Commit 6c11cf2a by Nicolas Capens Committed by Nicolas Capens

Remove unused sampler parameter

The sampling routine no longer requires a sampler parameter, since all data is treated as state instead. Bug: b/151957215 Change-Id: I1917bf78ef18f6726ed6c87525f0bc42356d5c19 Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/42589Tested-by: 's avatarNicolas Capens <nicolascapens@google.com> Kokoro-Presubmit: kokoro <noreply+kokoro@google.com> Reviewed-by: 's avatarAlexis Hétu <sugoi@google.com>
parent 7f46917f
......@@ -56,7 +56,7 @@ SamplerCore::SamplerCore(Pointer<Byte> &constants, const Sampler &state)
{
}
Vector4f SamplerCore::sampleTexture(Pointer<Byte> &texture, Pointer<Byte> &sampler, Float4 uvw[4], Float4 &q, Float &&lodOrBias, Float4 &dsx, Float4 &dsy, Vector4f &offset, Int4 &sampleId, SamplerFunction function)
Vector4f SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 uvw[4], Float4 &q, Float &&lodOrBias, Float4 &dsx, Float4 &dsy, Vector4f &offset, Int4 &sampleId, SamplerFunction function)
{
Vector4f c;
......@@ -84,16 +84,16 @@ Vector4f SamplerCore::sampleTexture(Pointer<Byte> &texture, Pointer<Byte> &sampl
{
if(!isCube())
{
computeLod(texture, sampler, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, dsx, dsy, function);
computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, dsx, dsy, function);
}
else
{
computeLodCube(texture, sampler, lod, uvw[0], uvw[1], uvw[2], dsx, dsy, M, function);
computeLodCube(texture, lod, uvw[0], uvw[1], uvw[2], dsx, dsy, M, function);
}
}
else
{
computeLod3D(texture, sampler, lod, uuuu, vvvv, wwww, dsx, dsy, function);
computeLod3D(texture, lod, uuuu, vvvv, wwww, dsx, dsy, function);
}
Float bias = state.mipLodBias;
......@@ -1160,7 +1160,7 @@ Float SamplerCore::log2(Float lod)
return lod;
}
void SamplerCore::computeLod(Pointer<Byte> &texture, Pointer<Byte> &sampler, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &uuuu, Float4 &vvvv, Float4 &dsx, Float4 &dsy, SamplerFunction function)
void SamplerCore::computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &uuuu, Float4 &vvvv, Float4 &dsx, Float4 &dsy, SamplerFunction function)
{
Float4 duvdxy;
......@@ -1206,7 +1206,7 @@ void SamplerCore::computeLod(Pointer<Byte> &texture, Pointer<Byte> &sampler, Flo
lod = log2sqrt(lod); // log2(sqrt(lod))
}
void SamplerCore::computeLodCube(Pointer<Byte> &texture, Pointer<Byte> &sampler, Float &lod, Float4 &u, Float4 &v, Float4 &w, Float4 &dsx, Float4 &dsy, Float4 &M, SamplerFunction function)
void SamplerCore::computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, Float4 &dsx, Float4 &dsy, Float4 &M, SamplerFunction function)
{
Float4 dudxy, dvdxy, dsdxy;
......@@ -1247,7 +1247,7 @@ void SamplerCore::computeLodCube(Pointer<Byte> &texture, Pointer<Byte> &sampler,
lod = log2(lod);
}
void SamplerCore::computeLod3D(Pointer<Byte> &texture, Pointer<Byte> &sampler, Float &lod, Float4 &uuuu, Float4 &vvvv, Float4 &wwww, Float4 &dsx, Float4 &dsy, SamplerFunction function)
void SamplerCore::computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &uuuu, Float4 &vvvv, Float4 &wwww, Float4 &dsx, Float4 &dsy, SamplerFunction function)
{
Float4 dudxy, dvdxy, dsdxy;
......
......@@ -62,7 +62,7 @@ class SamplerCore
public:
SamplerCore(Pointer<Byte> &constants, const Sampler &state);
Vector4f sampleTexture(Pointer<Byte> &texture, Pointer<Byte> &sampler, Float4 uvw[4], Float4 &q, Float &&lodOrBias, Float4 &dsx, Float4 &dsy, Vector4f &offset, Int4 &sampleId, SamplerFunction function);
Vector4f sampleTexture(Pointer<Byte> &texture, Float4 uvw[4], Float4 &q, Float &&lodOrBias, Float4 &dsx, Float4 &dsy, Vector4f &offset, Int4 &sampleId, SamplerFunction function);
private:
Short4 offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, int count, Float &lod);
......@@ -78,9 +78,9 @@ private:
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);
Float log2sqrt(Float lod);
Float log2(Float lod);
void computeLod(Pointer<Byte> &texture, Pointer<Byte> &sampler, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &u, Float4 &v, Float4 &dsx, Float4 &dsy, SamplerFunction function);
void computeLodCube(Pointer<Byte> &texture, Pointer<Byte> &sampler, Float &lod, Float4 &u, Float4 &v, Float4 &w, Float4 &dsx, Float4 &dsy, Float4 &M, SamplerFunction function);
void computeLod3D(Pointer<Byte> &texture, Pointer<Byte> &sampler, Float &lod, Float4 &u, Float4 &v, Float4 &w, Float4 &dsx, Float4 &dsy, SamplerFunction function);
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);
......
......@@ -135,7 +135,7 @@ public:
using InsnStore = std::vector<uint32_t>;
InsnStore insns;
using ImageSampler = void(void *texture, void *sampler, void *uvsIn, void *texelOut, void *constants);
using ImageSampler = void(void *texture, void *uvsIn, void *texelOut, void *constants);
enum class YieldResult
{
......
......@@ -304,7 +304,7 @@ SpirvShader::EmitResult SpirvShader::EmitImageSample(ImageInstruction instructio
}
Array<SIMD::Float> out(4);
Call<ImageSampler>(cache.function, texture, sampler, &in[0], &out[0], state->routine->constants);
Call<ImageSampler>(cache.function, texture, &in[0], &out[0], state->routine->constants);
for(auto i = 0u; i < resultType.sizeInComponents; i++) { result.move(i, out[i]); }
......
......@@ -106,13 +106,12 @@ SpirvShader::ImageSampler *SpirvShader::getImageSampler(uint32_t inst, vk::Sampl
std::shared_ptr<rr::Routine> SpirvShader::emitSamplerRoutine(ImageInstruction instruction, const Sampler &samplerState)
{
// TODO(b/129523279): Hold a separate mutex lock for the sampler being built.
rr::Function<Void(Pointer<Byte>, Pointer<Byte>, Pointer<SIMD::Float>, Pointer<SIMD::Float>, Pointer<Byte>)> function;
rr::Function<Void(Pointer<Byte>, Pointer<SIMD::Float>, Pointer<SIMD::Float>, Pointer<Byte>)> function;
{
Pointer<Byte> texture = function.Arg<0>();
Pointer<Byte> sampler = function.Arg<1>();
Pointer<SIMD::Float> in = function.Arg<2>();
Pointer<SIMD::Float> out = function.Arg<3>();
Pointer<Byte> constants = function.Arg<4>();
Pointer<SIMD::Float> in = function.Arg<1>();
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;
......@@ -203,7 +202,7 @@ std::shared_ptr<rr::Routine> SpirvShader::emitSamplerRoutine(ImageInstruction in
dPdy.y = Float(0.0f);
}
Vector4f sample = s.sampleTexture(texture, sampler, uvw, q, lod[i], dPdx, dPdy, offset, sampleId, samplerFunction);
Vector4f sample = s.sampleTexture(texture, uvw, q, lod[i], dPdx, dPdy, offset, sampleId, samplerFunction);
Pointer<Float> rgba = out;
rgba[0 * SIMD::Width + i] = Pointer<Float>(&sample.x)[i];
......@@ -214,7 +213,7 @@ std::shared_ptr<rr::Routine> SpirvShader::emitSamplerRoutine(ImageInstruction in
}
else
{
Vector4f sample = s.sampleTexture(texture, sampler, uvw, q, lodOrBias.x, (dsx.x), (dsy.x), offset, sampleId, samplerFunction);
Vector4f sample = s.sampleTexture(texture, uvw, q, lodOrBias.x, (dsx.x), (dsy.x), offset, sampleId, samplerFunction);
Pointer<SIMD::Float> rgba = out;
rgba[0] = sample.x;
......
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