| // SwiftShader Software Renderer | |
| // | |
| // Copyright(c) 2005-2012 TransGaming Inc. | |
| // | |
| // All rights reserved. No part of this software may be copied, distributed, transmitted, | |
| // transcribed, stored in a retrieval system, translated into any human or computer | |
| // language by any means, or disclosed to third parties without the explicit written | |
| // agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express | |
| // or implied, including but not limited to any patent rights, are granted to you. | |
| // | |
| #ifndef sw_SamplerCore_hpp | |
| #define sw_SamplerCore_hpp | |
| #include "PixelRoutine.hpp" | |
| #include "Reactor/Nucleus.hpp" | |
| namespace sw | |
| { | |
| class SamplerCore | |
| { | |
| public: | |
| SamplerCore(Pointer<Byte> &r, const Sampler::State &state); | |
| void sampleTexture(Pointer<Byte> &texture, Vector4i &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool bias = false, bool fixed12 = true, bool gradients = false, bool lodProvided = false); | |
| 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); | |
| private: | |
| 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); | |
| void sampleFilter(Pointer<Byte> &texture, Vector4i &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, Vector4i &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, bool lodProvided); | |
| void sampleQuad(Pointer<Byte> &texture, Vector4i &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Int face[4], bool secondLOD); | |
| void sampleQuad2D(Pointer<Byte> &texture, Vector4i &c, Float4 &u, Float4 &v, Float &lod, Int face[4], bool secondLOD); | |
| void sample3D(Pointer<Byte> &texture, Vector4i &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 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 &z, 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 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(Vector4i &c, Short4 &u, Short4 &v, Short4 &s, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4]); | |
| void sampleTexel(Vector4f &c, Short4 &u, Short4 &v, Short4 &s, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4]); | |
| void selectMipmap(Pointer<Byte> &texture, Pointer<Byte> buffer[4], Pointer<Byte> &mipmap, Float &lod, Int face[4], bool secondLOD); | |
| void address(Short4 &uuuu, Float4 &uw, AddressingMode addressingMode); | |
| void convertFixed12(Short4 &ci, Float4 &cf); | |
| void convertFixed12(Vector4i &ci, Vector4f &cf); | |
| void convertSigned12(Float4 &cf, Short4 &ci); | |
| void convertSigned15(Float4 &cf, Short4 &ci); | |
| void convertUnsigned16(Float4 &cf, Short4 &ci); | |
| void sRGBtoLinear16_12(Short4 &c); | |
| bool hasFloatTexture() const; | |
| bool hasUnsignedTextureComponent(int component) const; | |
| int textureComponentCount() const; | |
| bool has16bitTexture() const; | |
| bool isRGBComponent(int component) const; | |
| Pointer<Byte> &constants; | |
| const Sampler::State &state; | |
| }; | |
| } | |
| #endif // sw_SamplerCore_hpp |