| // 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. |
| |
| #include "SamplerCore.hpp" |
| |
| #include "Constants.hpp" |
| #include "Common/Debug.hpp" |
| |
| namespace |
| { |
| void applySwizzle(sw::SwizzleType swizzle, sw::Short4& s, const sw::Vector4s& c) |
| { |
| switch(swizzle) |
| { |
| case sw::SWIZZLE_RED: s = c.x; break; |
| case sw::SWIZZLE_GREEN: s = c.y; break; |
| case sw::SWIZZLE_BLUE: s = c.z; break; |
| case sw::SWIZZLE_ALPHA: s = c.w; break; |
| case sw::SWIZZLE_ZERO: s = sw::Short4(0x0000); break; |
| case sw::SWIZZLE_ONE: s = sw::Short4(0x1000); break; |
| default: ASSERT(false); |
| } |
| } |
| |
| void applySwizzle(sw::SwizzleType swizzle, sw::Float4& f, const sw::Vector4f& c) |
| { |
| switch(swizzle) |
| { |
| case sw::SWIZZLE_RED: f = c.x; break; |
| case sw::SWIZZLE_GREEN: f = c.y; break; |
| case sw::SWIZZLE_BLUE: f = c.z; break; |
| case sw::SWIZZLE_ALPHA: f = c.w; break; |
| case sw::SWIZZLE_ZERO: f = sw::Float4(0.0f, 0.0f, 0.0f, 0.0f); break; |
| case sw::SWIZZLE_ONE: f = sw::Float4(1.0f, 1.0f, 1.0f, 1.0f); break; |
| default: ASSERT(false); |
| } |
| } |
| } |
| |
| namespace sw |
| { |
| extern bool colorsDefaultToZero; |
| |
| SamplerCore::SamplerCore(Pointer<Byte> &constants, const Sampler::State &state) : constants(constants), state(state) |
| { |
| } |
| |
| Vector4s SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy) |
| { |
| return sampleTexture(texture, u, v, w, q, q, dsx, dsy, (dsx), Implicit, true); |
| } |
| |
| Vector4s SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function, bool fixed12) |
| { |
| Vector4s c; |
| |
| #if PERF_PROFILE |
| AddAtomic(Pointer<Long>(&profiler.texOperations), 4); |
| |
| if(state.compressedFormat) |
| { |
| AddAtomic(Pointer<Long>(&profiler.compressedTex), 4); |
| } |
| #endif |
| |
| if(state.textureType == TEXTURE_NULL) |
| { |
| c.x = Short4(0x0000); |
| c.y = Short4(0x0000); |
| c.z = Short4(0x0000); |
| |
| if(fixed12) // FIXME: Convert to fixed12 at higher level, when required |
| { |
| c.w = Short4(0x1000); |
| } |
| else |
| { |
| c.w = Short4(0xFFFFu); // FIXME |
| } |
| } |
| else |
| { |
| Float4 uuuu = u; |
| Float4 vvvv = v; |
| Float4 wwww = w; |
| Float4 qqqq = q; |
| |
| Int face[4]; |
| Float lod; |
| Float anisotropy; |
| Float4 uDelta; |
| Float4 vDelta; |
| |
| if(state.textureType != TEXTURE_3D) |
| { |
| if(state.textureType != TEXTURE_CUBE) |
| { |
| computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, bias.x, dsx, dsy, function); |
| } |
| else |
| { |
| Float4 M; |
| cubeFace(face, uuuu, vvvv, u, v, w, M); |
| computeLodCube(texture, lod, u, v, w, bias.x, dsx, dsy, M, function); |
| } |
| } |
| else |
| { |
| computeLod3D(texture, lod, uuuu, vvvv, wwww, bias.x, dsx, dsy, function); |
| } |
| |
| if(!hasFloatTexture()) |
| { |
| c = sampleFilter(texture, uuuu, vvvv, wwww, offset, lod, anisotropy, uDelta, vDelta, face, function); |
| } |
| else |
| { |
| Vector4f cf = sampleFloatFilter(texture, uuuu, vvvv, wwww, qqqq, offset, lod, anisotropy, uDelta, vDelta, face, function); |
| |
| convertFixed12(c, cf); |
| } |
| |
| if(fixed12) |
| { |
| if(!hasFloatTexture()) |
| { |
| if(state.textureFormat == FORMAT_R5G6B5) |
| { |
| c.x = MulHigh(As<UShort4>(c.x), UShort4(0x10000000 / 0xF800)); |
| c.y = MulHigh(As<UShort4>(c.y), UShort4(0x10000000 / 0xFC00)); |
| c.z = MulHigh(As<UShort4>(c.z), UShort4(0x10000000 / 0xF800)); |
| } |
| else |
| { |
| for(int component = 0; component < textureComponentCount(); component++) |
| { |
| if(hasUnsignedTextureComponent(component)) |
| { |
| c[component] = As<UShort4>(c[component]) >> 4; |
| } |
| else |
| { |
| c[component] = c[component] >> 3; |
| } |
| } |
| } |
| } |
| |
| if(state.textureFilter != FILTER_GATHER) |
| { |
| int componentCount = textureComponentCount(); |
| short defaultColorValue = colorsDefaultToZero ? 0x0000 : 0x1000; |
| |
| switch(state.textureFormat) |
| { |
| case FORMAT_R8_SNORM: |
| case FORMAT_G8R8_SNORM: |
| case FORMAT_X8B8G8R8_SNORM: |
| case FORMAT_A8B8G8R8_SNORM: |
| case FORMAT_R8: |
| case FORMAT_R5G6B5: |
| case FORMAT_G8R8: |
| case FORMAT_R8I: |
| case FORMAT_R8UI: |
| case FORMAT_G8R8I: |
| case FORMAT_G8R8UI: |
| case FORMAT_X8B8G8R8I: |
| case FORMAT_X8B8G8R8UI: |
| case FORMAT_A8B8G8R8I: |
| case FORMAT_A8B8G8R8UI: |
| case FORMAT_R16I: |
| case FORMAT_R16UI: |
| case FORMAT_G16R16: |
| case FORMAT_G16R16I: |
| case FORMAT_G16R16UI: |
| case FORMAT_X16B16G16R16I: |
| case FORMAT_X16B16G16R16UI: |
| case FORMAT_A16B16G16R16: |
| case FORMAT_A16B16G16R16I: |
| case FORMAT_A16B16G16R16UI: |
| case FORMAT_R32I: |
| case FORMAT_R32UI: |
| case FORMAT_G32R32I: |
| case FORMAT_G32R32UI: |
| case FORMAT_X32B32G32R32I: |
| case FORMAT_X32B32G32R32UI: |
| case FORMAT_A32B32G32R32I: |
| case FORMAT_A32B32G32R32UI: |
| case FORMAT_X8R8G8B8: |
| case FORMAT_X8B8G8R8: |
| case FORMAT_A8R8G8B8: |
| case FORMAT_A8B8G8R8: |
| case FORMAT_SRGB8_X8: |
| case FORMAT_SRGB8_A8: |
| case FORMAT_V8U8: |
| case FORMAT_Q8W8V8U8: |
| case FORMAT_X8L8V8U8: |
| case FORMAT_V16U16: |
| case FORMAT_A16W16V16U16: |
| case FORMAT_Q16W16V16U16: |
| case FORMAT_YV12_BT601: |
| case FORMAT_YV12_BT709: |
| case FORMAT_YV12_JFIF: |
| if(componentCount < 2) c.y = Short4(defaultColorValue); |
| if(componentCount < 3) c.z = Short4(defaultColorValue); |
| if(componentCount < 4) c.w = Short4(0x1000); |
| break; |
| case FORMAT_A8: |
| c.w = c.x; |
| c.x = Short4(0x0000); |
| c.y = Short4(0x0000); |
| c.z = Short4(0x0000); |
| break; |
| case FORMAT_L8: |
| case FORMAT_L16: |
| c.y = c.x; |
| c.z = c.x; |
| c.w = Short4(0x1000); |
| break; |
| case FORMAT_A8L8: |
| c.w = c.y; |
| c.y = c.x; |
| c.z = c.x; |
| break; |
| case FORMAT_R32F: |
| c.y = Short4(defaultColorValue); |
| case FORMAT_G32R32F: |
| c.z = Short4(defaultColorValue); |
| case FORMAT_X32B32G32R32F: |
| case FORMAT_X32B32G32R32F_UNSIGNED: |
| c.w = Short4(0x1000); |
| case FORMAT_A32B32G32R32F: |
| break; |
| case FORMAT_D32F_LOCKABLE: |
| case FORMAT_D32FS8_TEXTURE: |
| case FORMAT_D32F_SHADOW: |
| case FORMAT_D32FS8_SHADOW: |
| c.y = c.x; |
| c.z = c.x; |
| c.w = c.x; |
| break; |
| default: |
| ASSERT(false); |
| } |
| } |
| |
| if((state.swizzleR != SWIZZLE_RED) || |
| (state.swizzleG != SWIZZLE_GREEN) || |
| (state.swizzleB != SWIZZLE_BLUE) || |
| (state.swizzleA != SWIZZLE_ALPHA)) |
| { |
| const Vector4s col(c); |
| applySwizzle(state.swizzleR, c.x, col); |
| applySwizzle(state.swizzleG, c.y, col); |
| applySwizzle(state.swizzleB, c.z, col); |
| applySwizzle(state.swizzleA, c.w, col); |
| } |
| } |
| } |
| |
| return c; |
| } |
| |
| Vector4f SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function) |
| { |
| Vector4f c; |
| |
| #if PERF_PROFILE |
| AddAtomic(Pointer<Long>(&profiler.texOperations), 4); |
| |
| if(state.compressedFormat) |
| { |
| AddAtomic(Pointer<Long>(&profiler.compressedTex), 4); |
| } |
| #endif |
| |
| if(state.textureType == TEXTURE_NULL) |
| { |
| c.x = Float4(0.0f); |
| c.y = Float4(0.0f); |
| c.z = Float4(0.0f); |
| c.w = Float4(1.0f); |
| } |
| else |
| { |
| // FIXME: YUV is not supported by the floating point path |
| bool forceFloatFiltering = state.highPrecisionFiltering && !hasYuvFormat() && (state.textureFilter != FILTER_POINT); |
| bool seamlessCube = (state.addressingModeU == ADDRESSING_SEAMLESS); |
| bool rectangleTexture = (state.textureType == TEXTURE_RECTANGLE); |
| if(hasFloatTexture() || hasUnnormalizedIntegerTexture() || forceFloatFiltering || seamlessCube || rectangleTexture) // FIXME: Mostly identical to integer sampling |
| { |
| Float4 uuuu = u; |
| Float4 vvvv = v; |
| Float4 wwww = w; |
| Float4 qqqq = q; |
| |
| Int face[4]; |
| Float lod; |
| Float anisotropy; |
| Float4 uDelta; |
| Float4 vDelta; |
| |
| if(state.textureType != TEXTURE_3D) |
| { |
| if(state.textureType != TEXTURE_CUBE) |
| { |
| computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, bias.x, dsx, dsy, function); |
| } |
| else |
| { |
| Float4 M; |
| cubeFace(face, uuuu, vvvv, u, v, w, M); |
| computeLodCube(texture, lod, u, v, w, bias.x, dsx, dsy, M, function); |
| } |
| } |
| else |
| { |
| computeLod3D(texture, lod, uuuu, vvvv, wwww, bias.x, dsx, dsy, function); |
| } |
| |
| c = sampleFloatFilter(texture, uuuu, vvvv, wwww, qqqq, offset, lod, anisotropy, uDelta, vDelta, face, function); |
| |
| if(!hasFloatTexture() && !hasUnnormalizedIntegerTexture()) |
| { |
| if(has16bitTextureFormat()) |
| { |
| switch(state.textureFormat) |
| { |
| case FORMAT_R5G6B5: |
| c.x *= Float4(1.0f / 0xF800); |
| c.y *= Float4(1.0f / 0xFC00); |
| c.z *= Float4(1.0f / 0xF800); |
| break; |
| default: |
| ASSERT(false); |
| } |
| } |
| else |
| { |
| for(int component = 0; component < textureComponentCount(); component++) |
| { |
| c[component] *= Float4(hasUnsignedTextureComponent(component) ? 1.0f / 0xFFFF : 1.0f / 0x7FFF); |
| } |
| } |
| } |
| } |
| else |
| { |
| Vector4s cs = sampleTexture(texture, u, v, w, q, bias, dsx, dsy, offset, function, false); |
| |
| if(state.textureFormat == FORMAT_R5G6B5) |
| { |
| c.x = Float4(As<UShort4>(cs.x)) * Float4(1.0f / 0xF800); |
| c.y = Float4(As<UShort4>(cs.y)) * Float4(1.0f / 0xFC00); |
| c.z = Float4(As<UShort4>(cs.z)) * Float4(1.0f / 0xF800); |
| } |
| else |
| { |
| for(int component = 0; component < textureComponentCount(); component++) |
| { |
| if(hasUnsignedTextureComponent(component)) |
| { |
| convertUnsigned16(c[component], cs[component]); |
| } |
| else |
| { |
| convertSigned15(c[component], cs[component]); |
| } |
| } |
| } |
| } |
| |
| int componentCount = textureComponentCount(); |
| float defaultColorValue = colorsDefaultToZero ? 0.0f : 1.0f; |
| |
| if(state.textureFilter != FILTER_GATHER) |
| { |
| switch(state.textureFormat) |
| { |
| case FORMAT_R8I: |
| case FORMAT_R8UI: |
| case FORMAT_R16I: |
| case FORMAT_R16UI: |
| case FORMAT_R32I: |
| case FORMAT_R32UI: |
| c.y = As<Float4>(UInt4(0)); |
| case FORMAT_G8R8I: |
| case FORMAT_G8R8UI: |
| case FORMAT_G16R16I: |
| case FORMAT_G16R16UI: |
| case FORMAT_G32R32I: |
| case FORMAT_G32R32UI: |
| c.z = As<Float4>(UInt4(0)); |
| case FORMAT_X8B8G8R8I: |
| case FORMAT_X8B8G8R8UI: |
| case FORMAT_X16B16G16R16I: |
| case FORMAT_X16B16G16R16UI: |
| case FORMAT_X32B32G32R32I: |
| case FORMAT_X32B32G32R32UI: |
| c.w = As<Float4>(UInt4(1)); |
| case FORMAT_A8B8G8R8I: |
| case FORMAT_A8B8G8R8UI: |
| case FORMAT_A16B16G16R16I: |
| case FORMAT_A16B16G16R16UI: |
| case FORMAT_A32B32G32R32I: |
| case FORMAT_A32B32G32R32UI: |
| break; |
| case FORMAT_R8_SNORM: |
| case FORMAT_G8R8_SNORM: |
| case FORMAT_X8B8G8R8_SNORM: |
| case FORMAT_A8B8G8R8_SNORM: |
| case FORMAT_R8: |
| case FORMAT_R5G6B5: |
| case FORMAT_G8R8: |
| case FORMAT_G16R16: |
| case FORMAT_A16B16G16R16: |
| case FORMAT_X8R8G8B8: |
| case FORMAT_X8B8G8R8: |
| case FORMAT_A8R8G8B8: |
| case FORMAT_A8B8G8R8: |
| case FORMAT_SRGB8_X8: |
| case FORMAT_SRGB8_A8: |
| case FORMAT_V8U8: |
| case FORMAT_Q8W8V8U8: |
| case FORMAT_X8L8V8U8: |
| case FORMAT_V16U16: |
| case FORMAT_A16W16V16U16: |
| case FORMAT_Q16W16V16U16: |
| case FORMAT_YV12_BT601: |
| case FORMAT_YV12_BT709: |
| case FORMAT_YV12_JFIF: |
| if(componentCount < 2) c.y = Float4(defaultColorValue); |
| if(componentCount < 3) c.z = Float4(defaultColorValue); |
| if(componentCount < 4) c.w = Float4(1.0f); |
| break; |
| case FORMAT_A8: |
| c.w = c.x; |
| c.x = Float4(0.0f); |
| c.y = Float4(0.0f); |
| c.z = Float4(0.0f); |
| break; |
| case FORMAT_L8: |
| case FORMAT_L16: |
| c.y = c.x; |
| c.z = c.x; |
| c.w = Float4(1.0f); |
| break; |
| case FORMAT_A8L8: |
| c.w = c.y; |
| c.y = c.x; |
| c.z = c.x; |
| break; |
| case FORMAT_R32F: |
| c.y = Float4(defaultColorValue); |
| case FORMAT_G32R32F: |
| c.z = Float4(defaultColorValue); |
| case FORMAT_X32B32G32R32F: |
| case FORMAT_X32B32G32R32F_UNSIGNED: |
| c.w = Float4(1.0f); |
| case FORMAT_A32B32G32R32F: |
| break; |
| case FORMAT_D32F_LOCKABLE: |
| case FORMAT_D32FS8_TEXTURE: |
| case FORMAT_D32F_SHADOW: |
| case FORMAT_D32FS8_SHADOW: |
| c.y = Float4(0.0f); |
| c.z = Float4(0.0f); |
| c.w = Float4(1.0f); |
| break; |
| default: |
| ASSERT(false); |
| } |
| } |
| |
| if((state.swizzleR != SWIZZLE_RED) || |
| (state.swizzleG != SWIZZLE_GREEN) || |
| (state.swizzleB != SWIZZLE_BLUE) || |
| (state.swizzleA != SWIZZLE_ALPHA)) |
| { |
| const Vector4f col(c); |
| applySwizzle(state.swizzleR, c.x, col); |
| applySwizzle(state.swizzleG, c.y, col); |
| applySwizzle(state.swizzleB, c.z, col); |
| applySwizzle(state.swizzleA, c.w, col); |
| } |
| } |
| |
| return c; |
| } |
| |
| Vector4f SamplerCore::textureSize(Pointer<Byte> &texture, Float4 &lod) |
| { |
| Vector4f size; |
| |
| for(int i = 0; i < 4; ++i) |
| { |
| Int baseLevel = *Pointer<Int>(texture + OFFSET(Texture, baseLevel)); |
| Int index = Min(As<UInt>(As<Int>(Extract(lod, i)) + baseLevel), MIPMAP_LEVELS - 1); |
| Pointer<Byte> mipmap = texture + OFFSET(Texture, mipmap) + index * sizeof(Mipmap); |
| size.x = Insert(size.x, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, width)))), i); |
| size.y = Insert(size.y, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, height)))), i); |
| size.z = Insert(size.z, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, depth)))), i); |
| } |
| |
| return size; |
| } |
| |
| void SamplerCore::border(Short4 &mask, Float4 &coordinates) |
| { |
| Int4 border = As<Int4>(CmpLT(Abs(coordinates - Float4(0.5f)), Float4(0.5f))); |
| mask = As<Short4>(Int2(As<Int4>(PackSigned(border, border)))); |
| } |
| |
| void SamplerCore::border(Int4 &mask, Float4 &coordinates) |
| { |
| mask = As<Int4>(CmpLT(Abs(coordinates - Float4(0.5f)), Float4(0.5f))); |
| } |
| |
| Short4 SamplerCore::offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, int count, Float &lod) |
| { |
| Short4 offset = *Pointer<Short4>(mipmap + halfOffset); |
| |
| if(state.textureFilter == FILTER_MIN_LINEAR_MAG_POINT) |
| { |
| offset &= Short4(CmpNLE(Float4(lod), Float4(0.0f))); |
| } |
| else if(state.textureFilter == FILTER_MIN_POINT_MAG_LINEAR) |
| { |
| offset &= Short4(CmpLE(Float4(lod), Float4(0.0f))); |
| } |
| |
| if(wrap) |
| { |
| switch(count) |
| { |
| case -1: return uvw - offset; |
| case 0: return uvw; |
| case +1: return uvw + offset; |
| case 2: return uvw + offset + offset; |
| } |
| } |
| else // Clamp or mirror |
| { |
| switch(count) |
| { |
| case -1: return SubSat(As<UShort4>(uvw), As<UShort4>(offset)); |
| case 0: return uvw; |
| case +1: return AddSat(As<UShort4>(uvw), As<UShort4>(offset)); |
| case 2: return AddSat(AddSat(As<UShort4>(uvw), As<UShort4>(offset)), As<UShort4>(offset)); |
| } |
| } |
| |
| return uvw; |
| } |
| |
| Vector4s SamplerCore::sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerFunction function) |
| { |
| Vector4s c = sampleAniso(texture, u, v, w, offset, lod, anisotropy, uDelta, vDelta, face, false, function); |
| |
| if(function == Fetch) |
| { |
| return c; |
| } |
| |
| if(state.mipmapFilter == MIPMAP_LINEAR) |
| { |
| Vector4s cc = sampleAniso(texture, u, v, w, offset, lod, anisotropy, uDelta, vDelta, face, true, function); |
| |
| lod *= Float(1 << 16); |
| |
| UShort4 utri = UShort4(Float4(lod)); // FIXME: Optimize |
| Short4 stri = utri >> 1; // FIXME: Optimize |
| |
| if(hasUnsignedTextureComponent(0)) cc.x = MulHigh(As<UShort4>(cc.x), utri); else cc.x = MulHigh(cc.x, stri); |
| if(hasUnsignedTextureComponent(1)) cc.y = MulHigh(As<UShort4>(cc.y), utri); else cc.y = MulHigh(cc.y, stri); |
| if(hasUnsignedTextureComponent(2)) cc.z = MulHigh(As<UShort4>(cc.z), utri); else cc.z = MulHigh(cc.z, stri); |
| if(hasUnsignedTextureComponent(3)) cc.w = MulHigh(As<UShort4>(cc.w), utri); else cc.w = MulHigh(cc.w, stri); |
| |
| utri = ~utri; |
| stri = Short4(0x7FFF) - stri; |
| |
| if(hasUnsignedTextureComponent(0)) c.x = MulHigh(As<UShort4>(c.x), utri); else c.x = MulHigh(c.x, stri); |
| if(hasUnsignedTextureComponent(1)) c.y = MulHigh(As<UShort4>(c.y), utri); else c.y = MulHigh(c.y, stri); |
| if(hasUnsignedTextureComponent(2)) c.z = MulHigh(As<UShort4>(c.z), utri); else c.z = MulHigh(c.z, stri); |
| if(hasUnsignedTextureComponent(3)) c.w = MulHigh(As<UShort4>(c.w), utri); else c.w = MulHigh(c.w, stri); |
| |
| c.x += cc.x; |
| c.y += cc.y; |
| c.z += cc.z; |
| c.w += cc.w; |
| |
| if(!hasUnsignedTextureComponent(0)) c.x += c.x; |
| if(!hasUnsignedTextureComponent(1)) c.y += c.y; |
| if(!hasUnsignedTextureComponent(2)) c.z += c.z; |
| if(!hasUnsignedTextureComponent(3)) c.w += c.w; |
| } |
| |
| Short4 borderMask; |
| |
| if(state.addressingModeU == ADDRESSING_BORDER) |
| { |
| Short4 u0; |
| |
| border(u0, u); |
| |
| borderMask = u0; |
| } |
| |
| if(state.addressingModeV == ADDRESSING_BORDER) |
| { |
| Short4 v0; |
| |
| border(v0, v); |
| |
| if(state.addressingModeU == ADDRESSING_BORDER) |
| { |
| borderMask &= v0; |
| } |
| else |
| { |
| borderMask = v0; |
| } |
| } |
| |
| if(state.addressingModeW == ADDRESSING_BORDER && state.textureType == TEXTURE_3D) |
| { |
| Short4 s0; |
| |
| border(s0, w); |
| |
| if(state.addressingModeU == ADDRESSING_BORDER || |
| state.addressingModeV == ADDRESSING_BORDER) |
| { |
| borderMask &= s0; |
| } |
| else |
| { |
| borderMask = s0; |
| } |
| } |
| |
| if(state.addressingModeU == ADDRESSING_BORDER || |
| state.addressingModeV == ADDRESSING_BORDER || |
| (state.addressingModeW == ADDRESSING_BORDER && state.textureType == TEXTURE_3D)) |
| { |
| Short4 b; |
| |
| c.x = (borderMask & c.x) | (~borderMask & (*Pointer<Short4>(texture + OFFSET(Texture,borderColor4[0])) >> (hasUnsignedTextureComponent(0) ? 0 : 1))); |
| c.y = (borderMask & c.y) | (~borderMask & (*Pointer<Short4>(texture + OFFSET(Texture,borderColor4[1])) >> (hasUnsignedTextureComponent(1) ? 0 : 1))); |
| c.z = (borderMask & c.z) | (~borderMask & (*Pointer<Short4>(texture + OFFSET(Texture,borderColor4[2])) >> (hasUnsignedTextureComponent(2) ? 0 : 1))); |
| c.w = (borderMask & c.w) | (~borderMask & (*Pointer<Short4>(texture + OFFSET(Texture,borderColor4[3])) >> (hasUnsignedTextureComponent(3) ? 0 : 1))); |
| } |
| |
| return c; |
| } |
| |
| Vector4s SamplerCore::sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerFunction function) |
| { |
| Vector4s c; |
| |
| if(state.textureFilter != FILTER_ANISOTROPIC || function == Lod || function == Fetch) |
| { |
| c = sampleQuad(texture, u, v, w, offset, lod, face, secondLOD, function); |
| } |
| else |
| { |
| Int a = RoundInt(anisotropy); |
| |
| Vector4s cSum; |
| |
| cSum.x = Short4(0); |
| cSum.y = Short4(0); |
| cSum.z = Short4(0); |
| cSum.w = Short4(0); |
| |
| Float4 A = *Pointer<Float4>(constants + OFFSET(Constants,uvWeight) + 16 * a); |
| Float4 B = *Pointer<Float4>(constants + OFFSET(Constants,uvStart) + 16 * a); |
| UShort4 cw = *Pointer<UShort4>(constants + OFFSET(Constants,cWeight) + 8 * a); |
| Short4 sw = Short4(cw >> 1); |
| |
| Float4 du = uDelta; |
| Float4 dv = vDelta; |
| |
| Float4 u0 = u + B * du; |
| Float4 v0 = v + B * dv; |
| |
| du *= A; |
| dv *= A; |
| |
| Int i = 0; |
| |
| Do |
| { |
| c = sampleQuad(texture, u0, v0, w, offset, lod, face, secondLOD, function); |
| |
| u0 += du; |
| v0 += dv; |
| |
| if(hasUnsignedTextureComponent(0)) cSum.x += As<Short4>(MulHigh(As<UShort4>(c.x), cw)); else cSum.x += MulHigh(c.x, sw); |
| if(hasUnsignedTextureComponent(1)) cSum.y += As<Short4>(MulHigh(As<UShort4>(c.y), cw)); else cSum.y += MulHigh(c.y, sw); |
| if(hasUnsignedTextureComponent(2)) cSum.z += As<Short4>(MulHigh(As<UShort4>(c.z), cw)); else cSum.z += MulHigh(c.z, sw); |
| if(hasUnsignedTextureComponent(3)) cSum.w += As<Short4>(MulHigh(As<UShort4>(c.w), cw)); else cSum.w += MulHigh(c.w, sw); |
| |
| i++; |
| } |
| Until(i >= a); |
| |
| if(hasUnsignedTextureComponent(0)) c.x = cSum.x; else c.x = AddSat(cSum.x, cSum.x); |
| if(hasUnsignedTextureComponent(1)) c.y = cSum.y; else c.y = AddSat(cSum.y, cSum.y); |
| if(hasUnsignedTextureComponent(2)) c.z = cSum.z; else c.z = AddSat(cSum.z, cSum.z); |
| if(hasUnsignedTextureComponent(3)) c.w = cSum.w; else c.w = AddSat(cSum.w, cSum.w); |
| } |
| |
| return c; |
| } |
| |
| Vector4s SamplerCore::sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function) |
| { |
| if(state.textureType != TEXTURE_3D) |
| { |
| return sampleQuad2D(texture, u, v, w, offset, lod, face, secondLOD, function); |
| } |
| else |
| { |
| return sample3D(texture, u, v, w, offset, lod, secondLOD, function); |
| } |
| } |
| |
| Vector4s SamplerCore::sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function) |
| { |
| Vector4s c; |
| |
| int componentCount = textureComponentCount(); |
| bool gather = state.textureFilter == FILTER_GATHER; |
| |
| Pointer<Byte> mipmap; |
| Pointer<Byte> buffer[4]; |
| |
| selectMipmap(texture, buffer, mipmap, lod, face, secondLOD); |
| |
| bool texelFetch = (function == Fetch); |
| |
| Short4 uuuu = texelFetch ? Short4(As<Int4>(u)) : address(u, state.addressingModeU, mipmap); |
| Short4 vvvv = texelFetch ? Short4(As<Int4>(v)) : address(v, state.addressingModeV, mipmap); |
| Short4 wwww = texelFetch ? Short4(As<Int4>(w)) : address(w, state.addressingModeW, mipmap); |
| |
| if(state.textureFilter == FILTER_POINT || texelFetch) |
| { |
| c = sampleTexel(uuuu, vvvv, wwww, offset, mipmap, buffer, function); |
| } |
| else |
| { |
| Short4 uuuu0 = offsetSample(uuuu, mipmap, OFFSET(Mipmap,uHalf), state.addressingModeU == ADDRESSING_WRAP, gather ? 0 : -1, lod); |
| Short4 vvvv0 = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), state.addressingModeV == ADDRESSING_WRAP, gather ? 0 : -1, lod); |
| Short4 uuuu1 = offsetSample(uuuu, mipmap, OFFSET(Mipmap,uHalf), state.addressingModeU == ADDRESSING_WRAP, gather ? 2 : +1, lod); |
| Short4 vvvv1 = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), state.addressingModeV == ADDRESSING_WRAP, gather ? 2 : +1, lod); |
| |
| Vector4s c0 = sampleTexel(uuuu0, vvvv0, wwww, offset, mipmap, buffer, function); |
| Vector4s c1 = sampleTexel(uuuu1, vvvv0, wwww, offset, mipmap, buffer, function); |
| Vector4s c2 = sampleTexel(uuuu0, vvvv1, wwww, offset, mipmap, buffer, function); |
| Vector4s c3 = sampleTexel(uuuu1, vvvv1, wwww, offset, mipmap, buffer, function); |
| |
| if(!gather) // Blend |
| { |
| // Fractions |
| UShort4 f0u = As<UShort4>(uuuu0) * *Pointer<UShort4>(mipmap + OFFSET(Mipmap,width)); |
| UShort4 f0v = As<UShort4>(vvvv0) * *Pointer<UShort4>(mipmap + OFFSET(Mipmap,height)); |
| |
| UShort4 f1u = ~f0u; |
| UShort4 f1v = ~f0v; |
| |
| UShort4 f0u0v = MulHigh(f0u, f0v); |
| UShort4 f1u0v = MulHigh(f1u, f0v); |
| UShort4 f0u1v = MulHigh(f0u, f1v); |
| UShort4 f1u1v = MulHigh(f1u, f1v); |
| |
| // Signed fractions |
| Short4 f1u1vs; |
| Short4 f0u1vs; |
| Short4 f1u0vs; |
| Short4 f0u0vs; |
| |
| if(!hasUnsignedTextureComponent(0) || !hasUnsignedTextureComponent(1) || !hasUnsignedTextureComponent(2) || !hasUnsignedTextureComponent(3)) |
| { |
| f1u1vs = f1u1v >> 1; |
| f0u1vs = f0u1v >> 1; |
| f1u0vs = f1u0v >> 1; |
| f0u0vs = f0u0v >> 1; |
| } |
| |
| // Bilinear interpolation |
| if(componentCount >= 1) |
| { |
| if(has16bitTextureComponents() && hasUnsignedTextureComponent(0)) |
| { |
| c0.x = As<UShort4>(c0.x) - MulHigh(As<UShort4>(c0.x), f0u) + MulHigh(As<UShort4>(c1.x), f0u); |
| c2.x = As<UShort4>(c2.x) - MulHigh(As<UShort4>(c2.x), f0u) + MulHigh(As<UShort4>(c3.x), f0u); |
| c.x = As<UShort4>(c0.x) - MulHigh(As<UShort4>(c0.x), f0v) + MulHigh(As<UShort4>(c2.x), f0v); |
| } |
| else |
| { |
| if(hasUnsignedTextureComponent(0)) |
| { |
| c0.x = MulHigh(As<UShort4>(c0.x), f1u1v); |
| c1.x = MulHigh(As<UShort4>(c1.x), f0u1v); |
| c2.x = MulHigh(As<UShort4>(c2.x), f1u0v); |
| c3.x = MulHigh(As<UShort4>(c3.x), f0u0v); |
| } |
| else |
| { |
| c0.x = MulHigh(c0.x, f1u1vs); |
| c1.x = MulHigh(c1.x, f0u1vs); |
| c2.x = MulHigh(c2.x, f1u0vs); |
| c3.x = MulHigh(c3.x, f0u0vs); |
| } |
| |
| c.x = (c0.x + c1.x) + (c2.x + c3.x); |
| if(!hasUnsignedTextureComponent(0)) c.x = AddSat(c.x, c.x); // Correct for signed fractions |
| } |
| } |
| |
| if(componentCount >= 2) |
| { |
| if(has16bitTextureComponents() && hasUnsignedTextureComponent(1)) |
| { |
| c0.y = As<UShort4>(c0.y) - MulHigh(As<UShort4>(c0.y), f0u) + MulHigh(As<UShort4>(c1.y), f0u); |
| c2.y = As<UShort4>(c2.y) - MulHigh(As<UShort4>(c2.y), f0u) + MulHigh(As<UShort4>(c3.y), f0u); |
| c.y = As<UShort4>(c0.y) - MulHigh(As<UShort4>(c0.y), f0v) + MulHigh(As<UShort4>(c2.y), f0v); |
| } |
| else |
| { |
| if(hasUnsignedTextureComponent(1)) |
| { |
| c0.y = MulHigh(As<UShort4>(c0.y), f1u1v); |
| c1.y = MulHigh(As<UShort4>(c1.y), f0u1v); |
| c2.y = MulHigh(As<UShort4>(c2.y), f1u0v); |
| c3.y = MulHigh(As<UShort4>(c3.y), f0u0v); |
| } |
| else |
| { |
| c0.y = MulHigh(c0.y, f1u1vs); |
| c1.y = MulHigh(c1.y, f0u1vs); |
| c2.y = MulHigh(c2.y, f1u0vs); |
| c3.y = MulHigh(c3.y, f0u0vs); |
| } |
| |
| c.y = (c0.y + c1.y) + (c2.y + c3.y); |
| if(!hasUnsignedTextureComponent(1)) c.y = AddSat(c.y, c.y); // Correct for signed fractions |
| } |
| } |
| |
| if(componentCount >= 3) |
| { |
| if(has16bitTextureComponents() && hasUnsignedTextureComponent(2)) |
| { |
| c0.z = As<UShort4>(c0.z) - MulHigh(As<UShort4>(c0.z), f0u) + MulHigh(As<UShort4>(c1.z), f0u); |
| c2.z = As<UShort4>(c2.z) - MulHigh(As<UShort4>(c2.z), f0u) + MulHigh(As<UShort4>(c3.z), f0u); |
| c.z = As<UShort4>(c0.z) - MulHigh(As<UShort4>(c0.z), f0v) + MulHigh(As<UShort4>(c2.z), f0v); |
| } |
| else |
| { |
| if(hasUnsignedTextureComponent(2)) |
| { |
| c0.z = MulHigh(As<UShort4>(c0.z), f1u1v); |
| c1.z = MulHigh(As<UShort4>(c1.z), f0u1v); |
| c2.z = MulHigh(As<UShort4>(c2.z), f1u0v); |
| c3.z = MulHigh(As<UShort4>(c3.z), f0u0v); |
| } |
| else |
| { |
| c0.z = MulHigh(c0.z, f1u1vs); |
| c1.z = MulHigh(c1.z, f0u1vs); |
| c2.z = MulHigh(c2.z, f1u0vs); |
| c3.z = MulHigh(c3.z, f0u0vs); |
| } |
| |
| c.z = (c0.z + c1.z) + (c2.z + c3.z); |
| if(!hasUnsignedTextureComponent(2)) c.z = AddSat(c.z, c.z); // Correct for signed fractions |
| } |
| } |
| |
| if(componentCount >= 4) |
| { |
| if(has16bitTextureComponents() && hasUnsignedTextureComponent(3)) |
| { |
| c0.w = As<UShort4>(c0.w) - MulHigh(As<UShort4>(c0.w), f0u) + MulHigh(As<UShort4>(c1.w), f0u); |
| c2.w = As<UShort4>(c2.w) - MulHigh(As<UShort4>(c2.w), f0u) + MulHigh(As<UShort4>(c3.w), f0u); |
| c.w = As<UShort4>(c0.w) - MulHigh(As<UShort4>(c0.w), f0v) + MulHigh(As<UShort4>(c2.w), f0v); |
| } |
| else |
| { |
| if(hasUnsignedTextureComponent(3)) |
| { |
| c0.w = MulHigh(As<UShort4>(c0.w), f1u1v); |
| c1.w = MulHigh(As<UShort4>(c1.w), f0u1v); |
| c2.w = MulHigh(As<UShort4>(c2.w), f1u0v); |
| c3.w = MulHigh(As<UShort4>(c3.w), f0u0v); |
| } |
| else |
| { |
| c0.w = MulHigh(c0.w, f1u1vs); |
| c1.w = MulHigh(c1.w, f0u1vs); |
| c2.w = MulHigh(c2.w, f1u0vs); |
| c3.w = MulHigh(c3.w, f0u0vs); |
| } |
| |
| c.w = (c0.w + c1.w) + (c2.w + c3.w); |
| if(!hasUnsignedTextureComponent(3)) c.w = AddSat(c.w, c.w); // Correct for signed fractions |
| } |
| } |
| } |
| else |
| { |
| c.x = c1.x; |
| c.y = c2.x; |
| c.z = c3.x; |
| c.w = c0.x; |
| } |
| } |
| |
| return c; |
| } |
| |
| Vector4s SamplerCore::sample3D(Pointer<Byte> &texture, Float4 &u_, Float4 &v_, Float4 &w_, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function) |
| { |
| Vector4s c_; |
| |
| int componentCount = textureComponentCount(); |
| |
| Pointer<Byte> mipmap; |
| Pointer<Byte> buffer[4]; |
| Int face[4]; |
| |
| selectMipmap(texture, buffer, mipmap, lod, face, secondLOD); |
| |
| bool texelFetch = (function == Fetch); |
| |
| Short4 uuuu = texelFetch ? Short4(As<Int4>(u_)) : address(u_, state.addressingModeU, mipmap); |
| Short4 vvvv = texelFetch ? Short4(As<Int4>(v_)) : address(v_, state.addressingModeV, mipmap); |
| Short4 wwww = texelFetch ? Short4(As<Int4>(w_)) : address(w_, state.addressingModeW, mipmap); |
| |
| if(state.textureFilter == FILTER_POINT || texelFetch) |
| { |
| c_ = sampleTexel(uuuu, vvvv, wwww, offset, mipmap, buffer, function); |
| } |
| else |
| { |
| Vector4s c[2][2][2]; |
| |
| Short4 u[2][2][2]; |
| Short4 v[2][2][2]; |
| Short4 s[2][2][2]; |
| |
| for(int i = 0; i < 2; i++) |
| { |
| for(int j = 0; j < 2; j++) |
| { |
| for(int k = 0; k < 2; k++) |
| { |
| u[i][j][k] = offsetSample(uuuu, mipmap, OFFSET(Mipmap,uHalf), state.addressingModeU == ADDRESSING_WRAP, i * 2 - 1, lod); |
| v[i][j][k] = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), state.addressingModeV == ADDRESSING_WRAP, j * 2 - 1, lod); |
| s[i][j][k] = offsetSample(wwww, mipmap, OFFSET(Mipmap,wHalf), state.addressingModeW == ADDRESSING_WRAP, k * 2 - 1, lod); |
| } |
| } |
| } |
| |
| // Fractions |
| UShort4 f0u = As<UShort4>(u[0][0][0]) * *Pointer<UShort4>(mipmap + OFFSET(Mipmap,width)); |
| UShort4 f0v = As<UShort4>(v[0][0][0]) * *Pointer<UShort4>(mipmap + OFFSET(Mipmap,height)); |
| UShort4 f0s = As<UShort4>(s[0][0][0]) * *Pointer<UShort4>(mipmap + OFFSET(Mipmap,depth)); |
| |
| UShort4 f1u = ~f0u; |
| UShort4 f1v = ~f0v; |
| UShort4 f1s = ~f0s; |
| |
| UShort4 f[2][2][2]; |
| Short4 fs[2][2][2]; |
| |
| f[1][1][1] = MulHigh(f1u, f1v); |
| f[0][1][1] = MulHigh(f0u, f1v); |
| f[1][0][1] = MulHigh(f1u, f0v); |
| f[0][0][1] = MulHigh(f0u, f0v); |
| f[1][1][0] = MulHigh(f1u, f1v); |
| f[0][1][0] = MulHigh(f0u, f1v); |
| f[1][0][0] = MulHigh(f1u, f0v); |
| f[0][0][0] = MulHigh(f0u, f0v); |
| |
| f[1][1][1] = MulHigh(f[1][1][1], f1s); |
| f[0][1][1] = MulHigh(f[0][1][1], f1s); |
| f[1][0][1] = MulHigh(f[1][0][1], f1s); |
| f[0][0][1] = MulHigh(f[0][0][1], f1s); |
| f[1][1][0] = MulHigh(f[1][1][0], f0s); |
| f[0][1][0] = MulHigh(f[0][1][0], f0s); |
| f[1][0][0] = MulHigh(f[1][0][0], f0s); |
| f[0][0][0] = MulHigh(f[0][0][0], f0s); |
| |
| // Signed fractions |
| if(!hasUnsignedTextureComponent(0) || !hasUnsignedTextureComponent(1) || !hasUnsignedTextureComponent(2) || !hasUnsignedTextureComponent(3)) |
| { |
| fs[0][0][0] = f[0][0][0] >> 1; |
| fs[0][0][1] = f[0][0][1] >> 1; |
| fs[0][1][0] = f[0][1][0] >> 1; |
| fs[0][1][1] = f[0][1][1] >> 1; |
| fs[1][0][0] = f[1][0][0] >> 1; |
| fs[1][0][1] = f[1][0][1] >> 1; |
| fs[1][1][0] = f[1][1][0] >> 1; |
| fs[1][1][1] = f[1][1][1] >> 1; |
| } |
| |
| for(int i = 0; i < 2; i++) |
| { |
| for(int j = 0; j < 2; j++) |
| { |
| for(int k = 0; k < 2; k++) |
| { |
| c[i][j][k] = sampleTexel(u[i][j][k], v[i][j][k], s[i][j][k], offset, mipmap, buffer, function); |
| |
| if(componentCount >= 1) { if(hasUnsignedTextureComponent(0)) c[i][j][k].x = MulHigh(As<UShort4>(c[i][j][k].x), f[1 - i][1 - j][1 - k]); else c[i][j][k].x = MulHigh(c[i][j][k].x, fs[1 - i][1 - j][1 - k]); } |
| if(componentCount >= 2) { if(hasUnsignedTextureComponent(1)) c[i][j][k].y = MulHigh(As<UShort4>(c[i][j][k].y), f[1 - i][1 - j][1 - k]); else c[i][j][k].y = MulHigh(c[i][j][k].y, fs[1 - i][1 - j][1 - k]); } |
| if(componentCount >= 3) { if(hasUnsignedTextureComponent(2)) c[i][j][k].z = MulHigh(As<UShort4>(c[i][j][k].z), f[1 - i][1 - j][1 - k]); else c[i][j][k].z = MulHigh(c[i][j][k].z, fs[1 - i][1 - j][1 - k]); } |
| if(componentCount >= 4) { if(hasUnsignedTextureComponent(3)) c[i][j][k].w = MulHigh(As<UShort4>(c[i][j][k].w), f[1 - i][1 - j][1 - k]); else c[i][j][k].w = MulHigh(c[i][j][k].w, fs[1 - i][1 - j][1 - k]); } |
| |
| if(i != 0 || j != 0 || k != 0) |
| { |
| if(componentCount >= 1) c[0][0][0].x += c[i][j][k].x; |
| if(componentCount >= 2) c[0][0][0].y += c[i][j][k].y; |
| if(componentCount >= 3) c[0][0][0].z += c[i][j][k].z; |
| if(componentCount >= 4) c[0][0][0].w += c[i][j][k].w; |
| } |
| } |
| } |
| } |
| |
| if(componentCount >= 1) c_.x = c[0][0][0].x; |
| if(componentCount >= 2) c_.y = c[0][0][0].y; |
| if(componentCount >= 3) c_.z = c[0][0][0].z; |
| if(componentCount >= 4) c_.w = c[0][0][0].w; |
| |
| // Correct for signed fractions |
| if(componentCount >= 1) if(!hasUnsignedTextureComponent(0)) c_.x = AddSat(c_.x, c_.x); |
| if(componentCount >= 2) if(!hasUnsignedTextureComponent(1)) c_.y = AddSat(c_.y, c_.y); |
| if(componentCount >= 3) if(!hasUnsignedTextureComponent(2)) c_.z = AddSat(c_.z, c_.z); |
| if(componentCount >= 4) if(!hasUnsignedTextureComponent(3)) c_.w = AddSat(c_.w, c_.w); |
| } |
| |
| return c_; |
| } |
| |
| Vector4f SamplerCore::sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerFunction function) |
| { |
| Vector4f c = sampleFloatAniso(texture, u, v, w, q, offset, lod, anisotropy, uDelta, vDelta, face, false, function); |
| |
| if(function == Fetch) |
| { |
| return c; |
| } |
| |
| if(state.mipmapFilter == MIPMAP_LINEAR) |
| { |
| Vector4f cc = sampleFloatAniso(texture, u, v, w, q, offset, lod, anisotropy, uDelta, vDelta, face, true, function); |
| |
| Float4 lod4 = Float4(Frac(lod)); |
| |
| c.x = (cc.x - c.x) * lod4 + c.x; |
| c.y = (cc.y - c.y) * lod4 + c.y; |
| c.z = (cc.z - c.z) * lod4 + c.z; |
| c.w = (cc.w - c.w) * lod4 + c.w; |
| } |
| |
| Int4 borderMask; |
| |
| if(state.addressingModeU == ADDRESSING_BORDER) |
| { |
| Int4 u0; |
| |
| border(u0, u); |
| |
| borderMask = u0; |
| } |
| |
| if(state.addressingModeV == ADDRESSING_BORDER) |
| { |
| Int4 v0; |
| |
| border(v0, v); |
| |
| if(state.addressingModeU == ADDRESSING_BORDER) |
| { |
| borderMask &= v0; |
| } |
| else |
| { |
| borderMask = v0; |
| } |
| } |
| |
| if(state.addressingModeW == ADDRESSING_BORDER && state.textureType == TEXTURE_3D) |
| { |
| Int4 s0; |
| |
| border(s0, w); |
| |
| if(state.addressingModeU == ADDRESSING_BORDER || |
| state.addressingModeV == ADDRESSING_BORDER) |
| { |
| borderMask &= s0; |
| } |
| else |
| { |
| borderMask = s0; |
| } |
| } |
| |
| if(state.addressingModeU == ADDRESSING_BORDER || |
| state.addressingModeV == ADDRESSING_BORDER || |
| (state.addressingModeW == ADDRESSING_BORDER && state.textureType == TEXTURE_3D)) |
| { |
| Int4 b; |
| |
| c.x = As<Float4>((borderMask & As<Int4>(c.x)) | (~borderMask & *Pointer<Int4>(texture + OFFSET(Texture,borderColorF[0])))); |
| c.y = As<Float4>((borderMask & As<Int4>(c.y)) | (~borderMask & *Pointer<Int4>(texture + OFFSET(Texture,borderColorF[1])))); |
| c.z = As<Float4>((borderMask & As<Int4>(c.z)) | (~borderMask & *Pointer<Int4>(texture + OFFSET(Texture,borderColorF[2])))); |
| c.w = As<Float4>((borderMask & As<Int4>(c.w)) | (~borderMask & *Pointer<Int4>(texture + OFFSET(Texture,borderColorF[3])))); |
| } |
| |
| return c; |
| } |
| |
| Vector4f SamplerCore::sampleFloatAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerFunction function) |
| { |
| Vector4f c; |
| |
| if(state.textureFilter != FILTER_ANISOTROPIC || function == Lod || function == Fetch) |
| { |
| c = sampleFloat(texture, u, v, w, q, offset, lod, face, secondLOD, function); |
| } |
| else |
| { |
| Int a = RoundInt(anisotropy); |
| |
| Vector4f cSum; |
| |
| cSum.x = Float4(0.0f); |
| cSum.y = Float4(0.0f); |
| cSum.z = Float4(0.0f); |
| cSum.w = Float4(0.0f); |
| |
| Float4 A = *Pointer<Float4>(constants + OFFSET(Constants,uvWeight) + 16 * a); |
| Float4 B = *Pointer<Float4>(constants + OFFSET(Constants,uvStart) + 16 * a); |
| |
| Float4 du = uDelta; |
| Float4 dv = vDelta; |
| |
| Float4 u0 = u + B * du; |
| Float4 v0 = v + B * dv; |
| |
| du *= A; |
| dv *= A; |
| |
| Int i = 0; |
| |
| Do |
| { |
| c = sampleFloat(texture, u0, v0, w, q, offset, lod, face, secondLOD, function); |
| |
| u0 += du; |
| v0 += dv; |
| |
| cSum.x += c.x * A; |
| cSum.y += c.y * A; |
| cSum.z += c.z * A; |
| cSum.w += c.w * A; |
| |
| i++; |
| } |
| Until(i >= a); |
| |
| c.x = cSum.x; |
| c.y = cSum.y; |
| c.z = cSum.z; |
| c.w = cSum.w; |
| } |
| |
| return c; |
| } |
| |
| Vector4f SamplerCore::sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function) |
| { |
| if(state.textureType != TEXTURE_3D) |
| { |
| return sampleFloat2D(texture, u, v, w, q, offset, lod, face, secondLOD, function); |
| } |
| else |
| { |
| return sampleFloat3D(texture, u, v, w, offset, lod, secondLOD, function); |
| } |
| } |
| |
| Vector4f SamplerCore::sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function) |
| { |
| Vector4f c; |
| |
| int componentCount = textureComponentCount(); |
| bool gather = state.textureFilter == FILTER_GATHER; |
| |
| Pointer<Byte> mipmap; |
| Pointer<Byte> buffer[4]; |
| |
| selectMipmap(texture, buffer, mipmap, lod, face, secondLOD); |
| |
| Int4 x0, x1, y0, y1, z0; |
| Float4 fu, fv; |
| Int4 filter = computeFilterOffset(lod); |
| address(u, x0, x1, fu, mipmap, offset.x, filter, OFFSET(Mipmap, width), state.addressingModeU, function); |
| address(v, y0, y1, fv, mipmap, offset.y, filter, OFFSET(Mipmap, height), state.addressingModeV, function); |
| address(w, z0, z0, fv, mipmap, offset.z, filter, OFFSET(Mipmap, depth), state.addressingModeW, function); |
| |
| Int4 pitchP = *Pointer<Int4>(mipmap + OFFSET(Mipmap, pitchP), 16); |
| y0 *= pitchP; |
| if(hasThirdCoordinate()) |
| { |
| Int4 sliceP = *Pointer<Int4>(mipmap + OFFSET(Mipmap, sliceP), 16); |
| z0 *= sliceP; |
| } |
| |
| if(state.textureFilter == FILTER_POINT || (function == Fetch)) |
| { |
| c = sampleTexel(x0, y0, z0, q, mipmap, buffer, function); |
| } |
| else |
| { |
| y1 *= pitchP; |
| |
| Vector4f c0 = sampleTexel(x0, y0, z0, q, mipmap, buffer, function); |
| Vector4f c1 = sampleTexel(x1, y0, z0, q, mipmap, buffer, function); |
| Vector4f c2 = sampleTexel(x0, y1, z0, q, mipmap, buffer, function); |
| Vector4f c3 = sampleTexel(x1, y1, z0, q, mipmap, buffer, function); |
| |
| if(!gather) // Blend |
| { |
| if(componentCount >= 1) c0.x = c0.x + fu * (c1.x - c0.x); |
| if(componentCount >= 2) c0.y = c0.y + fu * (c1.y - c0.y); |
| if(componentCount >= 3) c0.z = c0.z + fu * (c1.z - c0.z); |
| if(componentCount >= 4) c0.w = c0.w + fu * (c1.w - c0.w); |
| |
| if(componentCount >= 1) c2.x = c2.x + fu * (c3.x - c2.x); |
| if(componentCount >= 2) c2.y = c2.y + fu * (c3.y - c2.y); |
| if(componentCount >= 3) c2.z = c2.z + fu * (c3.z - c2.z); |
| if(componentCount >= 4) c2.w = c2.w + fu * (c3.w - c2.w); |
| |
| if(componentCount >= 1) c.x = c0.x + fv * (c2.x - c0.x); |
| if(componentCount >= 2) c.y = c0.y + fv * (c2.y - c0.y); |
| if(componentCount >= 3) c.z = c0.z + fv * (c2.z - c0.z); |
| if(componentCount >= 4) c.w = c0.w + fv * (c2.w - c0.w); |
| } |
| else |
| { |
| c.x = c1.x; |
| c.y = c2.x; |
| c.z = c3.x; |
| c.w = c0.x; |
| } |
| } |
| |
| return c; |
| } |
| |
| Vector4f SamplerCore::sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function) |
| { |
| Vector4f c; |
| |
| int componentCount = textureComponentCount(); |
| |
| Pointer<Byte> mipmap; |
| Pointer<Byte> buffer[4]; |
| Int face[4]; |
| |
| selectMipmap(texture, buffer, mipmap, lod, face, secondLOD); |
| |
| Int4 x0, x1, y0, y1, z0, z1; |
| Float4 fu, fv, fw; |
| Int4 filter = computeFilterOffset(lod); |
| address(u, x0, x1, fu, mipmap, offset.x, filter, OFFSET(Mipmap, width), state.addressingModeU, function); |
| address(v, y0, y1, fv, mipmap, offset.y, filter, OFFSET(Mipmap, height), state.addressingModeV, function); |
| address(w, z0, z1, fw, mipmap, offset.z, filter, OFFSET(Mipmap, depth), state.addressingModeW, function); |
| |
| Int4 pitchP = *Pointer<Int4>(mipmap + OFFSET(Mipmap, pitchP), 16); |
| Int4 sliceP = *Pointer<Int4>(mipmap + OFFSET(Mipmap, sliceP), 16); |
| y0 *= pitchP; |
| z0 *= sliceP; |
| |
| if(state.textureFilter == FILTER_POINT || (function == Fetch)) |
| { |
| c = sampleTexel(x0, y0, z0, w, mipmap, buffer, function); |
| } |
| else |
| { |
| y1 *= pitchP; |
| z1 *= sliceP; |
| |
| Vector4f c0 = sampleTexel(x0, y0, z0, w, mipmap, buffer, function); |
| Vector4f c1 = sampleTexel(x1, y0, z0, w, mipmap, buffer, function); |
| Vector4f c2 = sampleTexel(x0, y1, z0, w, mipmap, buffer, function); |
| Vector4f c3 = sampleTexel(x1, y1, z0, w, mipmap, buffer, function); |
| Vector4f c4 = sampleTexel(x0, y0, z1, w, mipmap, buffer, function); |
| Vector4f c5 = sampleTexel(x1, y0, z1, w, mipmap, buffer, function); |
| Vector4f c6 = sampleTexel(x0, y1, z1, w, mipmap, buffer, function); |
| Vector4f c7 = sampleTexel(x1, y1, z1, w, mipmap, buffer, function); |
| |
| // Blend first slice |
| if(componentCount >= 1) c0.x = c0.x + fu * (c1.x - c0.x); |
| if(componentCount >= 2) c0.y = c0.y + fu * (c1.y - c0.y); |
| if(componentCount >= 3) c0.z = c0.z + fu * (c1.z - c0.z); |
| if(componentCount >= 4) c0.w = c0.w + fu * (c1.w - c0.w); |
| |
| if(componentCount >= 1) c2.x = c2.x + fu * (c3.x - c2.x); |
| if(componentCount >= 2) c2.y = c2.y + fu * (c3.y - c2.y); |
| if(componentCount >= 3) c2.z = c2.z + fu * (c3.z - c2.z); |
| if(componentCount >= 4) c2.w = c2.w + fu * (c3.w - c2.w); |
| |
| if(componentCount >= 1) c0.x = c0.x + fv * (c2.x - c0.x); |
| if(componentCount >= 2) c0.y = c0.y + fv * (c2.y - c0.y); |
| if(componentCount >= 3) c0.z = c0.z + fv * (c2.z - c0.z); |
| if(componentCount >= 4) c0.w = c0.w + fv * (c2.w - c0.w); |
| |
| // Blend second slice |
| if(componentCount >= 1) c4.x = c4.x + fu * (c5.x - c4.x); |
| if(componentCount >= 2) c4.y = c4.y + fu * (c5.y - c4.y); |
| if(componentCount >= 3) c4.z = c4.z + fu * (c5.z - c4.z); |
| if(componentCount >= 4) c4.w = c4.w + fu * (c5.w - c4.w); |
| |
| if(componentCount >= 1) c6.x = c6.x + fu * (c7.x - c6.x); |
| if(componentCount >= 2) c6.y = c6.y + fu * (c7.y - c6.y); |
| if(componentCount >= 3) c6.z = c6.z + fu * (c7.z - c6.z); |
| if(componentCount >= 4) c6.w = c6.w + fu * (c7.w - c6.w); |
| |
| if(componentCount >= 1) c4.x = c4.x + fv * (c6.x - c4.x); |
| if(componentCount >= 2) c4.y = c4.y + fv * (c6.y - c4.y); |
| if(componentCount >= 3) c4.z = c4.z + fv * (c6.z - c4.z); |
| if(componentCount >= 4) c4.w = c4.w + fv * (c6.w - c4.w); |
| |
| // Blend slices |
| if(componentCount >= 1) c.x = c0.x + fw * (c4.x - c0.x); |
| if(componentCount >= 2) c.y = c0.y + fw * (c4.y - c0.y); |
| if(componentCount >= 3) c.z = c0.z + fw * (c4.z - c0.z); |
| if(componentCount >= 4) c.w = c0.w + fw * (c4.w - c0.w); |
| } |
| |
| return c; |
| } |
| |
| Float SamplerCore::log2sqrt(Float lod) |
| { |
| // log2(sqrt(lod)) // Equals 0.25 * log2(lod^2). |
| lod *= lod; // Squaring doubles the exponent and produces an extra bit of precision. |
| lod = Float(As<Int>(lod)) - Float(0x3F800000); // Interpret as integer and subtract the exponent bias. |
| lod *= As<Float>(Int(0x33000000)); // Scale by 0.25 * 2^-23 (mantissa length). |
| |
| return lod; |
| } |
| |
| Float SamplerCore::log2(Float lod) |
| { |
| lod *= lod; // Squaring doubles the exponent and produces an extra bit of precision. |
| lod = Float(As<Int>(lod)) - Float(0x3F800000); // Interpret as integer and subtract the exponent bias. |
| lod *= As<Float>(Int(0x33800000)); // Scale by 0.5 * 2^-23 (mantissa length). |
| |
| return lod; |
| } |
| |
| 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, SamplerFunction function) |
| { |
| if(function != Lod && function != Fetch) |
| { |
| Float4 duvdxy; |
| |
| if(function != Grad) // Implicit |
| { |
| duvdxy = Float4(uuuu.yz, vvvv.yz) - Float4(uuuu.xx, vvvv.xx); |
| } |
| else |
| { |
| Float4 dudxy = Float4(dsx.x.xx, dsy.x.xx); |
| Float4 dvdxy = Float4(dsx.y.xx, dsy.y.xx); |
| |
| duvdxy = Float4(dudxy.xz, dvdxy.xz); |
| } |
| |
| // Scale by texture dimensions and global LOD. |
| Float4 dUVdxy = duvdxy * *Pointer<Float4>(texture + OFFSET(Texture,widthHeightLOD)); |
| |
| Float4 dUV2dxy = dUVdxy * dUVdxy; |
| Float4 dUV2 = dUV2dxy.xy + dUV2dxy.zw; |
| |
| lod = Max(Float(dUV2.x), Float(dUV2.y)); // Square length of major axis |
| |
| if(state.textureFilter == FILTER_ANISOTROPIC) |
| { |
| Float det = Abs(Float(dUVdxy.x) * Float(dUVdxy.w) - Float(dUVdxy.y) * Float(dUVdxy.z)); |
| |
| Float4 dudx = duvdxy.xxxx; |
| Float4 dudy = duvdxy.yyyy; |
| Float4 dvdx = duvdxy.zzzz; |
| Float4 dvdy = duvdxy.wwww; |
| |
| Int4 mask = As<Int4>(CmpNLT(dUV2.x, dUV2.y)); |
| uDelta = As<Float4>((As<Int4>(dudx) & mask) | ((As<Int4>(dudy) & ~mask))); |
| vDelta = As<Float4>((As<Int4>(dvdx) & mask) | ((As<Int4>(dvdy) & ~mask))); |
| |
| anisotropy = lod * Rcp_pp(det); |
| anisotropy = Min(anisotropy, *Pointer<Float>(texture + OFFSET(Texture,maxAnisotropy))); |
| |
| lod *= Rcp_pp(anisotropy * anisotropy); |
| } |
| |
| lod = log2sqrt(lod); // log2(sqrt(lod)) |
| |
| if(function == Bias) |
| { |
| lod += lodBias; |
| } |
| } |
| else if(function == Lod) |
| { |
| lod = lodBias; |
| } |
| else if(function == Fetch) |
| { |
| // TODO: Eliminate int-float-int conversion. |
| lod = Float(As<Int>(lodBias)); |
| } |
| else if(function == Base) |
| { |
| lod = Float(0); |
| } |
| else assert(false); |
| |
| lod = Max(lod, *Pointer<Float>(texture + OFFSET(Texture, minLod))); |
| lod = Min(lod, *Pointer<Float>(texture + OFFSET(Texture, maxLod))); |
| } |
| |
| void SamplerCore::computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, Float4 &M, SamplerFunction function) |
| { |
| if(function != Lod && function != Fetch) |
| { |
| Float4 dudxy, dvdxy, dsdxy; |
| |
| if(function != Grad) // Implicit |
| { |
| Float4 U = u * M; |
| Float4 V = v * M; |
| Float4 W = w * M; |
| |
| dudxy = Abs(U - U.xxxx); |
| dvdxy = Abs(V - V.xxxx); |
| dsdxy = Abs(W - W.xxxx); |
| } |
| else |
| { |
| dudxy = Float4(dsx.x.xx, dsy.x.xx); |
| dvdxy = Float4(dsx.y.xx, dsy.y.xx); |
| dsdxy = Float4(dsx.z.xx, dsy.z.xx); |
| |
| dudxy = Abs(dudxy * Float4(M.x)); |
| dvdxy = Abs(dvdxy * Float4(M.x)); |
| dsdxy = Abs(dsdxy * Float4(M.x)); |
| } |
| |
| // Compute the largest Manhattan distance in two dimensions. |
| // This takes the footprint across adjacent faces into account. |
| Float4 duvdxy = dudxy + dvdxy; |
| Float4 dusdxy = dudxy + dsdxy; |
| Float4 dvsdxy = dvdxy + dsdxy; |
| |
| dudxy = Max(Max(duvdxy, dusdxy), dvsdxy); |
| |
| lod = Max(Float(dudxy.y), Float(dudxy.z)); // FIXME: Max(dudxy.y, dudxy.z); |
| |
| // Scale by texture dimension and global LOD. |
| lod *= *Pointer<Float>(texture + OFFSET(Texture,widthLOD)); |
| |
| lod = log2(lod); |
| |
| if(function == Bias) |
| { |
| lod += lodBias; |
| } |
| } |
| else if(function == Lod) |
| { |
| lod = lodBias; |
| } |
| else if(function == Fetch) |
| { |
| // TODO: Eliminate int-float-int conversion. |
| lod = Float(As<Int>(lodBias)); |
| } |
| else if(function == Base) |
| { |
| lod = Float(0); |
| } |
| else assert(false); |
| |
| lod = Max(lod, *Pointer<Float>(texture + OFFSET(Texture, minLod))); |
| lod = Min(lod, *Pointer<Float>(texture + OFFSET(Texture, maxLod))); |
| } |
| |
| void SamplerCore::computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &uuuu, Float4 &vvvv, Float4 &wwww, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerFunction function) |
| { |
| if(function != Lod && function != Fetch) |
| { |
| Float4 dudxy, dvdxy, dsdxy; |
| |
| if(function != Grad) // Implicit |
| { |
| dudxy = uuuu - uuuu.xxxx; |
| dvdxy = vvvv - vvvv.xxxx; |
| dsdxy = wwww - wwww.xxxx; |
| } |
| else |
| { |
| dudxy = Float4(dsx.x.xx, dsy.x.xx); |
| dvdxy = Float4(dsx.y.xx, dsy.y.xx); |
| dsdxy = Float4(dsx.z.xx, dsy.z.xx); |
| } |
| |
| // Scale by texture dimensions and global LOD. |
| dudxy *= *Pointer<Float4>(texture + OFFSET(Texture,widthLOD)); |
| dvdxy *= *Pointer<Float4>(texture + OFFSET(Texture,heightLOD)); |
| dsdxy *= *Pointer<Float4>(texture + OFFSET(Texture,depthLOD)); |
| |
| dudxy *= dudxy; |
| dvdxy *= dvdxy; |
| dsdxy *= dsdxy; |
| |
| dudxy += dvdxy; |
| dudxy += dsdxy; |
| |
| lod = Max(Float(dudxy.y), Float(dudxy.z)); // FIXME: Max(dudxy.y, dudxy.z); |
| |
| lod = log2sqrt(lod); // log2(sqrt(lod)) |
| |
| if(function == Bias) |
| { |
| lod += lodBias; |
| } |
| } |
| else if(function == Lod) |
| { |
| lod = lodBias; |
| } |
| else if(function == Fetch) |
| { |
| // TODO: Eliminate int-float-int conversion. |
| lod = Float(As<Int>(lodBias)); |
| } |
| else if(function == Base) |
| { |
| lod = Float(0); |
| } |
| else assert(false); |
| |
| lod = Max(lod, *Pointer<Float>(texture + OFFSET(Texture, minLod))); |
| lod = Min(lod, *Pointer<Float>(texture + OFFSET(Texture, maxLod))); |
| } |
| |
| void SamplerCore::cubeFace(Int face[4], Float4 &U, Float4 &V, Float4 &x, Float4 &y, Float4 &z, Float4 &M) |
| { |
| Int4 xn = CmpLT(x, Float4(0.0f)); // x < 0 |
| Int4 yn = CmpLT(y, Float4(0.0f)); // y < 0 |
| Int4 zn = CmpLT(z, Float4(0.0f)); // z < 0 |
| |
| Float4 absX = Abs(x); |
| Float4 absY = Abs(y); |
| Float4 absZ = Abs(z); |
| |
| Int4 xy = CmpNLE(absX, absY); // abs(x) > abs(y) |
| Int4 yz = CmpNLE(absY, absZ); // abs(y) > abs(z) |
| Int4 zx = CmpNLE(absZ, absX); // abs(z) > abs(x) |
| Int4 xMajor = xy & ~zx; // abs(x) > abs(y) && abs(x) > abs(z) |
| Int4 yMajor = yz & ~xy; // abs(y) > abs(z) && abs(y) > abs(x) |
| Int4 zMajor = zx & ~yz; // abs(z) > abs(x) && abs(z) > abs(y) |
| |
| // FACE_POSITIVE_X = 000b |
| // FACE_NEGATIVE_X = 001b |
| // FACE_POSITIVE_Y = 010b |
| // FACE_NEGATIVE_Y = 011b |
| // FACE_POSITIVE_Z = 100b |
| // FACE_NEGATIVE_Z = 101b |
| |
| Int yAxis = SignMask(yMajor); |
| Int zAxis = SignMask(zMajor); |
| |
| Int4 n = ((xn & xMajor) | (yn & yMajor) | (zn & zMajor)) & Int4(0x80000000); |
| Int negative = SignMask(n); |
| |
| face[0] = *Pointer<Int>(constants + OFFSET(Constants,transposeBit0) + negative * 4); |
| face[0] |= *Pointer<Int>(constants + OFFSET(Constants,transposeBit1) + yAxis * 4); |
| face[0] |= *Pointer<Int>(constants + OFFSET(Constants,transposeBit2) + zAxis * 4); |
| face[1] = (face[0] >> 4) & 0x7; |
| face[2] = (face[0] >> 8) & 0x7; |
| face[3] = (face[0] >> 12) & 0x7; |
| face[0] &= 0x7; |
| |
| M = Max(Max(absX, absY), absZ); |
| |
| // U = xMajor ? (neg ^ -z) : ((zMajor & neg) ^ x) |
| U = As<Float4>((xMajor & (n ^ As<Int4>(-z))) | (~xMajor & ((zMajor & n) ^ As<Int4>(x)))); |
| |
| // V = !yMajor ? -y : (n ^ z) |
| V = As<Float4>((~yMajor & As<Int4>(-y)) | (yMajor & (n ^ As<Int4>(z)))); |
| |
| M = reciprocal(M) * Float4(0.5f); |
| U = U * M + Float4(0.5f); |
| V = V * M + Float4(0.5f); |
| } |
| |
| Short4 SamplerCore::applyOffset(Short4 &uvw, Float4 &offset, const Int4 &whd, AddressingMode mode) |
| { |
| Int4 tmp = Int4(As<UShort4>(uvw)); |
| tmp = tmp + As<Int4>(offset); |
| |
| switch(mode) |
| { |
| case AddressingMode::ADDRESSING_WRAP: |
| tmp = (tmp + whd * Int4(-MIN_PROGRAM_TEXEL_OFFSET)) % whd; |
| break; |
| case AddressingMode::ADDRESSING_CLAMP: |
| case AddressingMode::ADDRESSING_MIRROR: |
| case AddressingMode::ADDRESSING_MIRRORONCE: |
| case AddressingMode::ADDRESSING_BORDER: // FIXME: Implement and test ADDRESSING_MIRROR, ADDRESSING_MIRRORONCE, ADDRESSING_BORDER |
| tmp = Min(Max(tmp, Int4(0)), whd - Int4(1)); |
| break; |
| case ADDRESSING_TEXELFETCH: |
| break; |
| case AddressingMode::ADDRESSING_SEAMLESS: |
| ASSERT(false); // Cube sampling doesn't support offset. |
| default: |
| ASSERT(false); |
| } |
| |
| return As<Short4>(UShort4(tmp)); |
| } |
| |
| void SamplerCore::computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, const Pointer<Byte> &mipmap, SamplerFunction function) |
| { |
| bool texelFetch = (function == Fetch); |
| bool hasOffset = (function.option == Offset); |
| |
| if(!texelFetch) |
| { |
| uuuu = MulHigh(As<UShort4>(uuuu), *Pointer<UShort4>(mipmap + OFFSET(Mipmap, width))); |
| vvvv = MulHigh(As<UShort4>(vvvv), *Pointer<UShort4>(mipmap + OFFSET(Mipmap, height))); |
| } |
| |
| if(hasOffset) |
| { |
| UShort4 w = *Pointer<UShort4>(mipmap + OFFSET(Mipmap, width)); |
| uuuu = applyOffset(uuuu, offset.x, Int4(w), texelFetch ? ADDRESSING_TEXELFETCH : state.addressingModeU); |
| UShort4 h = *Pointer<UShort4>(mipmap + OFFSET(Mipmap, height)); |
| vvvv = applyOffset(vvvv, offset.y, Int4(h), texelFetch ? ADDRESSING_TEXELFETCH : state.addressingModeV); |
| } |
| |
| Short4 uuu2 = uuuu; |
| uuuu = As<Short4>(UnpackLow(uuuu, vvvv)); |
| uuu2 = As<Short4>(UnpackHigh(uuu2, vvvv)); |
| uuuu = As<Short4>(MulAdd(uuuu, *Pointer<Short4>(mipmap + OFFSET(Mipmap,onePitchP)))); |
| uuu2 = As<Short4>(MulAdd(uuu2, *Pointer<Short4>(mipmap + OFFSET(Mipmap,onePitchP)))); |
| |
| if(hasThirdCoordinate()) |
| { |
| if(state.textureType != TEXTURE_2D_ARRAY) |
| { |
| if(!texelFetch) |
| { |
| wwww = MulHigh(As<UShort4>(wwww), *Pointer<UShort4>(mipmap + OFFSET(Mipmap, depth))); |
| } |
| |
| if(hasOffset) |
| { |
| UShort4 d = *Pointer<UShort4>(mipmap + OFFSET(Mipmap, depth)); |
| wwww = applyOffset(wwww, offset.z, Int4(d), texelFetch ? ADDRESSING_TEXELFETCH : state.addressingModeW); |
| } |
| } |
| |
| UInt4 uv(As<UInt2>(uuuu), As<UInt2>(uuu2)); |
| uv += As<UInt4>(Int4(As<UShort4>(wwww))) * *Pointer<UInt4>(mipmap + OFFSET(Mipmap, sliceP)); |
| |
| index[0] = Extract(As<Int4>(uv), 0); |
| index[1] = Extract(As<Int4>(uv), 1); |
| index[2] = Extract(As<Int4>(uv), 2); |
| index[3] = Extract(As<Int4>(uv), 3); |
| } |
| else |
| { |
| index[0] = Extract(As<Int2>(uuuu), 0); |
| index[1] = Extract(As<Int2>(uuuu), 1); |
| index[2] = Extract(As<Int2>(uuu2), 0); |
| index[3] = Extract(As<Int2>(uuu2), 1); |
| } |
| |
| if(texelFetch) |
| { |
| Int size = Int(*Pointer<Int>(mipmap + OFFSET(Mipmap, sliceP))); |
| if(hasThirdCoordinate()) |
| { |
| size *= Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, depth))); |
| } |
| UInt min = 0; |
| UInt max = size - 1; |
| |
| for(int i = 0; i < 4; i++) |
| { |
| index[i] = Min(Max(index[i], min), max); |
| } |
| } |
| } |
| |
| void SamplerCore::computeIndices(UInt index[4], Int4& uuuu, Int4& vvvv, Int4& wwww, const Pointer<Byte> &mipmap, SamplerFunction function) |
| { |
| UInt4 indices = uuuu + vvvv; |
| |
| if(hasThirdCoordinate()) |
| { |
| indices += As<UInt4>(wwww); |
| } |
| |
| for(int i = 0; i < 4; i++) |
| { |
| index[i] = Extract(As<Int4>(indices), i); |
| } |
| } |
| |
| Vector4s SamplerCore::sampleTexel(UInt index[4], Pointer<Byte> buffer[4]) |
| { |
| Vector4s c; |
| |
| int f0 = state.textureType == TEXTURE_CUBE ? 0 : 0; |
| int f1 = state.textureType == TEXTURE_CUBE ? 1 : 0; |
| int f2 = state.textureType == TEXTURE_CUBE ? 2 : 0; |
| int f3 = state.textureType == TEXTURE_CUBE ? 3 : 0; |
| |
| if(has16bitTextureFormat()) |
| { |
| c.x = Insert(c.x, Pointer<Short>(buffer[f0])[index[0]], 0); |
| c.x = Insert(c.x, Pointer<Short>(buffer[f1])[index[1]], 1); |
| c.x = Insert(c.x, Pointer<Short>(buffer[f2])[index[2]], 2); |
| c.x = Insert(c.x, Pointer<Short>(buffer[f3])[index[3]], 3); |
| |
| switch(state.textureFormat) |
| { |
| case FORMAT_R5G6B5: |
| c.z = (c.x & Short4(0x001Fu)) << 11; |
| c.y = (c.x & Short4(0x07E0u)) << 5; |
| c.x = (c.x & Short4(0xF800u)); |
| break; |
| default: |
| ASSERT(false); |
| } |
| } |
| else if(has8bitTextureComponents()) |
| { |
| switch(textureComponentCount()) |
| { |
| case 4: |
| { |
| Byte4 c0 = Pointer<Byte4>(buffer[f0])[index[0]]; |
| Byte4 c1 = Pointer<Byte4>(buffer[f1])[index[1]]; |
| Byte4 c2 = Pointer<Byte4>(buffer[f2])[index[2]]; |
| Byte4 c3 = Pointer<Byte4>(buffer[f3])[index[3]]; |
| c.x = Unpack(c0, c1); |
| c.y = Unpack(c2, c3); |
| |
| switch(state.textureFormat) |
| { |
| case FORMAT_A8R8G8B8: |
| c.z = As<Short4>(UnpackLow(c.x, c.y)); |
| c.x = As<Short4>(UnpackHigh(c.x, c.y)); |
| c.y = c.z; |
| c.w = c.x; |
| c.z = UnpackLow(As<Byte8>(c.z), As<Byte8>(c.z)); |
| c.y = UnpackHigh(As<Byte8>(c.y), As<Byte8>(c.y)); |
| c.x = UnpackLow(As<Byte8>(c.x), As<Byte8>(c.x)); |
| c.w = UnpackHigh(As<Byte8>(c.w), As<Byte8>(c.w)); |
| break; |
| case FORMAT_A8B8G8R8: |
| case FORMAT_A8B8G8R8I: |
| case FORMAT_A8B8G8R8_SNORM: |
| case FORMAT_Q8W8V8U8: |
| case FORMAT_SRGB8_A8: |
| c.z = As<Short4>(UnpackHigh(c.x, c.y)); |
| c.x = As<Short4>(UnpackLow(c.x, c.y)); |
| c.y = c.x; |
| c.w = c.z; |
| c.x = UnpackLow(As<Byte8>(c.x), As<Byte8>(c.x)); |
| c.y = UnpackHigh(As<Byte8>(c.y), As<Byte8>(c.y)); |
| c.z = UnpackLow(As<Byte8>(c.z), As<Byte8>(c.z)); |
| c.w = UnpackHigh(As<Byte8>(c.w), As<Byte8>(c.w)); |
| // Propagate sign bit |
| if(state.textureFormat == FORMAT_A8B8G8R8I) |
| { |
| c.x >>= 8; |
| c.y >>= 8; |
| c.z >>= 8; |
| c.w >>= 8; |
| } |
| break; |
| case FORMAT_A8B8G8R8UI: |
| c.z = As<Short4>(UnpackHigh(c.x, c.y)); |
| c.x = As<Short4>(UnpackLow(c.x, c.y)); |
| c.y = c.x; |
| c.w = c.z; |
| c.x = UnpackLow(As<Byte8>(c.x), As<Byte8>(Short4(0))); |
| c.y = UnpackHigh(As<Byte8>(c.y), As<Byte8>(Short4(0))); |
| c.z = UnpackLow(As<Byte8>(c.z), As<Byte8>(Short4(0))); |
| c.w = UnpackHigh(As<Byte8>(c.w), As<Byte8>(Short4(0))); |
| break; |
| default: |
| ASSERT(false); |
| } |
| } |
| break; |
| case 3: |
| { |
| Byte4 c0 = Pointer<Byte4>(buffer[f0])[index[0]]; |
| Byte4 c1 = Pointer<Byte4>(buffer[f1])[index[1]]; |
| Byte4 c2 = Pointer<Byte4>(buffer[f2])[index[2]]; |
| Byte4 c3 = Pointer<Byte4>(buffer[f3])[index[3]]; |
| c.x = Unpack(c0, c1); |
| c.y = Unpack(c2, c3); |
| |
| switch(state.textureFormat) |
| { |
| case FORMAT_X8R8G8B8: |
| c.z = As<Short4>(UnpackLow(c.x, c.y)); |
| c.x = As<Short4>(UnpackHigh(c.x, c.y)); |
| c.y = c.z; |
| c.z = UnpackLow(As<Byte8>(c.z), As<Byte8>(c.z)); |
| c.y = UnpackHigh(As<Byte8>(c.y), As<Byte8>(c.y)); |
| c.x = UnpackLow(As<Byte8>(c.x), As<Byte8>(c.x)); |
| break; |
| case FORMAT_X8B8G8R8_SNORM: |
| case FORMAT_X8B8G8R8I: |
| case FORMAT_X8B8G8R8: |
| case FORMAT_X8L8V8U8: |
| case FORMAT_SRGB8_X8: |
| c.z = As<Short4>(UnpackHigh(c.x, c.y)); |
| c.x = As<Short4>(UnpackLow(c.x, c.y)); |
| c.y = c.x; |
| c.x = UnpackLow(As<Byte8>(c.x), As<Byte8>(c.x)); |
| c.y = UnpackHigh(As<Byte8>(c.y), As<Byte8>(c.y)); |
| c.z = UnpackLow(As<Byte8>(c.z), As<Byte8>(c.z)); |
| // Propagate sign bit |
| if(state.textureFormat == FORMAT_X8B8G8R8I) |
| { |
| c.x >>= 8; |
| c.y >>= 8; |
| c.z >>= 8; |
| } |
| break; |
| case FORMAT_X8B8G8R8UI: |
| c.z = As<Short4>(UnpackHigh(c.x, c.y)); |
| c.x = As<Short4>(UnpackLow(c.x, c.y)); |
| c.y = c.x; |
| c.x = UnpackLow(As<Byte8>(c.x), As<Byte8>(Short4(0))); |
| c.y = UnpackHigh(As<Byte8>(c.y), As<Byte8>(Short4(0))); |
| c.z = UnpackLow(As<Byte8>(c.z), As<Byte8>(Short4(0))); |
| break; |
| default: |
| ASSERT(false); |
| } |
| } |
| break; |
| case 2: |
| c.x = Insert(c.x, Pointer<Short>(buffer[f0])[index[0]], 0); |
| c.x = Insert(c.x, Pointer<Short>(buffer[f1])[index[1]], 1); |
| c.x = Insert(c.x, Pointer<Short>(buffer[f2])[index[2]], 2); |
| c.x = Insert(c.x, Pointer<Short>(buffer[f3])[index[3]], 3); |
| |
| switch(state.textureFormat) |
| { |
| case FORMAT_G8R8: |
| case FORMAT_G8R8_SNORM: |
| case FORMAT_V8U8: |
| case FORMAT_A8L8: |
| c.y = (c.x & Short4(0xFF00u)) | As<Short4>(As<UShort4>(c.x) >> 8); |
| c.x = (c.x & Short4(0x00FFu)) | (c.x << 8); |
| break; |
| case FORMAT_G8R8I: |
| c.y = c.x >> 8; |
| c.x = (c.x << 8) >> 8; // Propagate sign bit |
| break; |
| case FORMAT_G8R8UI: |
| c.y = As<Short4>(As<UShort4>(c.x) >> 8); |
| c.x &= Short4(0x00FFu); |
| break; |
| default: |
| ASSERT(false); |
| } |
| break; |
| case 1: |
| { |
| Int c0 = Int(*Pointer<Byte>(buffer[f0] + index[0])); |
| Int c1 = Int(*Pointer<Byte>(buffer[f1] + index[1])); |
| Int c2 = Int(*Pointer<Byte>(buffer[f2] + index[2])); |
| Int c3 = Int(*Pointer<Byte>(buffer[f3] + index[3])); |
| c0 = c0 | (c1 << 8) | (c2 << 16) | (c3 << 24); // TODO (b/148295813) : Optimize with pshufb |
| |
| switch(state.textureFormat) |
| { |
| case FORMAT_R8I: |
| case FORMAT_R8UI: |
| { |
| Int zero(0); |
| c.x = Unpack(As<Byte4>(c0), As<Byte4>(zero)); |
| // Propagate sign bit |
| if(state.textureFormat == FORMAT_R8I) |
| { |
| c.x = (c.x << 8) >> 8; |
| } |
| } |
| break; |
| default: |
| c.x = Unpack(As<Byte4>(c0)); |
| break; |
| } |
| } |
| break; |
| default: |
| ASSERT(false); |
| } |
| } |
| else if(has16bitTextureComponents()) |
| { |
| switch(textureComponentCount()) |
| { |
| case 4: |
| c.x = Pointer<Short4>(buffer[f0])[index[0]]; |
| c.y = Pointer<Short4>(buffer[f1])[index[1]]; |
| c.z = Pointer<Short4>(buffer[f2])[index[2]]; |
| c.w = Pointer<Short4>(buffer[f3])[index[3]]; |
| transpose4x4(c.x, c.y, c.z, c.w); |
| break; |
| case 3: |
| c.x = Pointer<Short4>(buffer[f0])[index[0]]; |
| c.y = Pointer<Short4>(buffer[f1])[index[1]]; |
| c.z = Pointer<Short4>(buffer[f2])[index[2]]; |
| c.w = Pointer<Short4>(buffer[f3])[index[3]]; |
| transpose4x3(c.x, c.y, c.z, c.w); |
| break; |
| case 2: |
| c.x = *Pointer<Short4>(buffer[f0] + 4 * index[0]); |
| c.x = As<Short4>(UnpackLow(c.x, *Pointer<Short4>(buffer[f1] + 4 * index[1]))); |
| c.z = *Pointer<Short4>(buffer[f2] + 4 * index[2]); |
| c.z = As<Short4>(UnpackLow(c.z, *Pointer<Short4>(buffer[f3] + 4 * index[3]))); |
| c.y = c.x; |
| c.x = UnpackLow(As<Int2>(c.x), As<Int2>(c.z)); |
| c.y = UnpackHigh(As<Int2>(c.y), As<Int2>(c.z)); |
| break; |
| case 1: |
| c.x = Insert(c.x, Pointer<Short>(buffer[f0])[index[0]], 0); |
| c.x = Insert(c.x, Pointer<Short>(buffer[f1])[index[1]], 1); |
| c.x = Insert(c.x, Pointer<Short>(buffer[f2])[index[2]], 2); |
| c.x = Insert(c.x, Pointer<Short>(buffer[f3])[index[3]], 3); |
| break; |
| default: |
| ASSERT(false); |
| } |
| } |
| else ASSERT(false); |
| |
| if(state.sRGB) |
| { |
| if(state.textureFormat == FORMAT_R5G6B5) |
| { |
| sRGBtoLinear16_5_16(c.x); |
| sRGBtoLinear16_6_16(c.y); |
| sRGBtoLinear16_5_16(c.z); |
| } |
| else |
| { |
| for(int i = 0; i < textureComponentCount(); i++) |
| { |
| if(isRGBComponent(i)) |
| { |
| sRGBtoLinear16_8_16(c[i]); |
| } |
| } |
| } |
| } |
| |
| return c; |
| } |
| |
| Vector4s SamplerCore::sampleTexel(Short4 &uuuu, Short4 &vvvv, Short4 &wwww, Vector4f &offset, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function) |
| { |
| Vector4s c; |
| |
| UInt index[4]; |
| computeIndices(index, uuuu, vvvv, wwww, offset, mipmap, function); |
| |
| if(hasYuvFormat()) |
| { |
| // Generic YPbPr to RGB transformation |
| // R = Y + 2 * (1 - Kr) * Pr |
| // G = Y - 2 * Kb * (1 - Kb) / Kg * Pb - 2 * Kr * (1 - Kr) / Kg * Pr |
| // B = Y + 2 * (1 - Kb) * Pb |
| |
| float Kb = 0.114f; |
| float Kr = 0.299f; |
| int studioSwing = 1; |
| |
| switch(state.textureFormat) |
| { |
| case FORMAT_YV12_BT601: |
| Kb = 0.114f; |
| Kr = 0.299f; |
| studioSwing = 1; |
| break; |
| case FORMAT_YV12_BT709: |
| Kb = 0.0722f; |
| Kr = 0.2126f; |
| studioSwing = 1; |
| break; |
| case FORMAT_YV12_JFIF: |
| Kb = 0.114f; |
| Kr = 0.299f; |
| studioSwing = 0; |
| break; |
| default: |
| ASSERT(false); |
| } |
| |
| const float Kg = 1.0f - Kr - Kb; |
| |
| const float Rr = 2 * (1 - Kr); |
| const float Gb = -2 * Kb * (1 - Kb) / Kg; |
| const float Gr = -2 * Kr * (1 - Kr) / Kg; |
| const float Bb = 2 * (1 - Kb); |
| |
| // Scaling and bias for studio-swing range: Y = [16 .. 235], U/V = [16 .. 240] |
| const float Yy = studioSwing ? 255.0f / (235 - 16) : 1.0f; |
| const float Uu = studioSwing ? 255.0f / (240 - 16) : 1.0f; |
| const float Vv = studioSwing ? 255.0f / (240 - 16) : 1.0f; |
| |
| const float Rv = Vv * Rr; |
| const float Gu = Uu * Gb; |
| const float Gv = Vv * Gr; |
| const float Bu = Uu * Bb; |
| |
| const float R0 = (studioSwing * -16 * Yy - 128 * Rv) / 255; |
| const float G0 = (studioSwing * -16 * Yy - 128 * Gu - 128 * Gv) / 255; |
| const float B0 = (studioSwing * -16 * Yy - 128 * Bu) / 255; |
| |
| Int c0 = Int(buffer[0][index[0]]); |
| Int c1 = Int(buffer[0][index[1]]); |
| Int c2 = Int(buffer[0][index[2]]); |
| Int c3 = Int(buffer[0][index[3]]); |
| c0 = c0 | (c1 << 8) | (c2 << 16) | (c3 << 24); // TODO (b/148295813) : Optimize with pshufb |
| UShort4 Y = As<UShort4>(Unpack(As<Byte4>(c0))); |
| |
| computeIndices(index, uuuu, vvvv, wwww, offset, mipmap + sizeof(Mipmap), function); |
| c0 = Int(buffer[1][index[0]]); |
| c1 = Int(buffer[1][index[1]]); |
| c2 = Int(buffer[1][index[2]]); |
| c3 = Int(buffer[1][index[3]]); |
| c0 = c0 | (c1 << 8) | (c2 << 16) | (c3 << 24); // TODO (b/148295813) : Optimize with pshufb |
| UShort4 V = As<UShort4>(Unpack(As<Byte4>(c0))); |
| |
| c0 = Int(buffer[2][index[0]]); |
| c1 = Int(buffer[2][index[1]]); |
| c2 = Int(buffer[2][index[2]]); |
| c3 = Int(buffer[2][index[3]]); |
| c0 = c0 | (c1 << 8) | (c2 << 16) | (c3 << 24); // TODO (b/148295813) : Optimize with pshufb |
| UShort4 U = As<UShort4>(Unpack(As<Byte4>(c0))); |
| |
| const UShort4 yY = UShort4(iround(Yy * 0x4000)); |
| const UShort4 rV = UShort4(iround(Rv * 0x4000)); |
| const UShort4 gU = UShort4(iround(-Gu * 0x4000)); |
| const UShort4 gV = UShort4(iround(-Gv * 0x4000)); |
| const UShort4 bU = UShort4(iround(Bu * 0x4000)); |
| |
| const UShort4 r0 = UShort4(iround(-R0 * 0x4000)); |
| const UShort4 g0 = UShort4(iround(G0 * 0x4000)); |
| const UShort4 b0 = UShort4(iround(-B0 * 0x4000)); |
| |
| UShort4 y = MulHigh(Y, yY); |
| UShort4 r = SubSat(y + MulHigh(V, rV), r0); |
| UShort4 g = SubSat(y + g0, MulHigh(U, gU) + MulHigh(V, gV)); |
| UShort4 b = SubSat(y + MulHigh(U, bU), b0); |
| |
| c.x = Min(r, UShort4(0x3FFF)) << 2; |
| c.y = Min(g, UShort4(0x3FFF)) << 2; |
| c.z = Min(b, UShort4(0x3FFF)) << 2; |
| } |
| else |
| { |
| return sampleTexel(index, buffer); |
| } |
| |
| return c; |
| } |
| |
| Vector4f SamplerCore::sampleTexel(Int4 &uuuu, Int4 &vvvv, Int4 &wwww, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function) |
| { |
| Vector4f c; |
| |
| UInt index[4]; |
| computeIndices(index, uuuu, vvvv, wwww, mipmap, function); |
| |
| if(hasFloatTexture() || has32bitIntegerTextureComponents()) |
| { |
| int f0 = state.textureType == TEXTURE_CUBE ? 0 : 0; |
| int f1 = state.textureType == TEXTURE_CUBE ? 1 : 0; |
| int f2 = state.textureType == TEXTURE_CUBE ? 2 : 0; |
| int f3 = state.textureType == TEXTURE_CUBE ? 3 : 0; |
| |
| // Read texels |
| switch(textureComponentCount()) |
| { |
| case 4: |
| c.x = *Pointer<Float4>(buffer[f0] + index[0] * 16, 16); |
| c.y = *Pointer<Float4>(buffer[f1] + index[1] * 16, 16); |
| c.z = *Pointer<Float4>(buffer[f2] + index[2] * 16, 16); |
| c.w = *Pointer<Float4>(buffer[f3] + index[3] * 16, 16); |
| transpose4x4(c.x, c.y, c.z, c.w); |
| break; |
| case 3: |
| c.x = *Pointer<Float4>(buffer[f0] + index[0] * 16, 16); |
| c.y = *Pointer<Float4>(buffer[f1] + index[1] * 16, 16); |
| c.z = *Pointer<Float4>(buffer[f2] + index[2] * 16, 16); |
| c.w = *Pointer<Float4>(buffer[f3] + index[3] * 16, 16); |
| transpose4x3(c.x, c.y, c.z, c.w); |
| break; |
| case 2: |
| // FIXME: Optimal shuffling? |
| c.x.xy = *Pointer<Float4>(buffer[f0] + index[0] * 8); |
| c.x.zw = *Pointer<Float4>(buffer[f1] + index[1] * 8 - 8); |
| c.z.xy = *Pointer<Float4>(buffer[f2] + index[2] * 8); |
| c.z.zw = *Pointer<Float4>(buffer[f3] + index[3] * 8 - 8); |
| c.y = c.x; |
| c.x = Float4(c.x.xz, c.z.xz); |
| c.y = Float4(c.y.yw, c.z.yw); |
| break; |
| case 1: |
| // FIXME: Optimal shuffling? |
| c.x.x = *Pointer<Float>(buffer[f0] + index[0] * 4); |
| c.x.y = *Pointer<Float>(buffer[f1] + index[1] * 4); |
| c.x.z = *Pointer<Float>(buffer[f2] + index[2] * 4); |
| c.x.w = *Pointer<Float>(buffer[f3] + index[3] * 4); |
| break; |
| default: |
| ASSERT(false); |
| } |
| |
| if(state.compare != COMPARE_BYPASS) |
| { |
| Float4 ref = z; |
| |
| if(!hasFloatTexture()) |
| { |
| ref = Min(Max(ref, Float4(0.0f)), Float4(1.0f)); |
| } |
| |
| Int4 boolean; |
| |
| switch(state.compare) |
| { |
| case COMPARE_LESSEQUAL: boolean = CmpLE(ref, c.x); break; |
| case COMPARE_GREATEREQUAL: boolean = CmpNLT(ref, c.x); break; |
| case COMPARE_LESS: boolean = CmpLT(ref, c.x); break; |
| case COMPARE_GREATER: boolean = CmpNLE(ref, c.x); break; |
| case COMPARE_EQUAL: boolean = CmpEQ(ref, c.x); break; |
| case COMPARE_NOTEQUAL: boolean = CmpNEQ(ref, c.x); break; |
| case COMPARE_ALWAYS: boolean = Int4(-1); break; |
| case COMPARE_NEVER: boolean = Int4(0); break; |
| default: ASSERT(false); |
| } |
| |
| c.x = As<Float4>(boolean & As<Int4>(Float4(1.0f))); |
| c.y = Float4(0.0f); |
| c.z = Float4(0.0f); |
| c.w = Float4(1.0f); |
| } |
| } |
| else |
| { |
| ASSERT(!hasYuvFormat()); |
| |
| Vector4s cs = sampleTexel(index, buffer); |
| |
| bool isInteger = Surface::isNonNormalizedInteger(state.textureFormat); |
| int componentCount = textureComponentCount(); |
| for(int n = 0; n < componentCount; n++) |
| { |
| if(hasUnsignedTextureComponent(n)) |
| { |
| if(isInteger) |
| { |
| c[n] = As<Float4>(Int4(As<UShort4>(cs[n]))); |
| } |
| else |
| { |
| c[n] = Float4(As<UShort4>(cs[n])); |
| } |
| } |
| else |
| { |
| if(isInteger) |
| { |
| c[n] = As<Float4>(Int4(cs[n])); |
| } |
| else |
| { |
| c[n] = Float4(cs[n]); |
| } |
| } |
| } |
| } |
| |
| return c; |
| } |
| |
| void SamplerCore::selectMipmap(Pointer<Byte> &texture, Pointer<Byte> buffer[4], Pointer<Byte> &mipmap, Float &lod, Int face[4], bool secondLOD) |
| { |
| if(state.mipmapFilter == MIPMAP_NONE) |
| { |
| mipmap = texture + OFFSET(Texture,mipmap[0]); |
| } |
| else |
| { |
| Int ilod; |
| |
| if(state.mipmapFilter == MIPMAP_POINT) |
| { |
| ilod = RoundInt(lod); |
| } |
| else // MIPMAP_LINEAR |
| { |
| ilod = Int(lod); |
| } |
| |
| mipmap = texture + OFFSET(Texture,mipmap) + ilod * sizeof(Mipmap) + secondLOD * sizeof(Mipmap); |
| } |
| |
| if(state.textureType != TEXTURE_CUBE) |
| { |
| buffer[0] = *Pointer<Pointer<Byte> >(mipmap + OFFSET(Mipmap,buffer[0])); |
| |
| if(hasYuvFormat()) |
| { |
| buffer[1] = *Pointer<Pointer<Byte> >(mipmap + OFFSET(Mipmap,buffer[1])); |
| buffer[2] = *Pointer<Pointer<Byte> >(mipmap + OFFSET(Mipmap,buffer[2])); |
| } |
| } |
| else |
| { |
| for(int i = 0; i < 4; i++) |
| { |
| buffer[i] = *Pointer<Pointer<Byte> >(mipmap + OFFSET(Mipmap,buffer) + face[i] * sizeof(void*)); |
| } |
| } |
| } |
| |
| Int4 SamplerCore::computeFilterOffset(Float &lod) |
| { |
| Int4 filter = -1; |
| |
| if(state.textureFilter == FILTER_POINT) |
| { |
| filter = 0; |
| } |
| else if(state.textureFilter == FILTER_MIN_LINEAR_MAG_POINT) |
| { |
| filter = CmpNLE(Float4(lod), Float4(0.0f)); |
| } |
| else if(state.textureFilter == FILTER_MIN_POINT_MAG_LINEAR) |
| { |
| filter = CmpLE(Float4(lod), Float4(0.0f)); |
| } |
| |
| return filter; |
| } |
| |
| Short4 SamplerCore::address(Float4 &uw, AddressingMode addressingMode, Pointer<Byte> &mipmap) |
| { |
| if(addressingMode == ADDRESSING_LAYER && state.textureType != TEXTURE_2D_ARRAY) |
| { |
| return Short4(); // Unused |
| } |
| else if(addressingMode == ADDRESSING_LAYER && state.textureType == TEXTURE_2D_ARRAY) |
| { |
| return Min(Max(Short4(RoundInt(uw)), Short4(0)), |