Refactor sampler LOD calculation method into an enum.
Change-Id: I0beed96cd68608ce07aec0b11f14d6f61e67e53d
Reviewed-on: https://swiftshader-review.googlesource.com/5034
Tested-by: Nicolas Capens <capn@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
diff --git a/src/Shader/PixelPipeline.cpp b/src/Shader/PixelPipeline.cpp
index 7669163..99f91e7 100644
--- a/src/Shader/PixelPipeline.cpp
+++ b/src/Shader/PixelPipeline.cpp
@@ -94,9 +94,9 @@
Vector4s s1;
Vector4s s2;
- if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterS(src0);
- if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterS(src1);
- if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterS(src2);
+ if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegister(src0);
+ if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegister(src1);
+ if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegister(src2);
Float4 x = version < 0x0104 ? v[2 + dst.index].x : v[2 + src0.index].x;
Float4 y = version < 0x0104 ? v[2 + dst.index].y : v[2 + src0.index].y;
@@ -1221,25 +1221,20 @@
sampleTexture(c, stage, x, y, z, w, project);
}
- void PixelPipeline::sampleTexture(Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project, bool bias)
+ void PixelPipeline::sampleTexture(Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project)
{
+ #if PERF_PROFILE
+ Long texTime = Ticks();
+ #endif
+
Vector4f dsx;
Vector4f dsy;
- sampleTexture(c, stage, u, v, w, q, dsx, dsy, project, bias, false);
- }
-
- void PixelPipeline::sampleTexture(Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
- {
-#if PERF_PROFILE
- Long texTime = Ticks();
-#endif
-
Pointer<Byte> texture = data + OFFSET(DrawData, mipmap) + stage * sizeof(Texture);
if(!project)
{
- sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, bias, gradients, lodProvided);
+ sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy);
}
else
{
@@ -1249,12 +1244,12 @@
Float4 v_q = v * rq;
Float4 w_q = w * rq;
- sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, bias, gradients, lodProvided);
+ sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy);
}
-#if PERF_PROFILE
- cycles[PERF_TEX] += Ticks() - texTime;
-#endif
+ #if PERF_PROFILE
+ cycles[PERF_TEX] += Ticks() - texTime;
+ #endif
}
Short4 PixelPipeline::convertFixed12(RValue<Float4> cf)
@@ -1317,7 +1312,7 @@
}
}
- Vector4s PixelPipeline::fetchRegisterS(const Src &src)
+ Vector4s PixelPipeline::fetchRegister(const Src &src)
{
Vector4s *reg;
int i = src.index;
diff --git a/src/Shader/PixelPipeline.hpp b/src/Shader/PixelPipeline.hpp
index fd76b3e..4d0362d 100644
--- a/src/Shader/PixelPipeline.hpp
+++ b/src/Shader/PixelPipeline.hpp
@@ -57,8 +57,7 @@
void specularPixel(Vector4s ¤t, Vector4s &specular);
void sampleTexture(Vector4s &c, int coordinates, int sampler, bool project = false);
- void sampleTexture(Vector4s &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project = false, bool bias = false);
- void sampleTexture(Vector4s &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool gradients = false, bool lodProvided = false);
+ void sampleTexture(Vector4s &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project = false);
Short4 convertFixed12(RValue<Float4> cf);
void convertFixed12(Vector4s &cs, Vector4f &cf);
@@ -66,7 +65,7 @@
void convertSigned12(Vector4f &cf, Vector4s &cs);
void writeDestination(Vector4s &d, const Dst &dst);
- Vector4s fetchRegisterS(const Src &src);
+ Vector4s fetchRegister(const Src &src);
// Instructions
void MOV(Vector4s &dst, Vector4s &src0);
diff --git a/src/Shader/PixelProgram.cpp b/src/Shader/PixelProgram.cpp
index 0286bc30..6eca4eb 100644
--- a/src/Shader/PixelProgram.cpp
+++ b/src/Shader/PixelProgram.cpp
@@ -136,11 +136,11 @@
}
}
- if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterF(src0);
- if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterF(src1);
- if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterF(src2);
- if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegisterF(src3);
- if(src4.type != Shader::PARAMETER_VOID) s4 = fetchRegisterF(src4);
+ if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegister(src0);
+ if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegister(src1);
+ if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegister(src2);
+ if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegister(src3);
+ if(src4.type != Shader::PARAMETER_VOID) s4 = fetchRegister(src4);
switch(opcode)
{
@@ -270,8 +270,8 @@
case Shader::OPCODE_M3X3: M3X3(d, s0, src1); break;
case Shader::OPCODE_M3X2: M3X2(d, s0, src1); break;
case Shader::OPCODE_TEX: TEXLD(d, s0, src1, project, bias); break;
- case Shader::OPCODE_TEXLDD: TEXLDD(d, s0, src1, s2, s3, project, bias); break;
- case Shader::OPCODE_TEXLDL: TEXLDL(d, s0, src1, project, bias); break;
+ case Shader::OPCODE_TEXLDD: TEXLDD(d, s0, src1, s2, s3, project); break;
+ case Shader::OPCODE_TEXLDL: TEXLDL(d, s0, src1, project); break;
case Shader::OPCODE_TEXSIZE: TEXSIZE(d, s0.x, src1); break;
case Shader::OPCODE_TEXKILL: TEXKILL(cMask, d, dst.mask); break;
case Shader::OPCODE_TEXOFFSET: TEXOFFSET(d, s0, src1, s2, s3, project, bias); break;
@@ -624,15 +624,17 @@
}
}
- void PixelProgram::sampleTexture(Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
+ void PixelProgram::sampleTexture(Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, SamplerMethod method)
{
+ Vector4f tmp;
+
if(sampler.type == Shader::PARAMETER_SAMPLER && sampler.rel.type == Shader::PARAMETER_VOID)
{
- sampleTexture(c, sampler.index, u, v, w, q, dsx, dsy, project, bias, gradients, lodProvided);
+ sampleTexture(tmp, sampler.index, u, v, w, q, dsx, dsy, project, method);
}
else
{
- Int index = As<Int>(Float(fetchRegisterF(sampler).x.x));
+ Int index = As<Int>(Float(fetchRegister(sampler).x.x));
for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++)
{
@@ -640,25 +642,30 @@
{
If(index == i)
{
- sampleTexture(c, i, u, v, w, q, dsx, dsy, project, bias, gradients, lodProvided);
+ sampleTexture(tmp, i, u, v, w, q, dsx, dsy, project, method);
// FIXME: When the sampler states are the same, we could use one sampler and just index the texture
}
}
}
}
+
+ c.x = tmp[(sampler.swizzle >> 0) & 0x3];
+ c.y = tmp[(sampler.swizzle >> 2) & 0x3];
+ c.z = tmp[(sampler.swizzle >> 4) & 0x3];
+ c.w = tmp[(sampler.swizzle >> 6) & 0x3];
}
- void PixelProgram::sampleTexture(Vector4f &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
+ void PixelProgram::sampleTexture(Vector4f &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, SamplerMethod method)
{
-#if PERF_PROFILE
- Long texTime = Ticks();
-#endif
+ #if PERF_PROFILE
+ Long texTime = Ticks();
+ #endif
Pointer<Byte> texture = data + OFFSET(DrawData, mipmap) + stage * sizeof(Texture);
if(!project)
{
- sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, bias, gradients, lodProvided);
+ sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, method);
}
else
{
@@ -668,12 +675,12 @@
Float4 v_q = v * rq;
Float4 w_q = w * rq;
- sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, bias, gradients, lodProvided);
+ sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, method);
}
-#if PERF_PROFILE
- cycles[PERF_TEX] += Ticks() - texTime;
-#endif
+ #if PERF_PROFILE
+ cycles[PERF_TEX] += Ticks() - texTime;
+ #endif
}
void PixelProgram::clampColor(Vector4f oC[RENDERTARGETS])
@@ -743,7 +750,7 @@
return enable;
}
- Vector4f PixelProgram::fetchRegisterF(const Src &src, unsigned int offset)
+ Vector4f PixelProgram::fetchRegister(const Src &src, unsigned int offset)
{
Vector4f reg;
unsigned int i = src.index + offset;
@@ -989,8 +996,8 @@
void PixelProgram::M3X2(Vector4f &dst, Vector4f &src0, const Src &src1)
{
- Vector4f row0 = fetchRegisterF(src1, 0);
- Vector4f row1 = fetchRegisterF(src1, 1);
+ Vector4f row0 = fetchRegister(src1, 0);
+ Vector4f row1 = fetchRegister(src1, 1);
dst.x = dot3(src0, row0);
dst.y = dot3(src0, row1);
@@ -998,9 +1005,9 @@
void PixelProgram::M3X3(Vector4f &dst, Vector4f &src0, const Src &src1)
{
- Vector4f row0 = fetchRegisterF(src1, 0);
- Vector4f row1 = fetchRegisterF(src1, 1);
- Vector4f row2 = fetchRegisterF(src1, 2);
+ Vector4f row0 = fetchRegister(src1, 0);
+ Vector4f row1 = fetchRegister(src1, 1);
+ Vector4f row2 = fetchRegister(src1, 2);
dst.x = dot3(src0, row0);
dst.y = dot3(src0, row1);
@@ -1009,10 +1016,10 @@
void PixelProgram::M3X4(Vector4f &dst, Vector4f &src0, const Src &src1)
{
- Vector4f row0 = fetchRegisterF(src1, 0);
- Vector4f row1 = fetchRegisterF(src1, 1);
- Vector4f row2 = fetchRegisterF(src1, 2);
- Vector4f row3 = fetchRegisterF(src1, 3);
+ Vector4f row0 = fetchRegister(src1, 0);
+ Vector4f row1 = fetchRegister(src1, 1);
+ Vector4f row2 = fetchRegister(src1, 2);
+ Vector4f row3 = fetchRegister(src1, 3);
dst.x = dot3(src0, row0);
dst.y = dot3(src0, row1);
@@ -1022,9 +1029,9 @@
void PixelProgram::M4X3(Vector4f &dst, Vector4f &src0, const Src &src1)
{
- Vector4f row0 = fetchRegisterF(src1, 0);
- Vector4f row1 = fetchRegisterF(src1, 1);
- Vector4f row2 = fetchRegisterF(src1, 2);
+ Vector4f row0 = fetchRegister(src1, 0);
+ Vector4f row1 = fetchRegister(src1, 1);
+ Vector4f row2 = fetchRegister(src1, 2);
dst.x = dot4(src0, row0);
dst.y = dot4(src0, row1);
@@ -1033,10 +1040,10 @@
void PixelProgram::M4X4(Vector4f &dst, Vector4f &src0, const Src &src1)
{
- Vector4f row0 = fetchRegisterF(src1, 0);
- Vector4f row1 = fetchRegisterF(src1, 1);
- Vector4f row2 = fetchRegisterF(src1, 2);
- Vector4f row3 = fetchRegisterF(src1, 3);
+ Vector4f row0 = fetchRegister(src1, 0);
+ Vector4f row1 = fetchRegister(src1, 1);
+ Vector4f row2 = fetchRegister(src1, 2);
+ Vector4f row3 = fetchRegister(src1, 3);
dst.x = dot4(src0, row0);
dst.y = dot4(src0, row1);
@@ -1046,13 +1053,7 @@
void PixelProgram::TEXLD(Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
{
- Vector4f tmp;
- sampleTexture(tmp, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias);
-
- dst.x = tmp[(src1.swizzle >> 0) & 0x3];
- dst.y = tmp[(src1.swizzle >> 2) & 0x3];
- dst.z = tmp[(src1.swizzle >> 4) & 0x3];
- dst.w = tmp[(src1.swizzle >> 6) & 0x3];
+ sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias ? Bias : Implicit);
}
void PixelProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, bool project, bool bias)
@@ -1085,26 +1086,14 @@
UNIMPLEMENTED();
}
- void PixelProgram::TEXLDD(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3, bool project, bool bias)
+ void PixelProgram::TEXLDD(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3, bool project)
{
- Vector4f tmp;
- sampleTexture(tmp, src1, src0.x, src0.y, src0.z, src0.w, src2, src3, project, bias, true);
-
- dst.x = tmp[(src1.swizzle >> 0) & 0x3];
- dst.y = tmp[(src1.swizzle >> 2) & 0x3];
- dst.z = tmp[(src1.swizzle >> 4) & 0x3];
- dst.w = tmp[(src1.swizzle >> 6) & 0x3];
+ sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src2, src3, project, Grad);
}
- void PixelProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
+ void PixelProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1, bool project)
{
- Vector4f tmp;
- sampleTexture(tmp, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias, false, true);
-
- dst.x = tmp[(src1.swizzle >> 0) & 0x3];
- dst.y = tmp[(src1.swizzle >> 2) & 0x3];
- dst.z = tmp[(src1.swizzle >> 4) & 0x3];
- dst.w = tmp[(src1.swizzle >> 6) & 0x3];
+ sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, Lod);
}
void PixelProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1)
@@ -1458,7 +1447,7 @@
}
else
{
- Int4 condition = As<Int4>(fetchRegisterF(src).x);
+ Int4 condition = As<Int4>(fetchRegister(src).x);
IF(condition);
}
}
@@ -1627,7 +1616,7 @@
Nucleus::setInsertBlock(testBlock);
enableContinue = restoreContinue;
- const Vector4f &src = fetchRegisterF(temporaryRegister);
+ const Vector4f &src = fetchRegister(temporaryRegister);
Int4 condition = As<Int4>(src.x);
condition &= enableStack[enableIndex - 1];
enableStack[enableIndex] = condition;
diff --git a/src/Shader/PixelProgram.hpp b/src/Shader/PixelProgram.hpp
index ab69b62..085255d 100644
--- a/src/Shader/PixelProgram.hpp
+++ b/src/Shader/PixelProgram.hpp
@@ -13,6 +13,7 @@
#define sw_PixelProgram_hpp
#include "PixelRoutine.hpp"
+#include "SamplerCore.hpp"
namespace sw
{
@@ -78,15 +79,15 @@
Int4 enableContinue;
Int4 enableLeave;
- void sampleTexture(Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool gradients = false, bool lodProvided = false);
- void sampleTexture(Vector4f &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool gradients = false, bool lodProvided = false);
+ void sampleTexture(Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, SamplerMethod method);
+ void sampleTexture(Vector4f &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, SamplerMethod method);
// Raster operations
void clampColor(Vector4f oC[RENDERTARGETS]);
Int4 enableMask(const Shader::Instruction *instruction);
- Vector4f fetchRegisterF(const Src &src, unsigned int offset = 0);
+ Vector4f fetchRegister(const Src &src, unsigned int offset = 0);
Vector4f readConstant(const Src &src, unsigned int offset = 0);
RValue<Pointer<Byte>> uniformAddress(int bufferIndex, unsigned int index);
RValue<Pointer<Byte>> uniformAddress(int bufferIndex, unsigned int index, Int& offset);
@@ -103,8 +104,8 @@
void M4X3(Vector4f &dst, Vector4f &src0, const Src &src1);
void M4X4(Vector4f &dst, Vector4f &src0, const Src &src1);
void TEXLD(Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias);
- void TEXLDD(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3, bool project, bool bias);
- void TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias);
+ void TEXLDD(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3, bool project);
+ void TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1, bool project);
void TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1);
void TEXKILL(Int cMask[4], Vector4f &src, unsigned char mask);
void TEXOFFSET(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3, bool project, bool bias);
diff --git a/src/Shader/SamplerCore.cpp b/src/Shader/SamplerCore.cpp
index 82a6644..8128617 100644
--- a/src/Shader/SamplerCore.cpp
+++ b/src/Shader/SamplerCore.cpp
@@ -51,7 +51,12 @@
{
}
- void SamplerCore::sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool bias, bool gradients, bool lodProvided, bool fixed12)
+ void SamplerCore::sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, SamplerMethod method)
+ {
+ sampleTexture(texture, c, u, v, w, q, dsx, dsy, method, true);
+ }
+
+ void SamplerCore::sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, SamplerMethod method, bool fixed12)
{
#if PERF_PROFILE
AddAtomic(Pointer<Long>(&profiler.texOperations), 4);
@@ -101,16 +106,16 @@
{
if(state.textureType != TEXTURE_CUBE)
{
- computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, q.x, dsx, dsy, bias, gradients, lodProvided);
+ computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, q.x, dsx, dsy, method);
}
else
{
- computeLod(texture, lod, anisotropy, uDelta, vDelta, lodU, lodV, q.x, dsx, dsy, bias, gradients, lodProvided);
+ computeLod(texture, lod, anisotropy, uDelta, vDelta, lodU, lodV, q.x, dsx, dsy, method);
}
}
else
{
- computeLod3D(texture, lod, uuuu, vvvv, wwww, q.x, dsx, dsy, bias, gradients, lodProvided);
+ computeLod3D(texture, lod, uuuu, vvvv, wwww, q.x, dsx, dsy, method);
}
if(state.textureType == TEXTURE_CUBE)
@@ -121,13 +126,13 @@
if(!hasFloatTexture())
{
- sampleFilter(texture, c, uuuu, vvvv, wwww, lod, anisotropy, uDelta, vDelta, face, lodProvided);
+ sampleFilter(texture, c, uuuu, vvvv, wwww, lod, anisotropy, uDelta, vDelta, face, method);
}
else
{
Vector4f cf;
- sampleFloatFilter(texture, cf, uuuu, vvvv, wwww, lod, anisotropy, uDelta, vDelta, face, lodProvided);
+ sampleFloatFilter(texture, cf, uuuu, vvvv, wwww, lod, anisotropy, uDelta, vDelta, face, method);
convertFixed12(c, cf);
}
@@ -287,7 +292,7 @@
}
}
- void SamplerCore::sampleTexture(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool bias, bool gradients, bool lodProvided)
+ void SamplerCore::sampleTexture(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, SamplerMethod method)
{
#if PERF_PROFILE
AddAtomic(Pointer<Long>(&profiler.texOperations), 4);
@@ -331,16 +336,16 @@
{
if(state.textureType != TEXTURE_CUBE)
{
- computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, q.x, dsx, dsy, bias, gradients, lodProvided);
+ computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, q.x, dsx, dsy, method);
}
else
{
- computeLod(texture, lod, anisotropy, uDelta, vDelta, lodU, lodV, q.x, dsx, dsy, bias, gradients, lodProvided);
+ computeLod(texture, lod, anisotropy, uDelta, vDelta, lodU, lodV, q.x, dsx, dsy, method);
}
}
else
{
- computeLod3D(texture, lod, uuuu, vvvv, wwww, q.x, dsx, dsy, bias, gradients, lodProvided);
+ computeLod3D(texture, lod, uuuu, vvvv, wwww, q.x, dsx, dsy, method);
}
if(state.textureType == TEXTURE_CUBE)
@@ -349,13 +354,13 @@
vvvv += Float4(0.5f);
}
- sampleFloatFilter(texture, c, uuuu, vvvv, wwww, lod, anisotropy, uDelta, vDelta, face, lodProvided);
+ sampleFloatFilter(texture, c, uuuu, vvvv, wwww, lod, anisotropy, uDelta, vDelta, face, method);
}
else
{
Vector4s cs;
- sampleTexture(texture, cs, u, v, w, q, dsx, dsy, bias, gradients, lodProvided, false);
+ sampleTexture(texture, cs, u, v, w, q, dsx, dsy, method, false);
for(int component = 0; component < textureComponentCount(); component++)
{
@@ -593,15 +598,15 @@
return uvw;
}
- void SamplerCore::sampleFilter(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool lodProvided)
+ void SamplerCore::sampleFilter(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerMethod method)
{
- sampleAniso(texture, c, u, v, w, lod, anisotropy, uDelta, vDelta, face, false, lodProvided);
+ sampleAniso(texture, c, u, v, w, lod, anisotropy, uDelta, vDelta, face, false, method);
if(state.mipmapFilter > MIPMAP_POINT)
{
Vector4s cc;
- sampleAniso(texture, cc, u, v, w, lod, anisotropy, uDelta, vDelta, face, true, lodProvided);
+ sampleAniso(texture, cc, u, v, w, lod, anisotropy, uDelta, vDelta, face, true, method);
lod *= Float(1 << 16);
@@ -689,9 +694,9 @@
}
}
- void SamplerCore::sampleAniso(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, bool lodProvided)
+ void SamplerCore::sampleAniso(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerMethod method)
{
- if(state.textureFilter != FILTER_ANISOTROPIC || lodProvided)
+ if(state.textureFilter != FILTER_ANISOTROPIC || method == Lod)
{
sampleQuad(texture, c, u, v, w, lod, face, secondLOD);
}
@@ -1093,15 +1098,15 @@
}
}
- void SamplerCore::sampleFloatFilter(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool lodProvided)
+ void SamplerCore::sampleFloatFilter(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerMethod method)
{
- sampleFloatAniso(texture, c, u, v, w, lod, anisotropy, uDelta, vDelta, face, false, lodProvided);
+ sampleFloatAniso(texture, c, u, v, w, lod, anisotropy, uDelta, vDelta, face, false, method);
if(state.mipmapFilter > MIPMAP_POINT)
{
Vector4f cc;
- sampleFloatAniso(texture, cc, u, v, w, lod, anisotropy, uDelta, vDelta, face, true, lodProvided);
+ sampleFloatAniso(texture, cc, u, v, w, lod, anisotropy, uDelta, vDelta, face, true, method);
Float4 lod4 = Float4(Frac(lod));
@@ -1168,9 +1173,9 @@
}
}
- void SamplerCore::sampleFloatAniso(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, bool lodProvided)
+ void SamplerCore::sampleFloatAniso(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerMethod method)
{
- if(state.textureFilter != FILTER_ANISOTROPIC || lodProvided)
+ if(state.textureFilter != FILTER_ANISOTROPIC || method == Lod)
{
sampleFloat(texture, c, u, v, w, lod, face, secondLOD);
}
@@ -1390,13 +1395,13 @@
}
}
- void SamplerCore::computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &uuuu, Float4 &vvvv, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, bool bias, bool gradients, bool lodProvided)
+ void SamplerCore::computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &uuuu, Float4 &vvvv, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerMethod method)
{
- if(!lodProvided)
+ if(method != Lod)
{
Float4 duvdxy;
- if(!gradients)
+ if(method != Grad)
{
duvdxy = Float4(uuuu.yz, vvvv.yz) - Float4(uuuu.xx, vvvv.xx);
}
@@ -1440,7 +1445,7 @@
lod -= Float(0x3F800000);
lod *= As<Float>(Int(0x33800000));
- if(bias)
+ if(method == Bias)
{
lod += lodBias;
}
@@ -1460,20 +1465,20 @@
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, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, bool bias, bool gradients, bool lodProvided)
+ void SamplerCore::computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &uuuu, Float4 &vvvv, Float4 &wwww, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerMethod method)
{
if(state.mipmapFilter == MIPMAP_NONE)
{
}
else // Point and linear filter
{
- if(!lodProvided)
+ if(method != Lod)
{
Float4 dudxy;
Float4 dvdxy;
Float4 dsdxy;
- if(!gradients)
+ if(method != Grad)
{
dudxy = uuuu.ywyw - uuuu;
dvdxy = vvvv.ywyw - vvvv;
@@ -1513,7 +1518,7 @@
lod -= Float(0x3F800000);
lod *= As<Float>(Int(0x33800000));
- if(bias)
+ if(method == Bias)
{
lod += lodBias;
}
diff --git a/src/Shader/SamplerCore.hpp b/src/Shader/SamplerCore.hpp
index 75d8f31..bb8324f 100644
--- a/src/Shader/SamplerCore.hpp
+++ b/src/Shader/SamplerCore.hpp
@@ -17,30 +17,40 @@
namespace sw
{
+ enum SamplerMethod
+ {
+ Implicit,
+ Bias,
+ Lod,
+ Grad,
+ };
+
class SamplerCore
{
public:
SamplerCore(Pointer<Byte> &r, const Sampler::State &state);
- void sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool bias = false, bool gradients = false, bool lodProvided = false, bool fixed12 = true);
- void sampleTexture(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool bias = false, bool gradients = false, bool lodProvided = false);
+ void sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, SamplerMethod method = Implicit);
+ void sampleTexture(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, SamplerMethod method = Implicit);
private:
+ void sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, SamplerMethod method, 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);
- void sampleFilter(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool lodProvided);
- void sampleAniso(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, bool lodProvided);
+ void sampleFilter(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerMethod method);
+ void sampleAniso(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerMethod method);
void sampleQuad(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Int face[4], bool secondLOD);
void sampleQuad2D(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Int face[4], bool secondLOD);
void sample3D(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, bool secondLOD);
- void sampleFloatFilter(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool lodProvided);
- void sampleFloatAniso(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, bool lodProvided);
+ void sampleFloatFilter(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerMethod method);
+ void sampleFloatAniso(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerMethod method);
void sampleFloat(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Int face[4], bool secondLOD);
void sampleFloat2D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Int face[4], bool secondLOD);
void sampleFloat3D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, bool secondLOD);
- void computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &u, Float4 &v, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, bool bias, bool gradients, bool lodProvided);
- void computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, bool bias, bool gradients, bool lodProvided);
+ void computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &u, Float4 &v, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerMethod method);
+ void computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerMethod method);
void cubeFace(Int face[4], Float4 &U, Float4 &V, Float4 &lodU, Float4 &lodV, Float4 &x, Float4 &y, Float4 &z);
void computeIndices(Int index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, const Pointer<Byte> &mipmap);
void sampleTexel(Vector4s &c, Short4 &u, Short4 &v, Short4 &s, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4]);
diff --git a/src/Shader/VertexProgram.cpp b/src/Shader/VertexProgram.cpp
index dc829ef..e0ecd73 100644
--- a/src/Shader/VertexProgram.cpp
+++ b/src/Shader/VertexProgram.cpp
@@ -136,11 +136,11 @@
Vector4f s3;
Vector4f s4;
- if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterF(src0);
- if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterF(src1);
- if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterF(src2);
- if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegisterF(src3);
- if(src4.type != Shader::PARAMETER_VOID) s4 = fetchRegisterF(src4);
+ if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegister(src0);
+ if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegister(src1);
+ if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegister(src2);
+ if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegister(src3);
+ if(src4.type != Shader::PARAMETER_VOID) s4 = fetchRegister(src4);
switch(opcode)
{
@@ -647,7 +647,7 @@
}
}
- Vector4f VertexProgram::fetchRegisterF(const Src &src, unsigned int offset)
+ Vector4f VertexProgram::fetchRegister(const Src &src, unsigned int offset)
{
Vector4f reg;
unsigned int i = src.index + offset;
@@ -830,7 +830,7 @@
if(src.rel.deterministic)
{
Int a = relativeAddress(src, src.bufferIndex);
-
+
c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, a));
c.x = c.x.xxxx;
@@ -930,8 +930,8 @@
void VertexProgram::M3X2(Vector4f &dst, Vector4f &src0, Src &src1)
{
- Vector4f row0 = fetchRegisterF(src1, 0);
- Vector4f row1 = fetchRegisterF(src1, 1);
+ Vector4f row0 = fetchRegister(src1, 0);
+ Vector4f row1 = fetchRegister(src1, 1);
dst.x = dot3(src0, row0);
dst.y = dot3(src0, row1);
@@ -939,9 +939,9 @@
void VertexProgram::M3X3(Vector4f &dst, Vector4f &src0, Src &src1)
{
- Vector4f row0 = fetchRegisterF(src1, 0);
- Vector4f row1 = fetchRegisterF(src1, 1);
- Vector4f row2 = fetchRegisterF(src1, 2);
+ Vector4f row0 = fetchRegister(src1, 0);
+ Vector4f row1 = fetchRegister(src1, 1);
+ Vector4f row2 = fetchRegister(src1, 2);
dst.x = dot3(src0, row0);
dst.y = dot3(src0, row1);
@@ -950,10 +950,10 @@
void VertexProgram::M3X4(Vector4f &dst, Vector4f &src0, Src &src1)
{
- Vector4f row0 = fetchRegisterF(src1, 0);
- Vector4f row1 = fetchRegisterF(src1, 1);
- Vector4f row2 = fetchRegisterF(src1, 2);
- Vector4f row3 = fetchRegisterF(src1, 3);
+ Vector4f row0 = fetchRegister(src1, 0);
+ Vector4f row1 = fetchRegister(src1, 1);
+ Vector4f row2 = fetchRegister(src1, 2);
+ Vector4f row3 = fetchRegister(src1, 3);
dst.x = dot3(src0, row0);
dst.y = dot3(src0, row1);
@@ -963,9 +963,9 @@
void VertexProgram::M4X3(Vector4f &dst, Vector4f &src0, Src &src1)
{
- Vector4f row0 = fetchRegisterF(src1, 0);
- Vector4f row1 = fetchRegisterF(src1, 1);
- Vector4f row2 = fetchRegisterF(src1, 2);
+ Vector4f row0 = fetchRegister(src1, 0);
+ Vector4f row1 = fetchRegister(src1, 1);
+ Vector4f row2 = fetchRegister(src1, 2);
dst.x = dot4(src0, row0);
dst.y = dot4(src0, row1);
@@ -974,10 +974,10 @@
void VertexProgram::M4X4(Vector4f &dst, Vector4f &src0, Src &src1)
{
- Vector4f row0 = fetchRegisterF(src1, 0);
- Vector4f row1 = fetchRegisterF(src1, 1);
- Vector4f row2 = fetchRegisterF(src1, 2);
- Vector4f row3 = fetchRegisterF(src1, 3);
+ Vector4f row0 = fetchRegister(src1, 0);
+ Vector4f row1 = fetchRegister(src1, 1);
+ Vector4f row2 = fetchRegister(src1, 2);
+ Vector4f row3 = fetchRegister(src1, 3);
dst.x = dot4(src0, row0);
dst.y = dot4(src0, row1);
@@ -1259,7 +1259,7 @@
}
else
{
- Int4 condition = As<Int4>(fetchRegisterF(src).x);
+ Int4 condition = As<Int4>(fetchRegister(src).x);
IF(condition);
}
}
@@ -1429,7 +1429,7 @@
Nucleus::setInsertBlock(testBlock);
enableContinue = restoreContinue;
- const Vector4f &src = fetchRegisterF(temporaryRegister);
+ const Vector4f &src = fetchRegister(temporaryRegister);
Int4 condition = As<Int4>(src.x);
condition &= enableStack[enableIndex - 1];
enableStack[enableIndex] = condition;
@@ -1494,25 +1494,13 @@
void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1)
{
- Vector4f tmp;
- sampleTexture(tmp, src1, src0.x, src0.y, src0.z, src0.w);
-
- dst.x = tmp[(src1.swizzle >> 0) & 0x3];
- dst.y = tmp[(src1.swizzle >> 2) & 0x3];
- dst.z = tmp[(src1.swizzle >> 4) & 0x3];
- dst.w = tmp[(src1.swizzle >> 6) & 0x3];
+ sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, Lod);
}
void VertexProgram::TEX(Vector4f &dst, Vector4f &src0, const Src &src1)
{
- Float4 lod = Float4(0.0f);
- Vector4f tmp;
- sampleTexture(tmp, src1, src0.x, src0.y, src0.z, lod);
-
- dst.x = tmp[(src1.swizzle >> 0) & 0x3];
- dst.y = tmp[(src1.swizzle >> 2) & 0x3];
- dst.z = tmp[(src1.swizzle >> 4) & 0x3];
- dst.w = tmp[(src1.swizzle >> 6) & 0x3];
+ Float4 lod0 = Float4(0.0f);
+ sampleTexture(dst, src1, src0.x, src0.y, src0.z, lod0, Lod);
}
void VertexProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
@@ -1557,29 +1545,36 @@
}
}
- void VertexProgram::sampleTexture(Vector4f &c, const Src &s, Float4 &u, Float4 &v, Float4 &w, Float4 &q)
+ void VertexProgram::sampleTexture(Vector4f &c, const Src &s, Float4 &u, Float4 &v, Float4 &w, Float4 &q, SamplerMethod method)
{
+ Vector4f tmp;
+
if(s.type == Shader::PARAMETER_SAMPLER && s.rel.type == Shader::PARAMETER_VOID)
{
- Pointer<Byte> texture = data + OFFSET(DrawData,mipmap[16]) + s.index * sizeof(Texture);
- sampler[s.index]->sampleTexture(texture, c, u, v, w, q, a0, a0, false, false, true);
+ Pointer<Byte> texture = data + OFFSET(DrawData,mipmap[TEXTURE_IMAGE_UNITS]) + s.index * sizeof(Texture);
+ sampler[s.index]->sampleTexture(texture, tmp, u, v, w, q, a0, a0, method);
}
else
{
- Int index = As<Int>(Float(fetchRegisterF(s).x.x));
+ Int index = As<Int>(Float(fetchRegister(s).x.x));
- for(int i = 0; i < 16; i++)
+ for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++)
{
if(shader->usesSampler(i))
{
If(index == i)
{
- Pointer<Byte> texture = data + OFFSET(DrawData,mipmap[16]) + i * sizeof(Texture);
- sampler[i]->sampleTexture(texture, c, u, v, w, q, a0, a0, false, false, true);
+ Pointer<Byte> texture = data + OFFSET(DrawData,mipmap[TEXTURE_IMAGE_UNITS]) + i * sizeof(Texture);
+ sampler[i]->sampleTexture(texture, tmp, u, v, w, q, a0, a0, method);
// FIXME: When the sampler states are the same, we could use one sampler and just index the texture
}
}
}
}
+
+ 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];
}
}
diff --git a/src/Shader/VertexProgram.hpp b/src/Shader/VertexProgram.hpp
index 1819d91..98e09cd 100644
--- a/src/Shader/VertexProgram.hpp
+++ b/src/Shader/VertexProgram.hpp
@@ -14,6 +14,7 @@
#include "VertexRoutine.hpp"
#include "ShaderCore.hpp"
+#include "SamplerCore.hpp"
#include "Stream.hpp"
#include "Types.hpp"
@@ -22,7 +23,6 @@
{
struct Stream;
class VertexShader;
- class SamplerCore;
class VertexProgram : public VertexRoutine, public ShaderCore
{
@@ -63,7 +63,7 @@
void program();
void passThrough();
- Vector4f fetchRegisterF(const Src &src, unsigned int offset = 0);
+ Vector4f fetchRegister(const Src &src, unsigned int offset = 0);
Vector4f readConstant(const Src &src, unsigned int offset = 0);
RValue<Pointer<Byte>> uniformAddress(int bufferIndex, unsigned int index);
RValue<Pointer<Byte>> uniformAddress(int bufferIndex, unsigned int index, Int& offset);
@@ -111,7 +111,7 @@
void TEXGRAD(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3, Vector4f &src4);
void TEXSIZE(Vector4f &dst, Float4 &lod, const Src&);
- void sampleTexture(Vector4f &c, const Src &s, Float4 &u, Float4 &v, Float4 &w, Float4 &q);
+ void sampleTexture(Vector4f &c, const Src &s, Float4 &u, Float4 &v, Float4 &w, Float4 &q, SamplerMethod method);
SamplerCore *sampler[VERTEX_TEXTURE_IMAGE_UNITS];