Commit 75a6185a by Alexis Hetu Committed by Alexis Hétu

Compute texture coordinates using floating point operations

Modified the texture coordinate computation to use floating point operations when sampling floating point textures to increase accuracy and remove useless type conversions. Bug swiftshader:76 Change-Id: I76e5fd9a68aa6ba5eb21524edb8c6c6183e5430e Reviewed-on: https://swiftshader-review.googlesource.com/10628Tested-by: 's avatarAlexis Hétu <sugoi@google.com> Tested-by: 's avatarNicolas Capens <nicolascapens@google.com> Reviewed-by: 's avatarNicolas Capens <nicolascapens@google.com>
parent 6e744267
......@@ -207,8 +207,15 @@ namespace sw
mipmap.onePitchP[2] = 1;
mipmap.onePitchP[3] = pitchP;
mipmap.pitchP[0] = pitchP;
mipmap.pitchP[1] = pitchP;
mipmap.pitchP[2] = pitchP;
mipmap.pitchP[3] = pitchP;
mipmap.sliceP[0] = sliceP;
mipmap.sliceP[1] = sliceP;
mipmap.sliceP[2] = sliceP;
mipmap.sliceP[3] = sliceP;
if(internalTextureFormat == FORMAT_YV12_BT601 ||
internalTextureFormat == FORMAT_YV12_BT709 ||
......
......@@ -36,7 +36,8 @@ namespace sw
short height[4];
short depth[4];
short onePitchP[4];
int sliceP[2];
int4 pitchP;
int4 sliceP;
};
struct Texture
......
......@@ -1256,15 +1256,24 @@ namespace sw
selectMipmap(texture, buffer, mipmap, lod, face, secondLOD);
bool texelFetch = (function == Fetch);
Int4 x0, x1, y0, y1, z0;
Float4 fu, fv;
Int4 filter = computeFilterOffset(lod);
address(w, z0, z0, fv, mipmap, offset.z, filter, OFFSET(Mipmap, depth), state.addressingModeW, function);
address(v, y0, y1, fv, mipmap, offset.y, filter, OFFSET(Mipmap, height), state.addressingModeV, function);
address(u, x0, x1, fu, mipmap, offset.x, filter, OFFSET(Mipmap, width), state.addressingModeU, function);
Short4 uuuu = texelFetch ? Short4(As<Int4>(u)) : address(u, state.addressingModeU, mipmap);
Short4 vvvv = texelFetch ? Short4(As<Int4>(v)) : address(v, state.addressingModeV, mipmap);
Short4 wwww = texelFetch ? Short4(As<Int4>(w)) : address(w, state.addressingModeW, mipmap);
Int4 pitchP = *Pointer<Int4>(mipmap + OFFSET(Mipmap, pitchP), 16);
y0 *= pitchP;
if(hasThirdCoordinate())
{
Int4 sliceP = *Pointer<Int4>(mipmap + OFFSET(Mipmap, sliceP), 16);
z0 *= sliceP;
}
if(state.textureFilter == FILTER_POINT || texelFetch)
if(state.textureFilter == FILTER_POINT || (function == Fetch))
{
sampleTexel(c, uuuu, vvvv, wwww, offset, w, mipmap, buffer, function);
sampleTexel(c, x0, y0, z0, w, mipmap, buffer, function);
}
else
{
......@@ -1273,22 +1282,15 @@ namespace sw
Vector4f c2;
Vector4f c3;
Short4 uuuu0 = offsetSample(uuuu, mipmap, OFFSET(Mipmap,uHalf), state.addressingModeU == ADDRESSING_WRAP, gather ? 0 : -1, lod);
Short4 vvvv0 = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), state.addressingModeV == ADDRESSING_WRAP, gather ? 0 : -1, lod);
Short4 uuuu1 = offsetSample(uuuu, mipmap, OFFSET(Mipmap,uHalf), state.addressingModeU == ADDRESSING_WRAP, gather ? 2 : +1, lod);
Short4 vvvv1 = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), state.addressingModeV == ADDRESSING_WRAP, gather ? 2 : +1, lod);
y1 *= pitchP;
sampleTexel(c0, uuuu0, vvvv0, wwww, offset, w, mipmap, buffer, function);
sampleTexel(c1, uuuu1, vvvv0, wwww, offset, w, mipmap, buffer, function);
sampleTexel(c2, uuuu0, vvvv1, wwww, offset, w, mipmap, buffer, function);
sampleTexel(c3, uuuu1, vvvv1, wwww, offset, w, mipmap, buffer, function);
sampleTexel(c0, x0, y0, z0, w, mipmap, buffer, function);
sampleTexel(c1, x1, y0, z0, w, mipmap, buffer, function);
sampleTexel(c2, x0, y1, z0, w, mipmap, buffer, function);
sampleTexel(c3, x1, y1, z0, w, mipmap, buffer, function);
if(!gather) // Blend
{
// Fractions
Float4 fu = Frac(Float4(As<UShort4>(uuuu0)) * *Pointer<Float4>(mipmap + OFFSET(Mipmap,fWidth)));
Float4 fv = Frac(Float4(As<UShort4>(vvvv0)) * *Pointer<Float4>(mipmap + OFFSET(Mipmap,fHeight)));
if(componentCount >= 1) c0.x = c0.x + fu * (c1.x - c0.x);
if(componentCount >= 2) c0.y = c0.y + fu * (c1.y - c0.y);
if(componentCount >= 3) c0.z = c0.z + fu * (c1.z - c0.z);
......@@ -1324,15 +1326,21 @@ namespace sw
selectMipmap(texture, buffer, mipmap, lod, face, secondLOD);
bool texelFetch = (function == Fetch);
Int4 x0, x1, y0, y1, z0, z1;
Float4 fu, fv, fw;
Int4 filter = computeFilterOffset(lod);
address(u, x0, x1, fu, mipmap, offset.x, filter, OFFSET(Mipmap, width), state.addressingModeU, function);
address(v, y0, y1, fv, mipmap, offset.y, filter, OFFSET(Mipmap, height), state.addressingModeV, function);
address(w, z0, z1, fw, mipmap, offset.z, filter, OFFSET(Mipmap, depth), state.addressingModeW, function);
Short4 uuuu = texelFetch ? Short4(As<Int4>(u)) : address(u, state.addressingModeU, mipmap);
Short4 vvvv = texelFetch ? Short4(As<Int4>(v)) : address(v, state.addressingModeV, mipmap);
Short4 wwww = texelFetch ? Short4(As<Int4>(w)) : address(w, state.addressingModeW, mipmap);
Int4 pitchP = *Pointer<Int4>(mipmap + OFFSET(Mipmap, pitchP), 16);
Int4 sliceP = *Pointer<Int4>(mipmap + OFFSET(Mipmap, sliceP), 16);
y0 *= pitchP;
z0 *= sliceP;
if(state.textureFilter == FILTER_POINT || texelFetch)
if(state.textureFilter == FILTER_POINT || (function == Fetch))
{
sampleTexel(c, uuuu, vvvv, wwww, offset, w, mipmap, buffer, function);
sampleTexel(c, x0, y0, z0, w, mipmap, buffer, function);
}
else
{
......@@ -1345,26 +1353,17 @@ namespace sw
Vector4f c6;
Vector4f c7;
Short4 uuuu0 = offsetSample(uuuu, mipmap, OFFSET(Mipmap,uHalf), state.addressingModeU == ADDRESSING_WRAP, -1, lod);
Short4 vvvv0 = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), state.addressingModeV == ADDRESSING_WRAP, -1, lod);
Short4 wwww0 = offsetSample(wwww, mipmap, OFFSET(Mipmap,wHalf), state.addressingModeW == ADDRESSING_WRAP, -1, lod);
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);
Short4 wwww1 = offsetSample(wwww, mipmap, OFFSET(Mipmap,wHalf), state.addressingModeW == ADDRESSING_WRAP, +1, lod);
sampleTexel(c0, uuuu0, vvvv0, wwww0, offset, w, mipmap, buffer, function);
sampleTexel(c1, uuuu1, vvvv0, wwww0, offset, w, mipmap, buffer, function);
sampleTexel(c2, uuuu0, vvvv1, wwww0, offset, w, mipmap, buffer, function);
sampleTexel(c3, uuuu1, vvvv1, wwww0, offset, w, mipmap, buffer, function);
sampleTexel(c4, uuuu0, vvvv0, wwww1, offset, w, mipmap, buffer, function);
sampleTexel(c5, uuuu1, vvvv0, wwww1, offset, w, mipmap, buffer, function);
sampleTexel(c6, uuuu0, vvvv1, wwww1, offset, w, mipmap, buffer, function);
sampleTexel(c7, uuuu1, vvvv1, wwww1, offset, w, mipmap, buffer, function);
y1 *= pitchP;
z1 *= sliceP;
// Fractions
Float4 fu = Frac(Float4(As<UShort4>(uuuu0)) * *Pointer<Float4>(mipmap + OFFSET(Mipmap,fWidth)));
Float4 fv = Frac(Float4(As<UShort4>(vvvv0)) * *Pointer<Float4>(mipmap + OFFSET(Mipmap,fHeight)));
Float4 fw = Frac(Float4(As<UShort4>(wwww0)) * *Pointer<Float4>(mipmap + OFFSET(Mipmap,fDepth)));
sampleTexel(c0, x0, y0, z0, w, mipmap, buffer, function);
sampleTexel(c1, x1, y0, z0, w, mipmap, buffer, function);
sampleTexel(c2, x0, y1, z0, w, mipmap, buffer, function);
sampleTexel(c3, x1, y1, z0, w, mipmap, buffer, function);
sampleTexel(c4, x0, y0, z1, w, mipmap, buffer, function);
sampleTexel(c5, x1, y0, z1, w, mipmap, buffer, function);
sampleTexel(c6, x0, y1, z1, w, mipmap, buffer, function);
sampleTexel(c7, x1, y1, z1, w, mipmap, buffer, function);
// Blend first slice
if(componentCount >= 1) c0.x = c0.x + fu * (c1.x - c0.x);
......@@ -1701,7 +1700,7 @@ namespace sw
uuuu = As<Short4>(MulAdd(uuuu, *Pointer<Short4>(mipmap + OFFSET(Mipmap,onePitchP))));
uuu2 = As<Short4>(MulAdd(uuu2, *Pointer<Short4>(mipmap + OFFSET(Mipmap,onePitchP))));
if((state.textureType == TEXTURE_3D) || (state.textureType == TEXTURE_2D_ARRAY))
if(hasThirdCoordinate())
{
if(state.textureType != TEXTURE_2D_ARRAY)
{
......@@ -1731,7 +1730,7 @@ namespace sw
if(texelFetch)
{
Int size = Int(*Pointer<Int>(mipmap + OFFSET(Mipmap, sliceP)));
if((state.textureType == TEXTURE_3D) || (state.textureType == TEXTURE_2D_ARRAY))
if(hasThirdCoordinate())
{
size *= Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, depth)));
}
......@@ -1745,6 +1744,21 @@ namespace sw
}
}
void SamplerCore::computeIndices(UInt index[4], Int4& uuuu, Int4& vvvv, Int4& wwww, const Pointer<Byte> &mipmap, SamplerFunction function)
{
UInt4 indices = uuuu + vvvv;
if(hasThirdCoordinate())
{
indices += As<UInt4>(wwww);
}
for(int i = 0; i < 4; i++)
{
index[i] = Extract(As<Int4>(indices), i);
}
}
void SamplerCore::sampleTexel(Vector4s &c, UInt index[4], Pointer<Byte> buffer[4])
{
int f0 = state.textureType == TEXTURE_CUBE ? 0 : 0;
......@@ -2030,11 +2044,11 @@ namespace sw
}
}
void SamplerCore::sampleTexel(Vector4f &c, Short4 &uuuu, Short4 &vvvv, Short4 &wwww, Vector4f &offset, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function)
void SamplerCore::sampleTexel(Vector4f &c, Int4 &uuuu, Int4 &vvvv, Int4 &wwww, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function)
{
UInt index[4];
computeIndices(index, uuuu, vvvv, wwww, offset, mipmap, function);
computeIndices(index, uuuu, vvvv, wwww, mipmap, function);
if(hasFloatTexture())
{
......@@ -2168,6 +2182,21 @@ namespace sw
}
}
Int4 SamplerCore::computeFilterOffset(Float &lod)
{
Int4 filtering((state.textureFilter == FILTER_POINT) ? 0 : 1);
if(state.textureFilter == FILTER_MIN_LINEAR_MAG_POINT)
{
filtering &= CmpNLE(Float4(lod), Float4(0.0f));
}
else if(state.textureFilter == FILTER_MIN_POINT_MAG_LINEAR)
{
filtering &= CmpLE(Float4(lod), Float4(0.0f));
}
return filtering;
}
Short4 SamplerCore::address(Float4 &uw, AddressingMode addressingMode, Pointer<Byte>& mipmap)
{
if(addressingMode == ADDRESSING_LAYER && state.textureType != TEXTURE_2D_ARRAY)
......@@ -2210,6 +2239,119 @@ namespace sw
}
}
void SamplerCore::address(Float4 &uvw, Int4& xyz0, Int4& xyz1, Float4& f, Pointer<Byte>& mipmap, Float4 &texOffset, Int4 &filter, int whd, AddressingMode addressingMode, SamplerFunction function)
{
if(addressingMode == ADDRESSING_LAYER && state.textureType != TEXTURE_2D_ARRAY)
{
return; // Unused
}
Int4 dim = Int4(*Pointer<Short4>(mipmap + whd, 16));
Int4 maxXYZ = dim - Int4(1);
if(function == Fetch)
{
xyz0 = Min(Max(((function.option == Offset) && (addressingMode != ADDRESSING_LAYER)) ? As<Int4>(uvw) + As<Int4>(texOffset) : As<Int4>(uvw), Int4(0)), maxXYZ);
}
else if(addressingMode == ADDRESSING_LAYER && state.textureType == TEXTURE_2D_ARRAY) // Note: Offset does not apply to array layers
{
xyz0 = Min(Max(RoundInt(uvw), Int4(0)), maxXYZ);
}
else
{
const int halfBits = 0x3effffff; // Value just under 0.5f
const int oneBits = 0x3f7fffff; // Value just under 1.0f
const int twoBits = 0x3fffffff; // Value just under 2.0f
Float4 coord = Float4(dim);
switch(addressingMode)
{
case ADDRESSING_CLAMP:
{
Float4 one = As<Float4>(Int4(oneBits));
coord *= Min(Max(uvw, Float4(0.0f)), one);
}
break;
case ADDRESSING_MIRROR:
{
Float4 half = As<Float4>(Int4(halfBits));
Float4 one = As<Float4>(Int4(oneBits));
Float4 two = As<Float4>(Int4(twoBits));
coord *= one - Abs(two * Frac(uvw * half) - one);
}
break;
case ADDRESSING_MIRRORONCE:
{
Float4 half = As<Float4>(Int4(halfBits));
Float4 one = As<Float4>(Int4(oneBits));
Float4 two = As<Float4>(Int4(twoBits));
coord *= one - Abs(two * Frac(Min(Max(uvw, -one), two) * half) - one);
}
break;
default: // Wrap (or border)
coord *= Frac(uvw);
break;
}
xyz0 = Int4(coord);
if(function.option == Offset)
{
xyz0 += As<Int4>(texOffset);
switch(addressingMode)
{
case ADDRESSING_MIRROR:
case ADDRESSING_MIRRORONCE:
case ADDRESSING_BORDER:
// FIXME: Implement ADDRESSING_MIRROR, ADDRESSING_MIRRORONCE and ADDRESSING_BORDER. Fall through to Clamp.
case ADDRESSING_CLAMP:
xyz0 = Min(Max(xyz0, Int4(0)), maxXYZ);
break;
default: // Wrap
xyz0 = (xyz0 + dim * Int4(-MIN_PROGRAM_TEXEL_OFFSET)) % dim;
break;
}
}
if(state.textureFilter != FILTER_POINT) // Compute 2nd coordinate, if needed
{
bool gather = state.textureFilter == FILTER_GATHER;
xyz1 = xyz0 + filter; // Increment
if(!gather)
{
Float4 frac = Frac(coord);
f = Abs(frac - Float4(0.5f));
xyz1 -= CmpLT(frac, Float4(0.5f)) & (filter + filter); // Decrement xyz if necessary
}
switch(addressingMode)
{
case ADDRESSING_MIRROR:
case ADDRESSING_MIRRORONCE:
case ADDRESSING_BORDER:
// FIXME: Implement ADDRESSING_MIRROR, ADDRESSING_MIRRORONCE and ADDRESSING_BORDER. Fall through to Clamp.
case ADDRESSING_CLAMP:
xyz1 = gather ? Min(xyz1, maxXYZ) : Min(Max(xyz1, Int4(0)), maxXYZ);
break;
default: // Wrap
{
// The coordinates overflow or underflow by at most 1
Int4 over = CmpNLT(xyz1, dim);
xyz1 = (over & Int4(0)) | (~over & xyz1); // xyz >= dim ? 0 : xyz
if(!gather)
{
Int4 under = CmpLT(xyz1, Int4(0));
xyz1 = (under & maxXYZ) | (~under & xyz1); // xyz < 0 ? dim - 1 : xyz
}
}
break;
}
}
}
}
void SamplerCore::convertFixed12(Short4 &cs, Float4 &cf)
{
cs = RoundShort4(cf * Float4(0x1000));
......@@ -2297,6 +2439,11 @@ namespace sw
return Surface::componentCount(state.textureFormat);
}
bool SamplerCore::hasThirdCoordinate() const
{
return (state.textureType == TEXTURE_3D) || (state.textureType == TEXTURE_2D_ARRAY);
}
bool SamplerCore::has16bitTextureFormat() const
{
switch(state.textureFormat)
......
......@@ -76,11 +76,15 @@ namespace sw
void cubeFace(Int face[4], Float4 &U, Float4 &V, Float4 &lodX, Float4 &lodY, Float4 &lodZ, Float4 &x, Float4 &y, Float4 &z);
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, SamplerFunction function);
void computeIndices(UInt index[4], Int4& uuuu, Int4& vvvv, Int4& wwww, const Pointer<Byte> &mipmap, SamplerFunction function);
void sampleTexel(Vector4s &c, Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function);
void sampleTexel(Vector4s &c, UInt index[4], Pointer<Byte> buffer[4]);
void sampleTexel(Vector4f &c, Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function);
void sampleTexel(Vector4s &c, UInt index[4], Pointer<Byte> buffer[4]);
void sampleTexel(Vector4f &c, Int4 &u, Int4 &v, Int4 &s, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function);
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);
void address(Float4 &uw, Int4& xyz0, Int4& xyz1, Float4& f, Pointer<Byte>& mipmap, Float4 &texOffset, Int4 &filter, int whd, AddressingMode addressingMode, SamplerFunction function);
Int4 computeFilterOffset(Float &lod);
void convertFixed12(Short4 &ci, Float4 &cf);
void convertFixed12(Vector4s &cs, Vector4f &cf);
......@@ -94,6 +98,7 @@ namespace sw
bool hasFloatTexture() const;
bool hasUnsignedTextureComponent(int component) const;
int textureComponentCount() const;
bool hasThirdCoordinate() const;
bool has16bitTextureFormat() const;
bool has8bitTextureComponents() const;
bool has16bitTextureComponents() const;
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment