Commit 3b96fa85 by Alexis Hetu Committed by Nicolas Capens

Fix array texture LOD computation.

2D array textures use 2D LOD calculations, not 3D. Change-Id: I0ce834bc4afb63dfeba3d9662105ffdaa07028da Reviewed-on: https://swiftshader-review.googlesource.com/4716Reviewed-by: 's avatarAlexis Hétu <sugoi@google.com> Reviewed-by: 's avatarNicolas Capens <capn@google.com> Tested-by: 's avatarNicolas Capens <capn@google.com>
parent c8b97857
...@@ -62,9 +62,6 @@ namespace sw ...@@ -62,9 +62,6 @@ namespace sw
} }
#endif #endif
bool cubeTexture = state.textureType == TEXTURE_CUBE;
bool volumeTexture = state.textureType == TEXTURE_3D || state.textureType == TEXTURE_2D_ARRAY;
Float4 uuuu = u; Float4 uuuu = u;
Float4 vvvv = v; Float4 vvvv = v;
Float4 wwww = w; Float4 wwww = w;
...@@ -90,7 +87,7 @@ namespace sw ...@@ -90,7 +87,7 @@ namespace sw
Float4 lodU; Float4 lodU;
Float4 lodV; Float4 lodV;
if(cubeTexture) if(state.textureType == TEXTURE_CUBE)
{ {
cubeFace(face, uuuu, vvvv, lodU, lodV, u, v, w); cubeFace(face, uuuu, vvvv, lodU, lodV, u, v, w);
} }
...@@ -100,9 +97,9 @@ namespace sw ...@@ -100,9 +97,9 @@ namespace sw
Float4 uDelta; Float4 uDelta;
Float4 vDelta; Float4 vDelta;
if(!volumeTexture) if(state.textureType != TEXTURE_3D)
{ {
if(!cubeTexture) if(state.textureType != TEXTURE_CUBE)
{ {
computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, q.x, dsx, dsy, bias, gradients, lodProvided); computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, q.x, dsx, dsy, bias, gradients, lodProvided);
} }
...@@ -116,7 +113,7 @@ namespace sw ...@@ -116,7 +113,7 @@ namespace sw
computeLod3D(texture, lod, uuuu, vvvv, wwww, q.x, dsx, dsy, bias, gradients, lodProvided); computeLod3D(texture, lod, uuuu, vvvv, wwww, q.x, dsx, dsy, bias, gradients, lodProvided);
} }
if(cubeTexture) if(state.textureType == TEXTURE_CUBE)
{ {
uuuu += Float4(0.5f); uuuu += Float4(0.5f);
vvvv += Float4(0.5f); vvvv += Float4(0.5f);
...@@ -301,9 +298,6 @@ namespace sw ...@@ -301,9 +298,6 @@ namespace sw
} }
#endif #endif
bool cubeTexture = state.textureType == TEXTURE_CUBE;
bool volumeTexture = state.textureType == TEXTURE_3D || state.textureType == TEXTURE_2D_ARRAY;
if(state.textureType == TEXTURE_NULL) if(state.textureType == TEXTURE_NULL)
{ {
c.x = Float4(0.0f); c.x = Float4(0.0f);
...@@ -323,7 +317,7 @@ namespace sw ...@@ -323,7 +317,7 @@ namespace sw
Float4 lodU; Float4 lodU;
Float4 lodV; Float4 lodV;
if(cubeTexture) if(state.textureType == TEXTURE_CUBE)
{ {
cubeFace(face, uuuu, vvvv, lodU, lodV, u, v, w); cubeFace(face, uuuu, vvvv, lodU, lodV, u, v, w);
} }
...@@ -333,9 +327,9 @@ namespace sw ...@@ -333,9 +327,9 @@ namespace sw
Float4 uDelta; Float4 uDelta;
Float4 vDelta; Float4 vDelta;
if(!volumeTexture) if(state.textureType != TEXTURE_3D)
{ {
if(!cubeTexture) if(state.textureType != TEXTURE_CUBE)
{ {
computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, q.x, dsx, dsy, bias, gradients, lodProvided); computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, q.x, dsx, dsy, bias, gradients, lodProvided);
} }
...@@ -349,7 +343,7 @@ namespace sw ...@@ -349,7 +343,7 @@ namespace sw
computeLod3D(texture, lod, uuuu, vvvv, wwww, q.x, dsx, dsy, bias, gradients, lodProvided); computeLod3D(texture, lod, uuuu, vvvv, wwww, q.x, dsx, dsy, bias, gradients, lodProvided);
} }
if(cubeTexture) if(state.textureType == TEXTURE_CUBE)
{ {
uuuu += Float4(0.5f); uuuu += Float4(0.5f);
vvvv += Float4(0.5f); vvvv += Float4(0.5f);
...@@ -590,8 +584,6 @@ namespace sw ...@@ -590,8 +584,6 @@ namespace sw
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], bool lodProvided) 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], bool lodProvided)
{ {
bool volumeTexture = state.textureType == TEXTURE_3D || state.textureType == TEXTURE_2D_ARRAY;
sampleAniso(texture, c, u, v, w, lod, anisotropy, uDelta, vDelta, face, false, lodProvided); sampleAniso(texture, c, u, v, w, lod, anisotropy, uDelta, vDelta, face, false, lodProvided);
if(state.mipmapFilter > MIPMAP_POINT) if(state.mipmapFilter > MIPMAP_POINT)
...@@ -656,7 +648,7 @@ namespace sw ...@@ -656,7 +648,7 @@ namespace sw
} }
} }
if(state.addressingModeW == ADDRESSING_BORDER && volumeTexture) if(state.addressingModeW == ADDRESSING_BORDER && state.textureType == TEXTURE_3D)
{ {
Short4 s0; Short4 s0;
...@@ -675,7 +667,7 @@ namespace sw ...@@ -675,7 +667,7 @@ namespace sw
if(state.addressingModeU == ADDRESSING_BORDER || if(state.addressingModeU == ADDRESSING_BORDER ||
state.addressingModeV == ADDRESSING_BORDER || state.addressingModeV == ADDRESSING_BORDER ||
(state.addressingModeW == ADDRESSING_BORDER && volumeTexture)) (state.addressingModeW == ADDRESSING_BORDER && state.textureType == TEXTURE_3D))
{ {
Short4 b; Short4 b;
...@@ -1107,8 +1099,6 @@ namespace sw ...@@ -1107,8 +1099,6 @@ 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], bool lodProvided) 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], bool lodProvided)
{ {
bool volumeTexture = state.textureType == TEXTURE_3D || state.textureType == TEXTURE_2D_ARRAY;
sampleFloatAniso(texture, c, u, v, w, lod, anisotropy, uDelta, vDelta, face, false, lodProvided); sampleFloatAniso(texture, c, u, v, w, lod, anisotropy, uDelta, vDelta, face, false, lodProvided);
if(state.mipmapFilter > MIPMAP_POINT) if(state.mipmapFilter > MIPMAP_POINT)
...@@ -1152,7 +1142,7 @@ namespace sw ...@@ -1152,7 +1142,7 @@ namespace sw
} }
} }
if(state.addressingModeW == ADDRESSING_BORDER && volumeTexture) if(state.addressingModeW == ADDRESSING_BORDER && state.textureType == TEXTURE_3D)
{ {
Int4 s0; Int4 s0;
...@@ -1171,7 +1161,7 @@ namespace sw ...@@ -1171,7 +1161,7 @@ namespace sw
if(state.addressingModeU == ADDRESSING_BORDER || if(state.addressingModeU == ADDRESSING_BORDER ||
state.addressingModeV == ADDRESSING_BORDER || state.addressingModeV == ADDRESSING_BORDER ||
(state.addressingModeW == ADDRESSING_BORDER && volumeTexture)) (state.addressingModeW == ADDRESSING_BORDER && state.textureType == TEXTURE_3D))
{ {
Int4 b; Int4 b;
......
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