Commit 2e40a573 by Nicolas Capens Committed by Nicolas Capens

Refactor sampling code

- Sort the coordinates and operands in the same order as for the SPIR-V instructions. - Renamed 'q' to 'dRef'. - Used integer type for offset operands. - Renamed 'addressingModeY' to 'addressingModeA'. Note this is only used by cube array coordinates. 2D array coordinates use 'addressingModeW' at the moment. - Removed array layer coordinate parameter from 3D sampling. - Added 'dRef' operand for 3D sampling. Bug: b/162315264 Change-Id: Ia24aa22a57ba5507aa4c8cf617f49f18ccca59c5 Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/47097 Presubmit-Ready: Nicolas Capens <nicolascapens@google.com> Kokoro-Result: kokoro <noreply+kokoro@google.com> Tested-by: 's avatarNicolas Capens <nicolascapens@google.com> Reviewed-by: 's avatarAlexis Hétu <sugoi@google.com>
parent d0b7d1e3
......@@ -97,7 +97,7 @@ struct Sampler
AddressingMode addressingModeU;
AddressingMode addressingModeV;
AddressingMode addressingModeW;
AddressingMode addressingModeY;
AddressingMode addressingModeA;
MipmapType mipmapFilter;
VkComponentMapping swizzle;
int gatherComponent;
......
......@@ -55,16 +55,14 @@ SamplerCore::SamplerCore(Pointer<Byte> &constants, const Sampler &state)
, state(state)
{
}
Vector4f SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 uvw[4], Float4 &q, Float &&lodOrBias, Float4 &dsx, Float4 &dsy, Vector4f &offset, Int4 &sampleId, SamplerFunction function)
Vector4f SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 uvwa[4], Float4 &dRef, Float &&lodOrBias, Float4 &dsx, Float4 &dsy, Vector4i &offset, Int4 &sample, SamplerFunction function)
{
Vector4f c;
Float4 uuuu = uvw[0];
Float4 vvvv = uvw[1];
Float4 wwww = uvw[2];
Float4 cubeArrayCoord = uvw[3];
Float4 qqqq = q;
Float4 uuuu = uvwa[0];
Float4 vvvv = uvwa[1];
Float4 wwww = uvwa[2];
Float4 cubeArrayCoord = uvwa[3];
Float lod;
Float anisotropy;
......@@ -74,7 +72,7 @@ Vector4f SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 uvw[4], Float
if(isCube())
{
Int4 face = cubeFace(uuuu, vvvv, uvw[0], uvw[1], uvw[2], M);
Int4 face = cubeFace(uuuu, vvvv, uvwa[0], uvwa[1], uvwa[2], M);
wwww = As<Float4>(face);
}
......@@ -88,7 +86,7 @@ Vector4f SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 uvw[4], Float
}
else
{
computeLodCube(texture, lod, uvw[0], uvw[1], uvw[2], dsx, dsy, M, function);
computeLodCube(texture, lod, uvwa[0], uvwa[1], uvwa[2], dsx, dsy, M, function);
}
}
else
......@@ -156,7 +154,7 @@ Vector4f SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 uvw[4], Float
if(use32BitFiltering)
{
c = sampleFloatFilter(texture, uuuu, vvvv, wwww, qqqq, offset, cubeArrayCoord, sampleId, lod, anisotropy, uDelta, vDelta, function);
c = sampleFloatFilter(texture, uuuu, vvvv, wwww, cubeArrayCoord, dRef, offset, sample, lod, anisotropy, uDelta, vDelta, function);
if(!hasFloatTexture() && !hasUnnormalizedIntegerTexture() && !state.compareEnable)
{
......@@ -212,7 +210,7 @@ Vector4f SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 uvw[4], Float
}
else // 16-bit filtering.
{
Vector4s cs = sampleFilter(texture, uuuu, vvvv, wwww, offset, cubeArrayCoord, sampleId, lod, anisotropy, uDelta, vDelta, function);
Vector4s cs = sampleFilter(texture, uuuu, vvvv, wwww, cubeArrayCoord, offset, sample, lod, anisotropy, uDelta, vDelta, function);
switch(state.textureFormat)
{
......@@ -344,9 +342,9 @@ Short4 SamplerCore::offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOff
return uvw;
}
Vector4s SamplerCore::sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function)
Vector4s SamplerCore::sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &cubeArrayCoord, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function)
{
Vector4s c = sampleAniso(texture, u, v, w, offset, cubeArrayCoord, sampleId, lod, anisotropy, uDelta, vDelta, false, function);
Vector4s c = sampleAniso(texture, u, v, w, cubeArrayCoord, offset, sample, lod, anisotropy, uDelta, vDelta, false, function);
if(function == Fetch)
{
......@@ -355,7 +353,7 @@ Vector4s SamplerCore::sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v,
if(state.mipmapFilter == MIPMAP_LINEAR)
{
Vector4s cc = sampleAniso(texture, u, v, w, offset, cubeArrayCoord, sampleId, lod, anisotropy, uDelta, vDelta, true, function);
Vector4s cc = sampleAniso(texture, u, v, w, cubeArrayCoord, offset, sample, lod, anisotropy, uDelta, vDelta, true, function);
lod *= Float(1 << 16);
......@@ -413,13 +411,13 @@ Vector4s SamplerCore::sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v,
return c;
}
Vector4s SamplerCore::sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD, SamplerFunction function)
Vector4s SamplerCore::sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &cubeArrayCoord, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD, SamplerFunction function)
{
Vector4s c;
if(state.textureFilter != FILTER_ANISOTROPIC || function == Lod || function == Fetch)
{
c = sampleQuad(texture, u, v, w, offset, cubeArrayCoord, sampleId, lod, secondLOD, function);
c = sampleQuad(texture, u, v, w, cubeArrayCoord, offset, sample, lod, secondLOD, function);
}
else
{
......@@ -450,7 +448,7 @@ Vector4s SamplerCore::sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v,
Do
{
c = sampleQuad(texture, u0, v0, w, offset, cubeArrayCoord, sampleId, lod, secondLOD, function);
c = sampleQuad(texture, u0, v0, w, cubeArrayCoord, offset, sample, lod, secondLOD, function);
u0 += du;
v0 += dv;
......@@ -497,19 +495,19 @@ Vector4s SamplerCore::sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v,
return c;
}
Vector4s SamplerCore::sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, bool secondLOD, SamplerFunction function)
Vector4s SamplerCore::sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &cubeArrayCoord, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function)
{
if(state.textureType != VK_IMAGE_VIEW_TYPE_3D)
{
return sampleQuad2D(texture, u, v, w, offset, cubeArrayCoord, sampleId, lod, secondLOD, function);
return sampleQuad2D(texture, u, v, w, cubeArrayCoord, offset, sample, lod, secondLOD, function);
}
else
{
return sample3D(texture, u, v, w, offset, cubeArrayCoord, sampleId, lod, secondLOD, function);
return sample3D(texture, u, v, w, offset, sample, lod, secondLOD, function);
}
}
Vector4s SamplerCore::sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, bool secondLOD, SamplerFunction function)
Vector4s SamplerCore::sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &cubeArrayCoord, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function)
{
Vector4s c;
......@@ -524,15 +522,15 @@ Vector4s SamplerCore::sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v,
Short4 vvvv = address(v, state.addressingModeV, mipmap);
Short4 wwww = address(w, state.addressingModeW, mipmap);
Short4 cubeArrayId(0);
Short4 cubeArrayLayer(0);
if(state.textureType == VK_IMAGE_VIEW_TYPE_CUBE_ARRAY)
{
cubeArrayId = address(cubeArrayCoord, state.addressingModeY, mipmap);
cubeArrayLayer = address(cubeArrayCoord, state.addressingModeA, mipmap);
}
if(state.textureFilter == FILTER_POINT)
{
c = sampleTexel(uuuu, vvvv, wwww, offset, mipmap, cubeArrayId, sampleId, buffer, function);
c = sampleTexel(uuuu, vvvv, wwww, cubeArrayLayer, offset, sample, mipmap, buffer, function);
}
else
{
......@@ -541,10 +539,10 @@ Vector4s SamplerCore::sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v,
Short4 uuuu1 = offsetSample(uuuu, mipmap, OFFSET(Mipmap, uHalf), state.addressingModeU == ADDRESSING_WRAP, +1, lod);
Short4 vvvv1 = offsetSample(vvvv, mipmap, OFFSET(Mipmap, vHalf), state.addressingModeV == ADDRESSING_WRAP, +1, lod);
Vector4s c00 = sampleTexel(uuuu0, vvvv0, wwww, offset, mipmap, cubeArrayId, sampleId, buffer, function);
Vector4s c10 = sampleTexel(uuuu1, vvvv0, wwww, offset, mipmap, cubeArrayId, sampleId, buffer, function);
Vector4s c01 = sampleTexel(uuuu0, vvvv1, wwww, offset, mipmap, cubeArrayId, sampleId, buffer, function);
Vector4s c11 = sampleTexel(uuuu1, vvvv1, wwww, offset, mipmap, cubeArrayId, sampleId, buffer, function);
Vector4s c00 = sampleTexel(uuuu0, vvvv0, wwww, cubeArrayLayer, offset, sample, mipmap, buffer, function);
Vector4s c10 = sampleTexel(uuuu1, vvvv0, wwww, cubeArrayLayer, offset, sample, mipmap, buffer, function);
Vector4s c01 = sampleTexel(uuuu0, vvvv1, wwww, cubeArrayLayer, offset, sample, mipmap, buffer, function);
Vector4s c11 = sampleTexel(uuuu1, vvvv1, wwww, cubeArrayLayer, offset, sample, mipmap, buffer, function);
if(!gather) // Blend
{
......@@ -717,7 +715,7 @@ Vector4s SamplerCore::sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v,
return c;
}
Vector4s SamplerCore::sample3D(Pointer<Byte> &texture, Float4 &u_, Float4 &v_, Float4 &w_, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, bool secondLOD, SamplerFunction function)
Vector4s SamplerCore::sample3D(Pointer<Byte> &texture, Float4 &u_, Float4 &v_, Float4 &w_, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function)
{
Vector4s c_;
......@@ -731,15 +729,9 @@ Vector4s SamplerCore::sample3D(Pointer<Byte> &texture, Float4 &u_, Float4 &v_, F
Short4 vvvv = address(v_, state.addressingModeV, mipmap);
Short4 wwww = address(w_, state.addressingModeW, mipmap);
Short4 cubeArrayId(0);
if(state.textureType == VK_IMAGE_VIEW_TYPE_CUBE_ARRAY)
{
cubeArrayId = address(cubeArrayCoord, state.addressingModeY, mipmap);
}
if(state.textureFilter == FILTER_POINT)
{
c_ = sampleTexel(uuuu, vvvv, wwww, offset, mipmap, cubeArrayId, sampleId, buffer, function);
c_ = sampleTexel(uuuu, vvvv, wwww, 0, offset, sample, mipmap, buffer, function);
}
else
{
......@@ -811,7 +803,7 @@ Vector4s SamplerCore::sample3D(Pointer<Byte> &texture, Float4 &u_, Float4 &v_, F
{
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, cubeArrayId, sampleId, buffer, function);
c[i][j][k] = sampleTexel(u[i][j][k], v[i][j][k], s[i][j][k], 0, offset, sample, mipmap, buffer, function);
if(componentCount >= 1)
{
......@@ -872,9 +864,9 @@ Vector4s SamplerCore::sample3D(Pointer<Byte> &texture, Float4 &u_, Float4 &v_, F
return c_;
}
Vector4f SamplerCore::sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function)
Vector4f SamplerCore::sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &cubeArrayCoord, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function)
{
Vector4f c = sampleFloatAniso(texture, u, v, w, q, offset, cubeArrayCoord, sampleId, lod, anisotropy, uDelta, vDelta, false, function);
Vector4f c = sampleFloatAniso(texture, u, v, w, cubeArrayCoord, dRef, offset, sample, lod, anisotropy, uDelta, vDelta, false, function);
if(function == Fetch)
{
......@@ -883,7 +875,7 @@ Vector4f SamplerCore::sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float
if(state.mipmapFilter == MIPMAP_LINEAR)
{
Vector4f cc = sampleFloatAniso(texture, u, v, w, q, offset, cubeArrayCoord, sampleId, lod, anisotropy, uDelta, vDelta, true, function);
Vector4f cc = sampleFloatAniso(texture, u, v, w, cubeArrayCoord, dRef, offset, sample, lod, anisotropy, uDelta, vDelta, true, function);
Float4 lod4 = Float4(Frac(lod));
......@@ -896,13 +888,13 @@ Vector4f SamplerCore::sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float
return c;
}
Vector4f SamplerCore::sampleFloatAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD, SamplerFunction function)
Vector4f SamplerCore::sampleFloatAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &cubeArrayCoord, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD, SamplerFunction function)
{
Vector4f c;
if(state.textureFilter != FILTER_ANISOTROPIC || function == Lod || function == Fetch)
{
c = sampleFloat(texture, u, v, w, q, offset, cubeArrayCoord, sampleId, lod, secondLOD, function);
c = sampleFloat(texture, u, v, w, cubeArrayCoord, dRef, offset, sample, lod, secondLOD, function);
}
else
{
......@@ -931,7 +923,7 @@ Vector4f SamplerCore::sampleFloatAniso(Pointer<Byte> &texture, Float4 &u, Float4
Do
{
c = sampleFloat(texture, u0, v0, w, q, offset, cubeArrayCoord, sampleId, lod, secondLOD, function);
c = sampleFloat(texture, u0, v0, w, cubeArrayCoord, dRef, offset, sample, lod, secondLOD, function);
u0 += du;
v0 += dv;
......@@ -954,19 +946,19 @@ Vector4f SamplerCore::sampleFloatAniso(Pointer<Byte> &texture, Float4 &u, Float4
return c;
}
Vector4f SamplerCore::sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, bool secondLOD, SamplerFunction function)
Vector4f SamplerCore::sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &cubeArrayCoord, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function)
{
if(state.textureType != VK_IMAGE_VIEW_TYPE_3D)
{
return sampleFloat2D(texture, u, v, w, q, offset, cubeArrayCoord, sampleId, lod, secondLOD, function);
return sampleFloat2D(texture, u, v, w, cubeArrayCoord, dRef, offset, sample, lod, secondLOD, function);
}
else
{
return sampleFloat3D(texture, u, v, w, offset, cubeArrayCoord, sampleId, lod, secondLOD, function);
return sampleFloat3D(texture, u, v, w, dRef, offset, sample, lod, secondLOD, function);
}
}
Vector4f SamplerCore::sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, bool secondLOD, SamplerFunction function)
Vector4f SamplerCore::sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &cubeArrayCoord, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function)
{
Vector4f c;
......@@ -984,10 +976,10 @@ Vector4f SamplerCore::sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v
address(v, y0, y1, fv, mipmap, offset.y, filter, OFFSET(Mipmap, height), state.addressingModeV, function);
address(w, z0, z0, fw, mipmap, offset.z, filter, OFFSET(Mipmap, depth), state.addressingModeW, function);
Int4 cubeArrayId(0);
Int4 cubeArrayLayer(0);
if(state.textureType == VK_IMAGE_VIEW_TYPE_CUBE_ARRAY)
{
address(cubeArrayCoord, cubeArrayId, cubeArrayId, fw, mipmap, offset.w, filter, OFFSET(Mipmap, depth), state.addressingModeY, function);
address(cubeArrayCoord, cubeArrayLayer, cubeArrayLayer, fw, mipmap, offset.w, filter, OFFSET(Mipmap, depth), state.addressingModeA, function);
}
Int4 pitchP = *Pointer<Int4>(mipmap + OFFSET(Mipmap, pitchP), 16);
......@@ -999,16 +991,16 @@ Vector4f SamplerCore::sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v
if(state.textureFilter == FILTER_POINT || (function == Fetch))
{
c = sampleTexel(x0, y0, z0, q, mipmap, cubeArrayId, sampleId, buffer, function);
c = sampleTexel(x0, y0, z0, cubeArrayLayer, dRef, sample, mipmap, buffer, function);
}
else
{
y1 *= pitchP;
Vector4f c00 = sampleTexel(x0, y0, z0, q, mipmap, cubeArrayId, sampleId, buffer, function);
Vector4f c10 = sampleTexel(x1, y0, z0, q, mipmap, cubeArrayId, sampleId, buffer, function);
Vector4f c01 = sampleTexel(x0, y1, z0, q, mipmap, cubeArrayId, sampleId, buffer, function);
Vector4f c11 = sampleTexel(x1, y1, z0, q, mipmap, cubeArrayId, sampleId, buffer, function);
Vector4f c00 = sampleTexel(x0, y0, z0, cubeArrayLayer, dRef, sample, mipmap, buffer, function);
Vector4f c10 = sampleTexel(x1, y0, z0, cubeArrayLayer, dRef, sample, mipmap, buffer, function);
Vector4f c01 = sampleTexel(x0, y1, z0, cubeArrayLayer, dRef, sample, mipmap, buffer, function);
Vector4f c11 = sampleTexel(x1, y1, z0, cubeArrayLayer, dRef, sample, mipmap, buffer, function);
if(!gather) // Blend
{
......@@ -1049,7 +1041,7 @@ Vector4f SamplerCore::sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v
return c;
}
Vector4f SamplerCore::sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, bool secondLOD, SamplerFunction function)
Vector4f SamplerCore::sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function)
{
Vector4f c;
......@@ -1066,12 +1058,6 @@ Vector4f SamplerCore::sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v
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 cubeArrayId(0);
if(state.textureType == VK_IMAGE_VIEW_TYPE_CUBE_ARRAY)
{
address(cubeArrayCoord, cubeArrayId, cubeArrayId, fw, mipmap, offset.w, filter, OFFSET(Mipmap, depth), state.addressingModeY, function);
}
Int4 pitchP = *Pointer<Int4>(mipmap + OFFSET(Mipmap, pitchP), 16);
Int4 sliceP = *Pointer<Int4>(mipmap + OFFSET(Mipmap, sliceP), 16);
y0 *= pitchP;
......@@ -1079,21 +1065,21 @@ Vector4f SamplerCore::sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v
if(state.textureFilter == FILTER_POINT || (function == Fetch))
{
c = sampleTexel(x0, y0, z0, w, mipmap, cubeArrayId, sampleId, buffer, function);
c = sampleTexel(x0, y0, z0, 0, dRef, sample, mipmap, buffer, function);
}
else
{
y1 *= pitchP;
z1 *= sliceP;
Vector4f c000 = sampleTexel(x0, y0, z0, w, mipmap, cubeArrayId, sampleId, buffer, function);
Vector4f c100 = sampleTexel(x1, y0, z0, w, mipmap, cubeArrayId, sampleId, buffer, function);
Vector4f c010 = sampleTexel(x0, y1, z0, w, mipmap, cubeArrayId, sampleId, buffer, function);
Vector4f c110 = sampleTexel(x1, y1, z0, w, mipmap, cubeArrayId, sampleId, buffer, function);
Vector4f c001 = sampleTexel(x0, y0, z1, w, mipmap, cubeArrayId, sampleId, buffer, function);
Vector4f c101 = sampleTexel(x1, y0, z1, w, mipmap, cubeArrayId, sampleId, buffer, function);
Vector4f c011 = sampleTexel(x0, y1, z1, w, mipmap, cubeArrayId, sampleId, buffer, function);
Vector4f c111 = sampleTexel(x1, y1, z1, w, mipmap, cubeArrayId, sampleId, buffer, function);
Vector4f c000 = sampleTexel(x0, y0, z0, 0, dRef, sample, mipmap, buffer, function);
Vector4f c100 = sampleTexel(x1, y0, z0, 0, dRef, sample, mipmap, buffer, function);
Vector4f c010 = sampleTexel(x0, y1, z0, 0, dRef, sample, mipmap, buffer, function);
Vector4f c110 = sampleTexel(x1, y1, z0, 0, dRef, sample, mipmap, buffer, function);
Vector4f c001 = sampleTexel(x0, y0, z1, 0, dRef, sample, mipmap, buffer, function);
Vector4f c101 = sampleTexel(x1, y0, z1, 0, dRef, sample, mipmap, buffer, function);
Vector4f c011 = sampleTexel(x0, y1, z1, 0, dRef, sample, mipmap, buffer, function);
Vector4f c111 = sampleTexel(x1, y1, z1, 0, dRef, sample, mipmap, buffer, function);
// Blend first slice
if(componentCount >= 1) c000.x = c000.x + fu * (c100.x - c000.x);
......@@ -1335,10 +1321,10 @@ Int4 SamplerCore::cubeFace(Float4 &U, Float4 &V, Float4 &x, Float4 &y, Float4 &z
return face;
}
Short4 SamplerCore::applyOffset(Short4 &uvw, Float4 &offset, const Int4 &whd, AddressingMode mode)
Short4 SamplerCore::applyOffset(Short4 &uvw, Int4 &offset, const Int4 &whd, AddressingMode mode)
{
Int4 tmp = Int4(As<UShort4>(uvw));
tmp = tmp + As<Int4>(offset);
tmp = tmp + offset;
switch(mode)
{
......@@ -1360,14 +1346,12 @@ Short4 SamplerCore::applyOffset(Short4 &uvw, Float4 &offset, const Int4 &whd, Ad
return As<Short4>(UShort4(tmp));
}
void SamplerCore::computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, const Pointer<Byte> &mipmap, const Short4 &cubeArrayId, const Int4 &sampleId, SamplerFunction function)
void SamplerCore::computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, const Short4 &cubeArrayLayer, Vector4i &offset, const Int4 &sample, const Pointer<Byte> &mipmap, SamplerFunction function)
{
bool hasOffset = (function.offset != 0);
uuuu = MulHigh(As<UShort4>(uuuu), UShort4(*Pointer<Int4>(mipmap + OFFSET(Mipmap, width))));
vvvv = MulHigh(As<UShort4>(vvvv), UShort4(*Pointer<Int4>(mipmap + OFFSET(Mipmap, height))));
if(hasOffset)
if(function.offset)
{
uuuu = applyOffset(uuuu, offset.x, *Pointer<Int4>(mipmap + OFFSET(Mipmap, width)), state.addressingModeU);
vvvv = applyOffset(vvvv, offset.y, *Pointer<Int4>(mipmap + OFFSET(Mipmap, height)), state.addressingModeV);
......@@ -1385,7 +1369,7 @@ void SamplerCore::computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4
{
wwww = MulHigh(As<UShort4>(wwww), UShort4(*Pointer<Int4>(mipmap + OFFSET(Mipmap, depth))));
if(hasOffset)
if(function.offset)
{
wwww = applyOffset(wwww, offset.z, *Pointer<Int4>(mipmap + OFFSET(Mipmap, depth)), state.addressingModeW);
}
......@@ -1409,7 +1393,7 @@ void SamplerCore::computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4
if(function.sample)
{
UInt4 sampleOffset = Min(As<UInt4>(sampleId), *Pointer<UInt4>(mipmap + OFFSET(Mipmap, sampleMax), 16)) *
UInt4 sampleOffset = Min(As<UInt4>(sample), *Pointer<UInt4>(mipmap + OFFSET(Mipmap, sampleMax), 16)) *
*Pointer<UInt4>(mipmap + OFFSET(Mipmap, samplePitchP), 16);
for(int i = 0; i < 4; i++)
{
......@@ -1419,7 +1403,7 @@ void SamplerCore::computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4
if(state.textureType == VK_IMAGE_VIEW_TYPE_CUBE_ARRAY)
{
UInt4 cubeLayerOffset = As<UInt4>(cubeArrayId) * *Pointer<UInt4>(mipmap + OFFSET(Mipmap, sliceP)) * UInt4(6);
UInt4 cubeLayerOffset = As<UInt4>(cubeArrayLayer) * *Pointer<UInt4>(mipmap + OFFSET(Mipmap, sliceP)) * UInt4(6);
for(int i = 0; i < 4; i++)
{
index[i] += Extract(cubeLayerOffset, i);
......@@ -1427,7 +1411,7 @@ void SamplerCore::computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4
}
}
void SamplerCore::computeIndices(UInt index[4], Int4 uuuu, Int4 vvvv, Int4 wwww, Int4 valid, const Pointer<Byte> &mipmap, const Int4 &cubeArrayId, const Int4 &sampleId, SamplerFunction function)
void SamplerCore::computeIndices(UInt index[4], Int4 uuuu, Int4 vvvv, Int4 wwww, const Int4 &cubeArrayLayer, const Int4 &sample, Int4 valid, const Pointer<Byte> &mipmap, SamplerFunction function)
{
UInt4 indices = uuuu + vvvv;
......@@ -1438,13 +1422,13 @@ void SamplerCore::computeIndices(UInt index[4], Int4 uuuu, Int4 vvvv, Int4 wwww,
if(function.sample)
{
indices += Min(As<UInt4>(sampleId), *Pointer<UInt4>(mipmap + OFFSET(Mipmap, sampleMax), 16)) *
indices += Min(As<UInt4>(sample), *Pointer<UInt4>(mipmap + OFFSET(Mipmap, sampleMax), 16)) *
*Pointer<UInt4>(mipmap + OFFSET(Mipmap, samplePitchP), 16);
}
if(state.textureType == VK_IMAGE_VIEW_TYPE_CUBE_ARRAY)
{
indices += As<UInt4>(cubeArrayId) * *Pointer<UInt4>(mipmap + OFFSET(Mipmap, sliceP)) * UInt4(6);
indices += As<UInt4>(cubeArrayLayer) * *Pointer<UInt4>(mipmap + OFFSET(Mipmap, sliceP)) * UInt4(6);
}
if(borderModeActive())
......@@ -1731,12 +1715,12 @@ Vector4s SamplerCore::sampleTexel(UInt index[4], Pointer<Byte> buffer)
return c;
}
Vector4s SamplerCore::sampleTexel(Short4 &uuuu, Short4 &vvvv, Short4 &wwww, Vector4f &offset, Pointer<Byte> &mipmap, const Short4 &cubeArrayId, const Int4 &sampleId, Pointer<Byte> buffer, SamplerFunction function)
Vector4s SamplerCore::sampleTexel(Short4 &uuuu, Short4 &vvvv, Short4 &wwww, const Short4 &cubeArrayLayer, Vector4i &offset, const Int4 &sample, Pointer<Byte> &mipmap, Pointer<Byte> buffer, SamplerFunction function)
{
Vector4s c;
UInt index[4];
computeIndices(index, uuuu, vvvv, wwww, offset, mipmap, cubeArrayId, sampleId, function);
computeIndices(index, uuuu, vvvv, wwww, cubeArrayLayer, offset, sample, mipmap, function);
if(isYcbcrFormat())
{
......@@ -1757,7 +1741,7 @@ Vector4s SamplerCore::sampleTexel(Short4 &uuuu, Short4 &vvvv, Short4 &wwww, Vect
// Chroma
{
computeIndices(index, uuuu, vvvv, wwww, offset, mipmap + sizeof(Mipmap), cubeArrayId, sampleId, function);
computeIndices(index, uuuu, vvvv, wwww, cubeArrayLayer, offset, sample, mipmap + sizeof(Mipmap), function);
UShort4 U, V;
if(state.textureFormat == VK_FORMAT_G8_B8_R8_3PLANE_420_UNORM)
......@@ -1880,7 +1864,7 @@ Vector4s SamplerCore::sampleTexel(Short4 &uuuu, Short4 &vvvv, Short4 &wwww, Vect
return c;
}
Vector4f SamplerCore::sampleTexel(Int4 &uuuu, Int4 &vvvv, Int4 &wwww, Float4 &z, Pointer<Byte> &mipmap, const Int4 &cubeArrayId, const Int4 &sampleId, Pointer<Byte> buffer, SamplerFunction function)
Vector4f SamplerCore::sampleTexel(Int4 &uuuu, Int4 &vvvv, Int4 &wwww, const Int4 &cubeArrayLayer, Float4 &dRef, const Int4 &sample, Pointer<Byte> &mipmap, Pointer<Byte> buffer, SamplerFunction function)
{
Int4 valid;
......@@ -1891,13 +1875,13 @@ Vector4f SamplerCore::sampleTexel(Int4 &uuuu, Int4 &vvvv, Int4 &wwww, Float4 &z,
if(state.addressingModeU != ADDRESSING_UNUSED) negative |= uuuu;
if(state.addressingModeV != ADDRESSING_UNUSED) negative |= vvvv;
if(state.addressingModeW != ADDRESSING_UNUSED) negative |= wwww;
if(state.addressingModeY != ADDRESSING_UNUSED) negative |= cubeArrayId;
if(state.addressingModeA != ADDRESSING_UNUSED) negative |= cubeArrayLayer;
valid = CmpNLT(negative, Int4(0));
}
UInt index[4];
UInt4 t0, t1, t2, t3;
computeIndices(index, uuuu, vvvv, wwww, valid, mipmap, cubeArrayId, sampleId, function);
computeIndices(index, uuuu, vvvv, wwww, cubeArrayLayer, sample, valid, mipmap, function);
Vector4f c;
......@@ -2049,7 +2033,7 @@ Vector4f SamplerCore::sampleTexel(Int4 &uuuu, Int4 &vvvv, Int4 &wwww, Float4 &z,
if(state.compareEnable)
{
Float4 ref = z;
Float4 ref = dRef;
if(!hasFloatTexture())
{
......@@ -2241,7 +2225,7 @@ static Int4 mod(Int4 n, Int4 d)
return (positive & x) | (~positive & (x + d));
}
void SamplerCore::address(const Float4 &uvw, Int4 &xyz0, Int4 &xyz1, Float4 &f, Pointer<Byte> &mipmap, Float4 &texOffset, Int4 &filter, int whd, AddressingMode addressingMode, SamplerFunction function)
void SamplerCore::address(const Float4 &uvw, Int4 &xyz0, Int4 &xyz1, Float4 &f, Pointer<Byte> &mipmap, Int4 &offset, Int4 &filter, int whd, AddressingMode addressingMode, SamplerFunction function)
{
if(addressingMode == ADDRESSING_UNUSED)
{
......@@ -2253,7 +2237,7 @@ void SamplerCore::address(const Float4 &uvw, Int4 &xyz0, Int4 &xyz1, Float4 &f,
if(function == Fetch)
{
Int4 xyz = (function.offset && (addressingMode != ADDRESSING_LAYER)) ? As<Int4>(uvw) + As<Int4>(texOffset) : As<Int4>(uvw);
Int4 xyz = (function.offset && (addressingMode != ADDRESSING_LAYER)) ? As<Int4>(uvw) + offset : As<Int4>(uvw);
xyz0 = Min(Max(xyz, Int4(0)), maxXYZ);
// VK_EXT_image_robustness requires checking for out-of-bounds accesses.
......@@ -2318,9 +2302,9 @@ void SamplerCore::address(const Float4 &uvw, Int4 &xyz0, Int4 &xyz1, Float4 &f,
Float4 floor = Floor(coord);
xyz0 = Int4(floor);
if(function.offset != 0)
if(function.offset)
{
xyz0 += As<Int4>(texOffset);
xyz0 += offset;
}
xyz1 = xyz0 + Int4(1);
......@@ -2332,7 +2316,7 @@ void SamplerCore::address(const Float4 &uvw, Int4 &xyz0, Int4 &xyz1, Float4 &f,
}
else
{
if(function.offset == 0)
if(!function.offset)
{
switch(addressingMode)
{
......@@ -2376,7 +2360,7 @@ void SamplerCore::address(const Float4 &uvw, Int4 &xyz0, Int4 &xyz1, Float4 &f,
if(state.textureFilter == FILTER_POINT)
{
if(addressingMode == ADDRESSING_BORDER || function.offset != 0)
if(addressingMode == ADDRESSING_BORDER || function.offset)
{
xyz0 = Int4(Floor(coord));
}
......@@ -2402,9 +2386,9 @@ void SamplerCore::address(const Float4 &uvw, Int4 &xyz0, Int4 &xyz1, Float4 &f,
f = coord - floor;
}
if(function.offset != 0)
if(function.offset)
{
xyz0 += As<Int4>(texOffset);
xyz0 += offset;
}
if(addressingMode == ADDRESSING_SEAMLESS) // Adjust for border.
......@@ -2422,7 +2406,7 @@ void SamplerCore::address(const Float4 &uvw, Int4 &xyz0, Int4 &xyz1, Float4 &f,
xyz0 |= border0;
xyz1 |= border1;
}
else if(function.offset != 0)
else if(function.offset)
{
switch(addressingMode)
{
......
......@@ -58,36 +58,36 @@ class SamplerCore
public:
SamplerCore(Pointer<Byte> &constants, const Sampler &state);
Vector4f sampleTexture(Pointer<Byte> &texture, Float4 uvw[4], Float4 &q, Float &&lodOrBias, Float4 &dsx, Float4 &dsy, Vector4f &offset, Int4 &sampleId, SamplerFunction function);
Vector4f sampleTexture(Pointer<Byte> &texture, Float4 uvwa[4], Float4 &q, Float &&lodOrBias, Float4 &dsx, Float4 &dsy, Vector4i &offset, Int4 &sample, SamplerFunction function);
private:
Short4 offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, int count, Float &lod);
Vector4s sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function);
Vector4s sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD, SamplerFunction function);
Vector4s sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, bool secondLOD, SamplerFunction function);
Vector4s sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, bool secondLOD, SamplerFunction function);
Vector4s sample3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, bool secondLOD, SamplerFunction function);
Vector4f sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function);
Vector4f sampleFloatAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD, SamplerFunction function);
Vector4f sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, bool secondLOD, SamplerFunction function);
Vector4f sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, bool secondLOD, SamplerFunction function);
Vector4f sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, bool secondLOD, SamplerFunction function);
Vector4s sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &cubeArrayCoord, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function);
Vector4s sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &cubeArrayCoord, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD, SamplerFunction function);
Vector4s sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &cubeArrayCoord, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function);
Vector4s sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &cubeArrayCoord, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function);
Vector4s sample3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function);
Vector4f sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &cubeArrayCoord, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function);
Vector4f sampleFloatAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &cubeArrayCoord, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD, SamplerFunction function);
Vector4f sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &cubeArrayCoord, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function);
Vector4f sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &cubeArrayCoord, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function);
Vector4f sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function);
Float log2sqrt(Float lod);
Float log2(Float lod);
void computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &u, Float4 &v, Float4 &dsx, Float4 &dsy, SamplerFunction function);
void computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, Float4 &dsx, Float4 &dsy, Float4 &M, SamplerFunction function);
void computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, Float4 &dsx, Float4 &dsy, SamplerFunction function);
Int4 cubeFace(Float4 &U, Float4 &V, Float4 &x, Float4 &y, Float4 &z, Float4 &M);
Short4 applyOffset(Short4 &uvw, Float4 &offset, const Int4 &whd, AddressingMode mode);
void computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, const Pointer<Byte> &mipmap, const Short4 &cubeArrayId, const Int4 &sampleId, SamplerFunction function);
void computeIndices(UInt index[4], Int4 uuuu, Int4 vvvv, Int4 wwww, Int4 valid, const Pointer<Byte> &mipmap, const Int4 &cubeArrayId, const Int4 &sampleId, SamplerFunction function);
Vector4s sampleTexel(Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, Pointer<Byte> &mipmap, const Short4 &cubeArrayId, const Int4 &sampleId, Pointer<Byte> buffer, SamplerFunction function);
Short4 applyOffset(Short4 &uvw, Int4 &offset, const Int4 &whd, AddressingMode mode);
void computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, const Short4 &cubeArrayLayer, Vector4i &offset, const Int4 &sample, const Pointer<Byte> &mipmap, SamplerFunction function);
void computeIndices(UInt index[4], Int4 uuuu, Int4 vvvv, Int4 wwww, const Int4 &cubeArrayLayer, const Int4 &sample, Int4 valid, const Pointer<Byte> &mipmap, SamplerFunction function);
Vector4s sampleTexel(Short4 &u, Short4 &v, Short4 &w, const Short4 &cubeArrayLayer, Vector4i &offset, const Int4 &sample, Pointer<Byte> &mipmap, Pointer<Byte> buffer, SamplerFunction function);
Vector4s sampleTexel(UInt index[4], Pointer<Byte> buffer);
Vector4f sampleTexel(Int4 &u, Int4 &v, Int4 &s, Float4 &z, Pointer<Byte> &mipmap, const Int4 &cubeArrayId, const Int4 &sampleId, Pointer<Byte> buffer, SamplerFunction function);
Vector4f sampleTexel(Int4 &u, Int4 &v, Int4 &w, const Int4 &cubeArrayLayer, Float4 &dRef, const Int4 &sample, Pointer<Byte> &mipmap, Pointer<Byte> buffer, SamplerFunction function);
Vector4f replaceBorderTexel(const Vector4f &c, Int4 valid);
void selectMipmap(const Pointer<Byte> &texture, Pointer<Byte> &mipmap, Pointer<Byte> &buffer, const Float &lod, bool secondLOD);
Short4 address(const Float4 &uw, AddressingMode addressingMode, Pointer<Byte> &mipmap);
void address(const Float4 &uw, Int4 &xyz0, Int4 &xyz1, Float4 &f, Pointer<Byte> &mipmap, Float4 &texOffset, Int4 &filter, int whd, AddressingMode addressingMode, SamplerFunction function);
void address(const Float4 &uw, Int4 &xyz0, Int4 &xyz1, Float4 &f, Pointer<Byte> &mipmap, Int4 &offset, Int4 &filter, int whd, AddressingMode addressingMode, SamplerFunction function);
Int4 computeFilterOffset(Float &lod);
void convertSigned15(Float4 &cf, Short4 &ci);
......
......@@ -107,6 +107,49 @@ Float4 &Vector4f::operator[](int i)
return x;
}
Vector4i::Vector4i()
{
}
Vector4i::Vector4i(int x, int y, int z, int w)
{
this->x = Int4(x);
this->y = Int4(y);
this->z = Int4(z);
this->w = Int4(w);
}
Vector4i::Vector4i(const Vector4i &rhs)
{
x = rhs.x;
y = rhs.y;
z = rhs.z;
w = rhs.w;
}
Vector4i &Vector4i::operator=(const Vector4i &rhs)
{
x = rhs.x;
y = rhs.y;
z = rhs.z;
w = rhs.w;
return *this;
}
Int4 &Vector4i::operator[](int i)
{
switch(i)
{
case 0: return x;
case 1: return y;
case 2: return z;
case 3: return w;
}
return x;
}
Float4 exponential2(RValue<Float4> x, bool pp)
{
// This implementation is based on 2^(i + f) = 2^i * 2^f,
......
......@@ -59,6 +59,22 @@ public:
Float4 w;
};
class Vector4i
{
public:
Vector4i();
Vector4i(int x, int y, int z, int w);
Vector4i(const Vector4i &rhs);
Int4 &operator[](int i);
Vector4i &operator=(const Vector4i &rhs);
Int4 x;
Int4 y;
Int4 z;
Int4 w;
};
enum class OutOfBoundsBehavior
{
Nullify, // Loads become zero, stores are elided.
......
......@@ -511,12 +511,12 @@ public:
uint32_t gatherComponent : 2;
// Parameters are passed to the sampling routine in this order:
uint32_t coordinates : 3; // 1-4 (does not contain projection component)
// uint32_t dref : 1; // Indicated by Variant::ProjDref|Dref
// uint32_t lodOrBias : 1; // Indicated by SamplerMethod::Lod|Bias|Fetch
uint32_t grad : 2; // 0-3 components (for each of dx / dy)
uint32_t offset : 2; // 0-3 components
uint32_t sample : 1; // 0-1 scalar integer
uint32_t coordinates : 3; // 1-4 (does not contain projection component)
/* uint32_t dref : 1; */ // Indicated by Variant::ProjDref|Dref
/* uint32_t lodOrBias : 1; */ // Indicated by SamplerMethod::Lod|Bias|Fetch
uint32_t grad : 2; // 0-3 components (for each of dx / dy)
uint32_t offset : 2; // 0-3 components
uint32_t sample : 1; // 0-1 scalar integer
};
uint32_t parameters;
......
......@@ -51,7 +51,7 @@ SpirvShader::ImageSampler *SpirvShader::getImageSampler(uint32_t inst, vk::Sampl
samplerState.addressingModeU = convertAddressingMode(0, sampler, type);
samplerState.addressingModeV = convertAddressingMode(1, sampler, type);
samplerState.addressingModeW = convertAddressingMode(2, sampler, type);
samplerState.addressingModeY = convertAddressingMode(3, sampler, type);
samplerState.addressingModeA = convertAddressingMode(3, sampler, type);
samplerState.mipmapFilter = convertMipmapMode(sampler);
samplerState.swizzle = imageDescriptor->swizzle;
......@@ -104,24 +104,24 @@ std::shared_ptr<rr::Routine> SpirvShader::emitSamplerRoutine(ImageInstruction in
Pointer<SIMD::Float> out = function.Arg<2>();
Pointer<Byte> constants = function.Arg<3>();
SIMD::Float uvw[4] = { 0, 0, 0, 0 };
SIMD::Float q = 0;
SIMD::Float uvwa[4] = { 0, 0, 0, 0 };
SIMD::Float dRef = 0;
SIMD::Float lodOrBias = 0; // Explicit level-of-detail, or bias added to the implicit level-of-detail (depending on samplerMethod).
Vector4f dsx = { 0, 0, 0, 0 };
Vector4f dsy = { 0, 0, 0, 0 };
Vector4f offset = { 0, 0, 0, 0 };
Vector4i offset = { 0, 0, 0, 0 };
SIMD::Int sampleId = 0;
SamplerFunction samplerFunction = instruction.getSamplerFunction();
uint32_t i = 0;
for(; i < instruction.coordinates; i++)
{
uvw[i] = in[i];
uvwa[i] = in[i];
}
if(instruction.isDref())
{
q = in[i];
dRef = in[i];
i++;
}
......@@ -129,12 +129,12 @@ std::shared_ptr<rr::Routine> SpirvShader::emitSamplerRoutine(ImageInstruction in
// Implement optimized 1D sampling.
if(samplerState.textureType == VK_IMAGE_VIEW_TYPE_1D)
{
uvw[1] = SIMD::Float(0);
uvwa[1] = SIMD::Float(0);
}
else if(samplerState.textureType == VK_IMAGE_VIEW_TYPE_1D_ARRAY)
{
uvw[1] = SIMD::Float(0);
uvw[2] = in[1]; // Move 1D layer coordinate to 2D layer coordinate index.
uvwa[1] = SIMD::Float(0);
uvwa[2] = in[1]; // Move 1D layer coordinate to 2D layer coordinate index.
}
if(instruction.samplerMethod == Lod || instruction.samplerMethod == Bias || instruction.samplerMethod == Fetch)
......@@ -157,7 +157,7 @@ std::shared_ptr<rr::Routine> SpirvShader::emitSamplerRoutine(ImageInstruction in
for(uint32_t j = 0; j < instruction.offset; j++, i++)
{
offset[j] = in[i];
offset[j] = As<SIMD::Int>(in[i]);
}
if(instruction.sample)
......@@ -193,7 +193,7 @@ std::shared_ptr<rr::Routine> SpirvShader::emitSamplerRoutine(ImageInstruction in
dPdy.y = Float(0.0f);
}
Vector4f sample = s.sampleTexture(texture, uvw, q, lod[i], dPdx, dPdy, offset, sampleId, samplerFunction);
Vector4f sample = s.sampleTexture(texture, uvwa, dRef, lod[i], dPdx, dPdy, offset, sampleId, samplerFunction);
Pointer<Float> rgba = out;
rgba[0 * SIMD::Width + i] = Pointer<Float>(&sample.x)[i];
......@@ -204,7 +204,7 @@ std::shared_ptr<rr::Routine> SpirvShader::emitSamplerRoutine(ImageInstruction in
}
else
{
Vector4f sample = s.sampleTexture(texture, uvw, q, lodOrBias.x, (dsx.x), (dsy.x), offset, sampleId, samplerFunction);
Vector4f sample = s.sampleTexture(texture, uvwa, dRef, lodOrBias.x, (dsx.x), (dsy.x), offset, sampleId, samplerFunction);
Pointer<SIMD::Float> rgba = out;
rgba[0] = sample.x;
......
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