressingMode addressingMode); | |
| Int4 computeLayerIndex(const Float4 &a, Pointer<Byte> &mipmap); | |
| Int4 computeFilterOffset(Float &lod); | |
| void sRGBtoLinearFF00(Short4 &c); | |
| bool hasNormalizedFormat() const; | |
| bool hasFloatTexture() const; | |
| bool hasUnnormalizedIntegerTexture() const; | |
| bool hasUnsignedTextureComponent(int component) const; | |
| int textureComponentCount() const; | |
| bool has16bitPackedTextureFormat() const; | |
| bool has8bitTextureComponents() const; | |
| bool has16bitTextureComponents() const; | |
| bool has32bitIntegerTextureComponents() const; | |
| bool isYcbcrFormat() const; | |
| bool isRGBComponent(int component) const; | |
| bool borderModeActive() const; | |
| VkComponentSwizzle gatherSwizzle() const; | |
| sw::float4 getComponentScale() const; | |
| int getGatherComponent() const; | |
| Pointer<Byte> &constants; | |
| const Sampler &state; | |
| const SamplerFunction function; | |
| }; | |
| } // namespace sw | |
| #ifdef ENABLE_RR_PRINT | |
| namespace rr { | |
| template<> | |
| struct PrintValue::Ty<sw::SamplerFunction> | |
| { | |
| static std::string fmt(const sw::SamplerFunction &v) | |
| { | |
| return std::string("SamplerFunction[") + | |
| "method: " + std::to_string(v.method) + | |
| ", offset: " + std::to_string(v.offset) + | |
| ", sample: " + std::to_string(v.sample) + | |
| "]"; | |
| } | |
| static std::vector<rr::Value *> val(const sw::SamplerFunction &v) { return {}; } | |
| }; | |
| } // namespace rr | |
| #endif // ENABLE_RR_PRINT | |
| #endif // sw_SamplerCore_hpp |