Commit 2337a192 by Meng-Lin Wu

texoffset implementation

Related deqp tests: textureoffset textureprojoffset texturelodoffset textureprojlodoffset texturegradoffset textureprojgradoffset Change-Id: Id83abe3f24ec789345a9ce7dcf6e146e2410da3b Reviewed-on: https://swiftshader-review.googlesource.com/5451Reviewed-by: 's avatarNicolas Capens <capn@google.com> Tested-by: 's avatarNicolas Capens <capn@google.com>
parent 0e14214a
......@@ -96,6 +96,8 @@ namespace sw
MAX_CLIP_PLANES = 6,
MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS = 64,
MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS = 64,
MIN_PROGRAM_TEXEL_OFFSET = -8,
MAX_PROGRAM_TEXEL_OFFSET = 7,
RENDERTARGETS = 8,
};
}
......
......@@ -87,8 +87,8 @@ enum
MAX_ELEMENTS_VERTICES = 0x7FFFFFFF,
MAX_VERTEX_OUTPUT_VECTORS = 16,
MAX_FRAGMENT_INPUT_VECTORS = 15,
MIN_PROGRAM_TEXEL_OFFSET = -8,
MAX_PROGRAM_TEXEL_OFFSET = 7,
MIN_PROGRAM_TEXEL_OFFSET = sw::MIN_PROGRAM_TEXEL_OFFSET,
MAX_PROGRAM_TEXEL_OFFSET = sw::MAX_PROGRAM_TEXEL_OFFSET,
MAX_DRAW_BUFFERS = sw::RENDERTARGETS,
MAX_COLOR_ATTACHMENTS = MAX(MAX_DRAW_BUFFERS, 8),
MAX_FRAGMENT_UNIFORM_BLOCKS = sw::MAX_FRAGMENT_UNIFORM_BLOCKS,
......
......@@ -285,7 +285,7 @@ namespace sw
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;
case Shader::OPCODE_TEXOFFSET: TEXOFFSET(d, s0, src1, s2, project, bias); break;
case Shader::OPCODE_TEXLDLOFFSET: TEXLDL(d, s0, src1, s2, project, bias); break;
case Shader::OPCODE_TEXELFETCH: TEXELFETCH(d, s0, src1, s2); break;
case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCH(d, s0, src1, s2, s3); break;
......@@ -675,13 +675,13 @@ namespace sw
}
}
void PixelProgram::sampleTexture(Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, SamplerMethod method)
void PixelProgram::sampleTexture(Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, bool project, SamplerMethod method, bool hasOffset)
{
Vector4f tmp;
if(sampler.type == Shader::PARAMETER_SAMPLER && sampler.rel.type == Shader::PARAMETER_VOID)
{
sampleTexture(tmp, sampler.index, u, v, w, q, dsx, dsy, project, method);
sampleTexture(tmp, sampler.index, u, v, w, q, dsx, dsy, offset, project, method, hasOffset);
}
else
{
......@@ -693,7 +693,7 @@ namespace sw
{
If(index == i)
{
sampleTexture(tmp, i, u, v, w, q, dsx, dsy, project, method);
sampleTexture(tmp, i, u, v, w, q, dsx, dsy, offset, project, method, hasOffset);
// FIXME: When the sampler states are the same, we could use one sampler and just index the texture
}
}
......@@ -706,17 +706,17 @@ namespace sw
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, SamplerMethod method)
void PixelProgram::sampleTexture(Vector4f &c, int samplerIndex, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, bool project, SamplerMethod method, bool hasOffset)
{
#if PERF_PROFILE
Long texTime = Ticks();
#endif
Pointer<Byte> texture = data + OFFSET(DrawData, mipmap) + stage * sizeof(Texture);
Pointer<Byte> texture = data + OFFSET(DrawData, mipmap) + samplerIndex * sizeof(Texture);
if(!project)
{
sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, method);
sampler[samplerIndex]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, offset, method, hasOffset);
}
else
{
......@@ -726,7 +726,7 @@ namespace sw
Float4 v_q = v * rq;
Float4 w_q = w * rq;
sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, method);
sampler[samplerIndex]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, offset, method, hasOffset);
}
#if PERF_PROFILE
......@@ -1107,17 +1107,17 @@ namespace sw
void PixelProgram::TEXLD(Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
{
sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias ? Bias : Implicit);
sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, src0, project, bias ? Bias : Implicit, false);
}
void PixelProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, bool project, bool bias)
void PixelProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, bool project, bool bias)
{
UNIMPLEMENTED();
sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, src2, project, bias ? Bias : Implicit, true);
}
void PixelProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &offset, bool project, bool bias)
{
UNIMPLEMENTED();
sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, offset, project, Lod, true);
}
void PixelProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2)
......@@ -1132,22 +1132,22 @@ namespace sw
void PixelProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
{
sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src2, src3, false, Grad);
sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src2, src3, src0, false, Grad, false);
}
void PixelProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, Vector4f &offset)
{
UNIMPLEMENTED();
sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src2, src3, offset, false, Grad, true);
}
void PixelProgram::TEXLDD(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3, bool project)
{
sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src2, src3, project, Grad);
sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src2, src3, src0, project, Grad, false);
}
void PixelProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1, bool project)
{
sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, Lod);
sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, src0, project, Lod, false);
}
void PixelProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1)
......
......@@ -82,8 +82,8 @@ namespace sw
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, SamplerMethod method);
void sampleTexture(Vector4f &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, SamplerMethod method);
void sampleTexture(Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, bool project, SamplerMethod method, bool hasOffset);
void sampleTexture(Vector4f &c, int samplerIndex, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, bool project, SamplerMethod method, bool hasOffset);
// Raster operations
void clampColor(Vector4f oC[RENDERTARGETS]);
......@@ -111,7 +111,7 @@ namespace sw
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);
void TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, bool project, bool bias);
void TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, bool project, bool bias);
void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2);
void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3);
......
......@@ -56,10 +56,10 @@ namespace sw
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);
sampleTexture(texture, c, u, v, w, q, dsx, dsy, dsx, false, 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)
void SamplerCore::sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, bool hasOffset, SamplerMethod method, bool fixed12)
{
#if PERF_PROFILE
AddAtomic(Pointer<Long>(&profiler.texOperations), 4);
......@@ -124,13 +124,13 @@ namespace sw
if(!hasFloatTexture())
{
sampleFilter(texture, c, uuuu, vvvv, wwww, lod, anisotropy, uDelta, vDelta, face, method);
sampleFilter(texture, c, uuuu, vvvv, wwww, offset, hasOffset, lod, anisotropy, uDelta, vDelta, face, method);
}
else
{
Vector4f cf;
sampleFloatFilter(texture, cf, uuuu, vvvv, wwww, lod, anisotropy, uDelta, vDelta, face, method);
sampleFloatFilter(texture, cf, uuuu, vvvv, wwww, offset, hasOffset, lod, anisotropy, uDelta, vDelta, face, method);
convertFixed12(c, cf);
}
......@@ -293,7 +293,7 @@ namespace sw
}
}
void SamplerCore::sampleTexture(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, SamplerMethod method)
void SamplerCore::sampleTexture(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerMethod method, bool hasOffset)
{
#if PERF_PROFILE
AddAtomic(Pointer<Long>(&profiler.texOperations), 4);
......@@ -350,13 +350,13 @@ namespace sw
computeLod3D(texture, lod, uuuu, vvvv, wwww, q.x, dsx, dsy, method);
}
sampleFloatFilter(texture, c, uuuu, vvvv, wwww, lod, anisotropy, uDelta, vDelta, face, method);
sampleFloatFilter(texture, c, uuuu, vvvv, wwww, offset, hasOffset, lod, anisotropy, uDelta, vDelta, face, method);
}
else
{
Vector4s cs;
sampleTexture(texture, cs, u, v, w, q, dsx, dsy, method, false);
sampleTexture(texture, cs, u, v, w, q, dsx, dsy, offset, hasOffset, method, false);
for(int component = 0; component < textureComponentCount(); component++)
{
......@@ -597,15 +597,15 @@ namespace sw
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], SamplerMethod method)
void SamplerCore::sampleFilter(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, 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, method);
sampleAniso(texture, c, u, v, w, offset, hasOffset, 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, method);
sampleAniso(texture, cc, u, v, w, offset, hasOffset, lod, anisotropy, uDelta, vDelta, face, true, method);
lod *= Float(1 << 16);
......@@ -693,11 +693,11 @@ namespace sw
}
}
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)
void SamplerCore::sampleAniso(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerMethod method)
{
if(state.textureFilter != FILTER_ANISOTROPIC || method == Lod)
{
sampleQuad(texture, c, u, v, w, lod, face, secondLOD);
sampleQuad(texture, c, u, v, w, offset, hasOffset, lod, face, secondLOD);
}
else
{
......@@ -728,7 +728,7 @@ namespace sw
Do
{
sampleQuad(texture, c, u0, v0, w, lod, face, secondLOD);
sampleQuad(texture, c, u0, v0, w, offset, hasOffset, lod, face, secondLOD);
u0 += du;
v0 += dv;
......@@ -749,19 +749,19 @@ namespace sw
}
}
void SamplerCore::sampleQuad(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Int face[4], bool secondLOD)
void SamplerCore::sampleQuad(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, Int face[4], bool secondLOD)
{
if(state.textureType != TEXTURE_3D)
{
sampleQuad2D(texture, c, u, v, w, lod, face, secondLOD);
sampleQuad2D(texture, c, u, v, w, offset, hasOffset, lod, face, secondLOD);
}
else
{
sample3D(texture, c, u, v, w, lod, secondLOD);
sample3D(texture, c, u, v, w, offset, hasOffset, lod, secondLOD);
}
}
void SamplerCore::sampleQuad2D(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Int face[4], bool secondLOD)
void SamplerCore::sampleQuad2D(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, Int face[4], bool secondLOD)
{
int componentCount = textureComponentCount();
bool gather = state.textureFilter == FILTER_GATHER;
......@@ -777,7 +777,7 @@ namespace sw
if(state.textureFilter == FILTER_POINT)
{
sampleTexel(c, uuuu, vvvv, wwww, mipmap, buffer);
sampleTexel(c, uuuu, vvvv, wwww, offset, hasOffset, mipmap, buffer);
}
else
{
......@@ -791,10 +791,10 @@ namespace sw
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);
sampleTexel(c0, uuuu0, vvvv0, wwww, mipmap, buffer);
sampleTexel(c1, uuuu1, vvvv0, wwww, mipmap, buffer);
sampleTexel(c2, uuuu0, vvvv1, wwww, mipmap, buffer);
sampleTexel(c3, uuuu1, vvvv1, wwww, mipmap, buffer);
sampleTexel(c0, uuuu0, vvvv0, wwww, offset, hasOffset, mipmap, buffer);
sampleTexel(c1, uuuu1, vvvv0, wwww, offset, hasOffset, mipmap, buffer);
sampleTexel(c2, uuuu0, vvvv1, wwww, offset, hasOffset, mipmap, buffer);
sampleTexel(c3, uuuu1, vvvv1, wwww, offset, hasOffset, mipmap, buffer);
if(!gather) // Blend
{
......@@ -966,7 +966,7 @@ namespace sw
}
}
void SamplerCore::sample3D(Pointer<Byte> &texture, Vector4s &c_, Float4 &u_, Float4 &v_, Float4 &w_, Float &lod, bool secondLOD)
void SamplerCore::sample3D(Pointer<Byte> &texture, Vector4s &c_, Float4 &u_, Float4 &v_, Float4 &w_, Vector4f &offset, bool hasOffset, Float &lod, bool secondLOD)
{
int componentCount = textureComponentCount();
......@@ -982,7 +982,7 @@ namespace sw
if(state.textureFilter == FILTER_POINT)
{
sampleTexel(c_, uuuu, vvvv, wwww, mipmap, buffer);
sampleTexel(c_, uuuu, vvvv, wwww, offset, hasOffset, mipmap, buffer);
}
else
{
......@@ -1066,7 +1066,7 @@ namespace sw
{
for(int k = 0; k < 2; k++)
{
sampleTexel(c[i][j][k], u[i][j][k], v[i][j][k], s[i][j][k], mipmap, buffer);
sampleTexel(c[i][j][k], u[i][j][k], v[i][j][k], s[i][j][k], offset, hasOffset, mipmap, buffer);
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]); }
......@@ -1097,15 +1097,15 @@ namespace sw
}
}
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)
void SamplerCore::sampleFloatFilter(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, 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, method);
sampleFloatAniso(texture, c, u, v, w, offset, hasOffset, 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, method);
sampleFloatAniso(texture, cc, u, v, w, offset, hasOffset, lod, anisotropy, uDelta, vDelta, face, true, method);
Float4 lod4 = Float4(Frac(lod));
......@@ -1172,11 +1172,11 @@ namespace sw
}
}
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)
void SamplerCore::sampleFloatAniso(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerMethod method)
{
if(state.textureFilter != FILTER_ANISOTROPIC || method == Lod)
{
sampleFloat(texture, c, u, v, w, lod, face, secondLOD);
sampleFloat(texture, c, u, v, w, offset, hasOffset, lod, face, secondLOD);
}
else
{
......@@ -1205,7 +1205,7 @@ namespace sw
Do
{
sampleFloat(texture, c, u0, v0, w, lod, face, secondLOD);
sampleFloat(texture, c, u0, v0, w, offset, hasOffset, lod, face, secondLOD);
u0 += du;
v0 += dv;
......@@ -1226,19 +1226,19 @@ namespace sw
}
}
void SamplerCore::sampleFloat(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Int face[4], bool secondLOD)
void SamplerCore::sampleFloat(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, Int face[4], bool secondLOD)
{
if(state.textureType != TEXTURE_3D)
{
sampleFloat2D(texture, c, u, v, w, lod, face, secondLOD);
sampleFloat2D(texture, c, u, v, w, offset, hasOffset, lod, face, secondLOD);
}
else
{
sampleFloat3D(texture, c, u, v, w, lod, secondLOD);
sampleFloat3D(texture, c, u, v, w, offset, hasOffset, lod, secondLOD);
}
}
void SamplerCore::sampleFloat2D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Int face[4], bool secondLOD)
void SamplerCore::sampleFloat2D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, Int face[4], bool secondLOD)
{
int componentCount = textureComponentCount();
bool gather = state.textureFilter == FILTER_GATHER;
......@@ -1254,7 +1254,7 @@ namespace sw
if(state.textureFilter == FILTER_POINT)
{
sampleTexel(c, uuuu, vvvv, wwww, w, mipmap, buffer);
sampleTexel(c, uuuu, vvvv, wwww, offset, hasOffset, w, mipmap, buffer);
}
else
{
......@@ -1268,10 +1268,10 @@ namespace sw
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);
sampleTexel(c0, uuuu0, vvvv0, wwww, w, mipmap, buffer);
sampleTexel(c1, uuuu1, vvvv0, wwww, w, mipmap, buffer);
sampleTexel(c2, uuuu0, vvvv1, wwww, w, mipmap, buffer);
sampleTexel(c3, uuuu1, vvvv1, wwww, w, mipmap, buffer);
sampleTexel(c0, uuuu0, vvvv0, wwww, offset, hasOffset, w, mipmap, buffer);
sampleTexel(c1, uuuu1, vvvv0, wwww, offset, hasOffset, w, mipmap, buffer);
sampleTexel(c2, uuuu0, vvvv1, wwww, offset, hasOffset, w, mipmap, buffer);
sampleTexel(c3, uuuu1, vvvv1, wwww, offset, hasOffset, w, mipmap, buffer);
if(!gather) // Blend
{
......@@ -1304,7 +1304,7 @@ namespace sw
}
}
void SamplerCore::sampleFloat3D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, bool secondLOD)
void SamplerCore::sampleFloat3D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, bool secondLOD)
{
int componentCount = textureComponentCount();
......@@ -1320,7 +1320,7 @@ namespace sw
if(state.textureFilter == FILTER_POINT)
{
sampleTexel(c, uuuu, vvvv, wwww, w, mipmap, buffer);
sampleTexel(c, uuuu, vvvv, wwww, offset, hasOffset, w, mipmap, buffer);
}
else
{
......@@ -1340,14 +1340,14 @@ namespace sw
Short4 vvvv1 = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), state.addressingModeV == ADDRESSING_WRAP, +1, lod);
Short4 wwww1 = offsetSample(wwww, mipmap, OFFSET(Mipmap,wHalf), state.addressingModeW == ADDRESSING_WRAP, +1, lod);
sampleTexel(c0, uuuu0, vvvv0, wwww0, w, mipmap, buffer);
sampleTexel(c1, uuuu1, vvvv0, wwww0, w, mipmap, buffer);
sampleTexel(c2, uuuu0, vvvv1, wwww0, w, mipmap, buffer);
sampleTexel(c3, uuuu1, vvvv1, wwww0, w, mipmap, buffer);
sampleTexel(c4, uuuu0, vvvv0, wwww1, w, mipmap, buffer);
sampleTexel(c5, uuuu1, vvvv0, wwww1, w, mipmap, buffer);
sampleTexel(c6, uuuu0, vvvv1, wwww1, w, mipmap, buffer);
sampleTexel(c7, uuuu1, vvvv1, wwww1, w, mipmap, buffer);
sampleTexel(c0, uuuu0, vvvv0, wwww0, offset, hasOffset, w, mipmap, buffer);
sampleTexel(c1, uuuu1, vvvv0, wwww0, offset, hasOffset, w, mipmap, buffer);
sampleTexel(c2, uuuu0, vvvv1, wwww0, offset, hasOffset, w, mipmap, buffer);
sampleTexel(c3, uuuu1, vvvv1, wwww0, offset, hasOffset, w, mipmap, buffer);
sampleTexel(c4, uuuu0, vvvv0, wwww1, offset, hasOffset, w, mipmap, buffer);
sampleTexel(c5, uuuu1, vvvv0, wwww1, offset, hasOffset, w, mipmap, buffer);
sampleTexel(c6, uuuu0, vvvv1, wwww1, offset, hasOffset, w, mipmap, buffer);
sampleTexel(c7, uuuu1, vvvv1, wwww1, offset, hasOffset, w, mipmap, buffer);
// Fractions
Float4 fu = Frac(Float4(As<UShort4>(uuuu0)) * *Pointer<Float4>(mipmap + OFFSET(Mipmap,fWidth)));
......@@ -1640,11 +1640,34 @@ namespace sw
lodZ = z * M;
}
void SamplerCore::computeIndices(Int index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, const Pointer<Byte> &mipmap)
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;
default:
ASSERT(false);
}
return As<Short4>(UShort4(tmp));
}
void SamplerCore::computeIndices(Int index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, bool hasOffset, const Pointer<Byte> &mipmap)
{
Short4 uuu2;
if(!state.hasNPOTTexture && !hasFloatTexture())
if(!state.hasNPOTTexture && !hasFloatTexture() && !hasOffset)
{
vvvv = As<UShort4>(vvvv) >> *Pointer<Long1>(mipmap + OFFSET(Mipmap,vFrac));
uuu2 = uuuu;
......@@ -1657,6 +1680,12 @@ namespace sw
{
uuuu = MulHigh(As<UShort4>(uuuu), *Pointer<UShort4>(mipmap + OFFSET(Mipmap,width)));
vvvv = MulHigh(As<UShort4>(vvvv), *Pointer<UShort4>(mipmap + OFFSET(Mipmap,height)));
if(hasOffset)
{
uuuu = applyOffset(uuuu, offset.x, Int4(*Pointer<UShort4>(mipmap + OFFSET(Mipmap, width))), state.addressingModeU);
vvvv = applyOffset(vvvv, offset.y, Int4(*Pointer<UShort4>(mipmap + OFFSET(Mipmap, height))), state.addressingModeV);
}
uuu2 = uuuu;
uuuu = As<Short4>(UnpackLow(uuuu, vvvv));
uuu2 = As<Short4>(UnpackHigh(uuu2, vvvv));
......@@ -1669,6 +1698,10 @@ namespace sw
if(state.textureType != TEXTURE_2D_ARRAY)
{
wwww = MulHigh(As<UShort4>(wwww), *Pointer<UShort4>(mipmap + OFFSET(Mipmap, depth)));
if(hasOffset)
{
wwww = applyOffset(wwww, offset.z, Int4(*Pointer<UShort4>(mipmap + OFFSET(Mipmap, depth))), state.addressingModeW);
}
}
Short4 www2 = wwww;
wwww = As<Short4>(UnpackLow(wwww, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
......@@ -1685,11 +1718,11 @@ namespace sw
index[3] = Extract(As<Int2>(uuu2), 1);
}
void SamplerCore::sampleTexel(Vector4s &c, Short4 &uuuu, Short4 &vvvv, Short4 &wwww, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4])
void SamplerCore::sampleTexel(Vector4s &c, Short4 &uuuu, Short4 &vvvv, Short4 &wwww, Vector4f &offset, bool hasOffset, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4])
{
Int index[4];
computeIndices(index, uuuu, vvvv, wwww, mipmap);
computeIndices(index, uuuu, vvvv, wwww, offset, hasOffset, mipmap);
int f0 = state.textureType == TEXTURE_CUBE ? 0 : 0;
int f1 = state.textureType == TEXTURE_CUBE ? 1 : 0;
......@@ -1925,7 +1958,7 @@ namespace sw
c0 = c0 | (c1 << 8) | (c2 << 16) | (c3 << 24);
UShort4 Y = As<UShort4>(Unpack(As<Byte4>(c0)));
computeIndices(index, uuuu, vvvv, wwww, mipmap + sizeof(Mipmap));
computeIndices(index, uuuu, vvvv, wwww, offset, hasOffset, mipmap + sizeof(Mipmap));
c0 = Int(*Pointer<Byte>(buffer[1] + index[0]));
c1 = Int(*Pointer<Byte>(buffer[1] + index[1]));
c2 = Int(*Pointer<Byte>(buffer[1] + index[2]));
......@@ -1962,11 +1995,11 @@ namespace sw
else ASSERT(false);
}
void SamplerCore::sampleTexel(Vector4f &c, Short4 &uuuu, Short4 &vvvv, Short4 &wwww, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4])
void SamplerCore::sampleTexel(Vector4f &c, Short4 &uuuu, Short4 &vvvv, Short4 &wwww, Vector4f &offset, bool hasOffset, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4])
{
Int index[4];
computeIndices(index, uuuu, vvvv, wwww, mipmap);
computeIndices(index, uuuu, vvvv, wwww, offset, hasOffset, mipmap);
int f0 = state.textureType == TEXTURE_CUBE ? 0 : 0;
int f1 = state.textureType == TEXTURE_CUBE ? 1 : 0;
......
......@@ -34,31 +34,32 @@ namespace sw
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, 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);
void sampleTexture(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerMethod method = Implicit, bool hasOffset = false);
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 sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, bool hasOffset, 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], 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], 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 sampleFilter(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, 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, Vector4f &offset, bool hasOffset, 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, Vector4f &offset, bool hasOffset, Float &lod, Int face[4], bool secondLOD);
void sampleQuad2D(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, Int face[4], bool secondLOD);
void sample3D(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, bool secondLOD);
void sampleFloatFilter(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, 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, Vector4f &offset, bool hasOffset, 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, Vector4f &offset, bool hasOffset, Float &lod, Int face[4], bool secondLOD);
void sampleFloat2D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, Int face[4], bool secondLOD);
void sampleFloat3D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, 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, SamplerMethod method);
void computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &x, Float4 &y, Float4 &z, 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 &lodX, Float4 &lodY, Float4 &lodZ, 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]);
void sampleTexel(Vector4f &c, Short4 &u, Short4 &v, Short4 &s, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4]);
Short4 applyOffset(Short4 &uvw, Float4 &offset, const Int4 &whd, AddressingMode mode);
void computeIndices(Int index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, bool hasOffset, const Pointer<Byte> &mipmap);
void sampleTexel(Vector4s &c, Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, bool hasOffset, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4]);
void sampleTexel(Vector4f &c, Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, bool hasOffset, 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);
Short4 address(Float4 &uw, AddressingMode addressingMode, Pointer<Byte>& mipmap);
......
......@@ -322,7 +322,7 @@ namespace sw
case Shader::OPCODE_NE: notEqual(d, s0, s1); break;
case Shader::OPCODE_TEXLDL: TEXLDL(d, s0, src1); break;
case Shader::OPCODE_TEX: TEX(d, s0, src1); break;
case Shader::OPCODE_TEXOFFSET: TEXOFFSET(d, s0, src1, s2, s3); break;
case Shader::OPCODE_TEXOFFSET: TEXOFFSET(d, s0, src1, s2); break;
case Shader::OPCODE_TEXLDLOFFSET: TEXLDL(d, s0, src1, s2); break;
case Shader::OPCODE_TEXELFETCH: TEXELFETCH(d, s0, src1, s2); break;
case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCH(d, s0, src1, s2, s3); break;
......@@ -1533,23 +1533,24 @@ namespace sw
void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1)
{
sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, a0, a0, Lod);
sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, a0, a0, src0, Lod, false);
}
void VertexProgram::TEX(Vector4f &dst, Vector4f &src0, const Src &src1)
{
Float4 lod0 = Float4(0.0f);
sampleTexture(dst, src1, src0.x, src0.y, src0.z, lod0, a0, a0, Lod);
sampleTexture(dst, src1, src0.x, src0.y, src0.z, lod0, a0, a0, src0, Lod, false);
}
void VertexProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
void VertexProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2)
{
UNIMPLEMENTED();
Float4 lod0 = Float4(0.0f);
sampleTexture(dst, src1, src0.x, src0.y, src0.z, lod0, a0, a0, src2, Lod, true);
}
void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src, const Src&, Vector4f &offset)
void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src, const Src& src1, Vector4f &offset)
{
UNIMPLEMENTED();
sampleTexture(dst, src1, src.x, src.y, src.z, src.w, a0, a0, offset, Lod, true);
}
void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2)
......@@ -1565,12 +1566,13 @@ namespace sw
void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
{
Float4 lod0 = Float4(0.0f);
sampleTexture(dst, src1, src0.x, src0.y, src0.z, lod0, src2, src3, Grad);
sampleTexture(dst, src1, src0.x, src0.y, src0.z, lod0, src2, src3, src0, Grad, false);
}
void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, Vector4f &offset)
{
UNIMPLEMENTED();
Float4 lod0 = Float4(0.0f);
sampleTexture(dst, src1, src0.x, src0.y, src0.z, lod0, src2, src3, offset, Grad, true);
}
void VertexProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1)
......@@ -1585,14 +1587,14 @@ namespace sw
}
}
void VertexProgram::sampleTexture(Vector4f &c, const Src &s, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, SamplerMethod method)
void VertexProgram::sampleTexture(Vector4f &c, const Src &s, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerMethod method, bool hasOffset)
{
Vector4f tmp;
if(s.type == Shader::PARAMETER_SAMPLER && s.rel.type == Shader::PARAMETER_VOID)
{
Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[TEXTURE_IMAGE_UNITS]) + s.index * sizeof(Texture);
sampler[s.index]->sampleTexture(texture, tmp, u, v, w, q, dsx, dsy, method);
sampler[s.index]->sampleTexture(texture, tmp, u, v, w, q, dsx, dsy, offset, method, hasOffset);
}
else
{
......@@ -1605,7 +1607,7 @@ namespace sw
If(index == i)
{
Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[TEXTURE_IMAGE_UNITS]) + i * sizeof(Texture);
sampler[i]->sampleTexture(texture, tmp, u, v, w, q, dsx, dsy, method);
sampler[i]->sampleTexture(texture, tmp, u, v, w, q, dsx, dsy, offset, method, hasOffset);
// FIXME: When the sampler states are the same, we could use one sampler and just index the texture
}
}
......
......@@ -108,7 +108,7 @@ namespace sw
void LEAVE();
void TEXLDL(Vector4f &dst, Vector4f &src, const Src&);
void TEX(Vector4f &dst, Vector4f &src, const Src&);
void TEXOFFSET(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3);
void TEXOFFSET(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2);
void TEXLDL(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2);
void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2);
void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3);
......@@ -116,7 +116,7 @@ namespace sw
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, Vector4f &dsx, Vector4f &dsy, SamplerMethod method);
void sampleTexture(Vector4f &c, const Src &s, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerMethod method, bool hasOffset);
SamplerCore *sampler[VERTEX_TEXTURE_IMAGE_UNITS];
......
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