Commit 89a218b4 by Nicolas Capens Committed by Nicolas Capens

Refactor sampling functions to use a return value.

Change-Id: Ib62f310abecbc4cdaf6e9300791600f25af0eaf3 Reviewed-on: https://swiftshader-review.googlesource.com/13550Reviewed-by: 's avatarNicolas Capens <nicolascapens@google.com> Reviewed-by: 's avatarAlexis Hétu <sugoi@google.com> Tested-by: 's avatarNicolas Capens <nicolascapens@google.com>
parent de903449
......@@ -49,7 +49,7 @@ namespace sw
if(state.textureStage[stage].usesTexture)
{
sampleTexture(texture, stage, stage);
texture = sampleTexture(stage, stage);
}
blendTexture(temp, texture, stage);
......@@ -1207,7 +1207,7 @@ namespace sw
current.z = AddSat(current.z, specular.z);
}
void PixelPipeline::sampleTexture(Vector4s &c, int coordinates, int stage, bool project)
Vector4s PixelPipeline::sampleTexture(int coordinates, int stage, bool project)
{
Float4 x = v[2 + coordinates].x;
Float4 y = v[2 + coordinates].y;
......@@ -1222,11 +1222,13 @@ namespace sw
perturbate = false;
}
sampleTexture(c, stage, x, y, z, w, project);
return sampleTexture(stage, x, y, z, w, project);
}
void PixelPipeline::sampleTexture(Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project)
Vector4s PixelPipeline::sampleTexture(int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project)
{
Vector4s c;
#if PERF_PROFILE
Long texTime = Ticks();
#endif
......@@ -1238,7 +1240,7 @@ namespace sw
if(!project)
{
SamplerCore(constants, state.sampler[stage]).sampleTexture(texture, c, u, v, w, q, dsx, dsy);
c = SamplerCore(constants, state.sampler[stage]).sampleTexture(texture, u, v, w, q, dsx, dsy);
}
else
{
......@@ -1248,12 +1250,14 @@ namespace sw
Float4 v_q = v * rq;
Float4 w_q = w * rq;
SamplerCore(constants, state.sampler[stage]).sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy);
c = SamplerCore(constants, state.sampler[stage]).sampleTexture(texture, u_q, v_q, w_q, q, dsx, dsy);
}
#if PERF_PROFILE
cycles[PERF_TEX] += Ticks() - texTime;
#endif
return c;
}
Short4 PixelPipeline::convertFixed12(RValue<Float4> cf)
......@@ -1470,22 +1474,18 @@ namespace sw
{
// FIXME: Long fixed-point multiply fixup
{ dst.x = MulHigh(src0.x, src1.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, src2.x); }
{
dst.y = MulHigh(src0.y, src1.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, src2.y);
}
{dst.z = MulHigh(src0.z, src1.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, src2.z); }
{dst.w = MulHigh(src0.w, src1.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, src2.w); }
{ dst.y = MulHigh(src0.y, src1.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, src2.y); }
{ dst.z = MulHigh(src0.z, src1.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, src2.z); }
{ dst.w = MulHigh(src0.w, src1.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, src2.w); }
}
void PixelPipeline::MUL(Vector4s &dst, Vector4s &src0, Vector4s &src1)
{
// FIXME: Long fixed-point multiply fixup
{ dst.x = MulHigh(src0.x, src1.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); }
{
dst.y = MulHigh(src0.y, src1.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y);
}
{dst.z = MulHigh(src0.z, src1.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); }
{dst.w = MulHigh(src0.w, src1.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); }
{ dst.y = MulHigh(src0.y, src1.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); }
{ dst.z = MulHigh(src0.z, src1.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); }
{ dst.w = MulHigh(src0.w, src1.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); }
}
void PixelPipeline::DP3(Vector4s &dst, Vector4s &src0, Vector4s &src1)
......@@ -1647,7 +1647,7 @@ namespace sw
v_ = Float4(0.0f);
w_ = Float4(0.0f);
sampleTexture(dst, stage, u_, v_, w_, w_);
dst = sampleTexture(stage, u_, v_, w_, w_);
}
void PixelPipeline::TEXKILL(Int cMask[4], Float4 &u, Float4 &v, Float4 &s)
......@@ -1675,7 +1675,7 @@ namespace sw
void PixelPipeline::TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int sampler, bool project)
{
sampleTexture(dst, sampler, u, v, s, s, project);
dst = sampleTexture(sampler, u, v, s, s, project);
}
void PixelPipeline::TEXLD(Vector4s &dst, Vector4s &src, int sampler, bool project)
......@@ -1684,7 +1684,7 @@ namespace sw
Float4 v = Float4(src.y) * Float4(1.0f / 0x0FFE);
Float4 s = Float4(src.z) * Float4(1.0f / 0x0FFE);
sampleTexture(dst, sampler, u, v, s, s, project);
dst = sampleTexture(sampler, u, v, s, s, project);
}
void PixelPipeline::TEXBEM(Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage)
......@@ -1705,7 +1705,7 @@ namespace sw
Float4 u_ = u + du;
Float4 v_ = v + dv;
sampleTexture(dst, stage, u_, v_, s, s);
dst = sampleTexture(stage, u_, v_, s, s);
}
void PixelPipeline::TEXBEML(Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage)
......@@ -1726,7 +1726,7 @@ namespace sw
Float4 u_ = u + du;
Float4 v_ = v + dv;
sampleTexture(dst, stage, u_, v_, s, s);
dst = sampleTexture(stage, u_, v_, s, s);
Short4 L;
......@@ -1748,7 +1748,7 @@ namespace sw
Float4 v = Float4(src0.x) * Float4(1.0f / 0x0FFE);
Float4 s = Float4(src0.z) * Float4(1.0f / 0x0FFE);
sampleTexture(dst, stage, u, v, s, s);
dst = sampleTexture(stage, u, v, s, s);
}
void PixelPipeline::TEXREG2GB(Vector4s &dst, Vector4s &src0, int stage)
......@@ -1757,7 +1757,7 @@ namespace sw
Float4 v = Float4(src0.z) * Float4(1.0f / 0x0FFE);
Float4 s = v;
sampleTexture(dst, stage, u, v, s, s);
dst = sampleTexture(stage, u, v, s, s);
}
void PixelPipeline::TEXREG2RGB(Vector4s &dst, Vector4s &src0, int stage)
......@@ -1766,7 +1766,7 @@ namespace sw
Float4 v = Float4(src0.y) * Float4(1.0f / 0x0FFE);
Float4 s = Float4(src0.z) * Float4(1.0f / 0x0FFE);
sampleTexture(dst, stage, u, v, s, s);
dst = sampleTexture(stage, u, v, s, s);
}
void PixelPipeline::TEXM3X2DEPTH(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src, bool signedScaling)
......@@ -1790,7 +1790,7 @@ namespace sw
w_ = Float4(0.0f);
sampleTexture(dst, stage, u_, v_, w_, w_);
dst = sampleTexture(stage, u_, v_, w_, w_);
}
void PixelPipeline::TEXM3X3(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, bool signedScaling)
......@@ -1861,14 +1861,14 @@ namespace sw
v__ -= E[1] * u_;
w__ -= E[2] * u_;
sampleTexture(dst, stage, u__, v__, w__, w__);
dst = sampleTexture(stage, u__, v__, w__, w__);
}
void PixelPipeline::TEXM3X3TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling)
{
TEXM3X3PAD(u, v, s, src0, 2, signedScaling);
sampleTexture(dst, stage, u_, v_, w_, w_);
dst = sampleTexture(stage, u_, v_, w_, w_);
}
void PixelPipeline::TEXM3X3VSPEC(Vector4s &dst, Float4 &x, Float4 &y, Float4 &z, int stage, Vector4s &src0)
......@@ -1905,7 +1905,7 @@ namespace sw
v__ -= E[1] * u_;
w__ -= E[2] * u_;
sampleTexture(dst, stage, u__, v__, w__, w__);
dst = sampleTexture(stage, u__, v__, w__, w__);
}
void PixelPipeline::TEXDEPTH()
......
......@@ -59,8 +59,8 @@ namespace sw
void fogBlend(Vector4s &current, Float4 &fog);
void specularPixel(Vector4s &current, Vector4s &specular);
void sampleTexture(Vector4s &c, int coordinates, int sampler, bool project = false);
void sampleTexture(Vector4s &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project = false);
Vector4s sampleTexture(int coordinates, int sampler, bool project = false);
Vector4s sampleTexture(int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project = false);
Short4 convertFixed12(RValue<Float4> cf);
void convertFixed12(Vector4s &cs, Vector4f &cf);
......
......@@ -678,13 +678,13 @@ namespace sw
}
}
void PixelProgram::sampleTexture(Vector4f &c, const Src &sampler, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
Vector4f PixelProgram::sampleTexture(const Src &sampler, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
{
Vector4f tmp;
if(sampler.type == Shader::PARAMETER_SAMPLER && sampler.rel.type == Shader::PARAMETER_VOID)
{
sampleTexture(tmp, sampler.index, uvwq, dsx, dsy, offset, function);
tmp = sampleTexture(sampler.index, uvwq, dsx, dsy, offset, function);
}
else
{
......@@ -696,31 +696,36 @@ namespace sw
{
If(index == i)
{
sampleTexture(tmp, i, uvwq, dsx, dsy, offset, function);
tmp = sampleTexture(i, uvwq, dsx, dsy, offset, function);
// FIXME: When the sampler states are the same, we could use one sampler and just index the texture
}
}
}
}
Vector4f c;
c.x = tmp[(sampler.swizzle >> 0) & 0x3];
c.y = tmp[(sampler.swizzle >> 2) & 0x3];
c.z = tmp[(sampler.swizzle >> 4) & 0x3];
c.w = tmp[(sampler.swizzle >> 6) & 0x3];
return c;
}
void PixelProgram::sampleTexture(Vector4f &c, int samplerIndex, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
Vector4f PixelProgram::sampleTexture(int samplerIndex, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
{
#if PERF_PROFILE
Long texTime = Ticks();
#endif
Pointer<Byte> texture = data + OFFSET(DrawData, mipmap) + samplerIndex * sizeof(Texture);
SamplerCore(constants, state.sampler[samplerIndex]).sampleTexture(texture, c, uvwq.x, uvwq.y, uvwq.z, uvwq.w, dsx, dsy, offset, function);
Vector4f c = SamplerCore(constants, state.sampler[samplerIndex]).sampleTexture(texture, uvwq.x, uvwq.y, uvwq.z, uvwq.w, dsx, dsy, offset, function);
#if PERF_PROFILE
cycles[PERF_TEX] += Ticks() - texTime;
#endif
return c;
}
void PixelProgram::clampColor(Vector4f oC[RENDERTARGETS])
......@@ -1118,58 +1123,58 @@ namespace sw
proj.y = src0.y * rw;
proj.z = src0.z * rw;
sampleTexture(dst, src1, proj, src0, src0, src0, Implicit);
dst = sampleTexture(src1, proj, src0, src0, src0, Implicit);
}
else
{
sampleTexture(dst, src1, src0, src0, src0, src0, bias ? Bias : Implicit);
dst = sampleTexture(src1, src0, src0, src0, src0, bias ? Bias : Implicit);
}
}
void PixelProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, bool bias)
{
sampleTexture(dst, src1, src0, src0, src0, src2, {bias ? Bias : Implicit, Offset});
dst = sampleTexture(src1, src0, src0, src0, src2, {bias ? Bias : Implicit, Offset});
}
void PixelProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &offset, bool bias)
{
sampleTexture(dst, src1, src0, src0, src0, offset, {Lod, Offset});
dst = sampleTexture(src1, src0, src0, src0, offset, {Lod, Offset});
}
void PixelProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1)
{
sampleTexture(dst, src1, src0, src0, src0, src0, Fetch);
dst = sampleTexture(src1, src0, src0, src0, src0, Fetch);
}
void PixelProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset)
{
sampleTexture(dst, src1, src0, src0, src0, offset, {Fetch, Offset});
dst = sampleTexture(src1, src0, src0, src0, offset, {Fetch, Offset});
}
void PixelProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
{
sampleTexture(dst, src1, src0, src2, src3, src0, Grad);
dst = sampleTexture(src1, src0, src2, src3, src0, Grad);
}
void PixelProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, Vector4f &offset)
{
sampleTexture(dst, src1, src0, src2, src3, offset, {Grad, Offset});
dst = sampleTexture(src1, src0, src2, src3, offset, {Grad, Offset});
}
void PixelProgram::TEXLDD(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3)
{
sampleTexture(dst, src1, src0, src2, src3, src0, Grad);
dst = sampleTexture(src1, src0, src2, src3, src0, Grad);
}
void PixelProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1)
{
sampleTexture(dst, src1, src0, src0, src0, src0, Lod);
dst = sampleTexture(src1, src0, src0, src0, src0, Lod);
}
void PixelProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1)
{
Pointer<Byte> texture = data + OFFSET(DrawData, mipmap) + src1.index * sizeof(Texture);
SamplerCore::textureSize(texture, dst, lod);
dst = SamplerCore::textureSize(texture, lod);
}
void PixelProgram::TEXKILL(Int cMask[4], Vector4f &src, unsigned char mask)
......
......@@ -82,8 +82,8 @@ namespace sw
Int4 enableContinue;
Int4 enableLeave;
void sampleTexture(Vector4f &c, const Src &sampler, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function);
void sampleTexture(Vector4f &c, int samplerIndex, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function);
Vector4f sampleTexture(const Src &sampler, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function);
Vector4f sampleTexture(int samplerIndex, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function);
// Raster operations
void clampColor(Vector4f oC[RENDERTARGETS]);
......
......@@ -49,26 +49,26 @@ namespace sw
public:
SamplerCore(Pointer<Byte> &constants, const Sampler::State &state);
void sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy);
void sampleTexture(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function);
static void textureSize(Pointer<Byte> &mipmap, Vector4f &size, Float4 &lod);
Vector4s sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy);
Vector4f sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function);
static Vector4f textureSize(Pointer<Byte> &mipmap, Float4 &lod);
private:
void sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function, bool fixed12);
Vector4s sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function, 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, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerFunction function);
void sampleAniso(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerFunction function);
void sampleQuad(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function);
void sampleQuad2D(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function);
void sample3D(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function);
void sampleFloatFilter(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerFunction function);
void sampleFloatAniso(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerFunction function);
void sampleFloat(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function);
void sampleFloat2D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function);
void sampleFloat3D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function);
Vector4s sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerFunction function);
Vector4s sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerFunction function);
Vector4s sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function);
Vector4s sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function);
Vector4s sample3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function);
Vector4f sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerFunction function);
Vector4f sampleFloatAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerFunction function);
Vector4f sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function);
Vector4f sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function);
Vector4f sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function);
Float log2sqrt(Float lod);
void computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &u, Float4 &v, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerFunction function);
void computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &x, Float4 &y, Float4 &z, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerFunction function);
......@@ -78,7 +78,6 @@ namespace sw
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);
Vector4s sampleTexel(Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function);
Vector4f sampleTexel(Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function);
Vector4s sampleTexel(UInt index[4], Pointer<Byte> buffer[4]);
Vector4f sampleTexel(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);
......
......@@ -1558,60 +1558,59 @@ namespace sw
void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1)
{
sampleTexture(dst, src1, src0, a0, a0, src0, Lod);
dst = sampleTexture(src1, src0, a0, a0, src0, Lod);
}
void VertexProgram::TEX(Vector4f &dst, Vector4f &src0, const Src &src1)
{
src0.w = Float(0.0f);
sampleTexture(dst, src1, src0, a0, a0, src0, Lod);
dst = sampleTexture(src1, src0, a0, a0, src0, Lod);
}
void VertexProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2)
{
src0.w = Float(0.0f);
sampleTexture(dst, src1, src0, a0, a0, src2, {Lod, Offset});
dst = sampleTexture(src1, src0, a0, a0, src2, {Lod, Offset});
}
void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset)
{
sampleTexture(dst, src1, src0, a0, a0, offset, {Lod, Offset});
dst = sampleTexture(src1, src0, a0, a0, offset, {Lod, Offset});
}
void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1)
{
sampleTexture(dst, src1, src0, src0, src0, src0, Fetch);
dst = sampleTexture(src1, src0, src0, src0, src0, Fetch);
}
void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset)
{
sampleTexture(dst, src1, src0, src0, src0, offset, {Fetch, Offset});
dst = sampleTexture(src1, src0, src0, src0, offset, {Fetch, Offset});
}
void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
{
sampleTexture(dst, src1, src0, src2, src3, src0, Grad);
dst = sampleTexture(src1, src0, src2, src3, src0, Grad);
}
void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, Vector4f &offset)
{
sampleTexture(dst, src1, src0, src2, src3, offset, {Grad, Offset});
dst = sampleTexture(src1, src0, src2, src3, offset, {Grad, Offset});
}
void VertexProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1)
{
Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[16]) + src1.index * sizeof(Texture);
SamplerCore::textureSize(texture, dst, lod);
dst = SamplerCore::textureSize(texture, lod);
}
void VertexProgram::sampleTexture(Vector4f &c, const Src &s, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
Vector4f VertexProgram::sampleTexture(const Src &s, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
{
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);
SamplerCore(constants, state.sampler[s.index]).sampleTexture(texture, tmp, uvwq.x, uvwq.y, uvwq.z, uvwq.w, dsx, dsy, offset, function);
tmp = sampleTexture(s.index, uvwq, dsx, dsy, offset, function);
}
else
{
......@@ -1623,17 +1622,25 @@ namespace sw
{
If(index == i)
{
Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[TEXTURE_IMAGE_UNITS]) + i * sizeof(Texture);
SamplerCore(constants, state.sampler[i]).sampleTexture(texture, tmp, uvwq.x, uvwq.y, uvwq.z, uvwq.w, dsx, dsy, offset, function);
tmp = sampleTexture(i, uvwq, dsx, dsy, offset, function);
// FIXME: When the sampler states are the same, we could use one sampler and just index the texture
}
}
}
}
Vector4f c;
c.x = tmp[(s.swizzle >> 0) & 0x3];
c.y = tmp[(s.swizzle >> 2) & 0x3];
c.z = tmp[(s.swizzle >> 4) & 0x3];
c.w = tmp[(s.swizzle >> 6) & 0x3];
return c;
}
Vector4f VertexProgram::sampleTexture(int sampler, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
{
Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[TEXTURE_IMAGE_UNITS]) + sampler * sizeof(Texture);
return SamplerCore(constants, state.sampler[sampler]).sampleTexture(texture, uvwq.x, uvwq.y, uvwq.z, uvwq.w, dsx, dsy, offset, function);
}
}
......@@ -117,7 +117,8 @@ 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, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function);
Vector4f sampleTexture(const Src &s, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function);
Vector4f sampleTexture(int sampler, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function);
int ifDepth;
int loopRepDepth;
......
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