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// 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.
SAMPLER_METHOD_LAST = Gather,
};
// 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() { return method; }
const SamplerMethod method;
const bool offset;
const bool sample;
};
class SamplerCore
{
public:
SamplerCore(Pointer<Byte> &constants, const Sampler &state);
Vector4f sampleTexture(Pointer<Byte> &texture, Float4 uvwa[4], Float4 &q, Float &&lodOrBias, Float4 &dsx, Float4 &dsy, Vector4i &offset, Int4 &sample, SamplerFunction function);
private:
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, SamplerFunction function);
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, SamplerFunction function);
Vector4s sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function);
Vector4s sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function);
Vector4s sample3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function);
Vector4f sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function);
Vector4f sampleFloatAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD, SamplerFunction function);
Vector4f sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function);
Vector4f sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function);
Vector4f sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function);
void computeLod1D(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &dsx, Float4 &dsy, SamplerFunction function);
void computeLod2D(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &u, Float4 &v, Float4 &dsx, Float4 &dsy, SamplerFunction function);
void computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, Float4 &dsx, Float4 &dsy, Float4 &M, SamplerFunction function);
void computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, Float4 &dsx, Float4 &dsy, SamplerFunction function);
Int4 cubeFace(Float4 &U, Float4 &V, Float4 &x, Float4 &y, Float4 &z, Float4 &M);
Short4 applyOffset(Short4 &uvw, Int4 &offset, const Int4 &whd, AddressingMode mode);
void computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, const Short4 &cubeArrayLayer, Vector4i &offset, const Int4 &sample, const Pointer<Byte> &mipmap, SamplerFunction function);
void computeIndices(UInt index[4], Int4 uuuu, Int4 vvvv, Int4 wwww, const Int4 &sample, Int4 valid, const Pointer<Byte> &mipmap, SamplerFunction function);
Vector4s sampleTexel(Short4 &u, Short4 &v, Short4 &w, const Short4 &cubeArrayLayer, Vector4i &offset, const Int4 &sample, Pointer<Byte> &mipmap, Pointer<Byte> buffer, SamplerFunction function);
Vector4s sampleTexel(UInt index[4], Pointer<Byte> buffer);
Vector4f sampleTexel(Int4 &u, Int4 &v, Int4 &w, Float4 &dRef, const Int4 &sample, Pointer<Byte> &mipmap, Pointer<Byte> buffer, SamplerFunction function);
Vector4f replaceBorderTexel(const Vector4f &c, Int4 valid);
void selectMipmap(const Pointer<Byte> &texture, Pointer<Byte> &mipmap, Pointer<Byte> &buffer, const Float &lod, bool secondLOD);
Short4 address(const Float4 &uvw, AddressingMode addressingMode, Pointer<Byte> &mipmap);
Short4 computeLayerIndex(const Float4 &a, Pointer<Byte> &mipmap);
void address(const Float4 &uvw, Int4 &xyz0, Int4 &xyz1, Float4 &f, Pointer<Byte> &mipmap, Int4 &offset, Int4 &filter, int whd, AddressingMode addressingMode, SamplerFunction function);
Int4 computeLayerIndex(const Float4 &a, Pointer<Byte> &mipmap, SamplerFunction function);
Int4 computeFilterOffset(Float &lod);
void convertSigned15(Float4 &cf, Short4 &ci);
void convertUnsigned16(Float4 &cf, Short4 &ci);
void sRGBtoLinearFF00(Short4 &c);
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;
Pointer<Byte> &constants;
const Sampler &state;
};
} // 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