Commit 8a6dcf76 by Alexis Hetu Committed by Alexis Hétu

Support sample image instruction operand

- Added support for the sample operand in SamplerCore, which simply involves offsetting the buffer by the the sampleId * samplePitch. - Also added a check so that sampleId is within the expected range and doesn't cause reading memory out of bounds. Bug: b/135265531 Change-Id: Ie828d07db41d36befb34037156736a6576af0676 Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/38728Tested-by: 's avatarAlexis Hétu <sugoi@google.com> Reviewed-by: 's avatarChris Forbes <chrisforbes@google.com> Kokoro-Presubmit: kokoro <noreply+kokoro@google.com>
parent 2613cb5e
......@@ -40,6 +40,8 @@ namespace sw
short4 onePitchP;
int4 pitchP;
int4 sliceP;
int4 samplePitchP;
int4 sampleMax;
};
struct Texture
......
......@@ -53,7 +53,7 @@ namespace sw
{
}
Vector4f SamplerCore::sampleTexture(Pointer<Byte> &texture, Pointer<Byte> &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float &&lodOrBias, Float4 &dsx, Float4 &dsy, Vector4f &offset, SamplerFunction function)
Vector4f SamplerCore::sampleTexture(Pointer<Byte> &texture, Pointer<Byte> &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float &&lodOrBias, Float4 &dsx, Float4 &dsy, Vector4f &offset, Int4& sampleId, SamplerFunction function)
{
Vector4f c;
......@@ -151,7 +151,7 @@ namespace sw
if(use32BitFiltering)
{
c = sampleFloatFilter(texture, uuuu, vvvv, wwww, qqqq, offset, lod, anisotropy, uDelta, vDelta, function);
c = sampleFloatFilter(texture, uuuu, vvvv, wwww, qqqq, offset, sampleId, lod, anisotropy, uDelta, vDelta, function);
if (!hasFloatTexture() && !hasUnnormalizedIntegerTexture() && !state.compareEnable)
{
......@@ -207,7 +207,7 @@ namespace sw
}
else // 16-bit filtering.
{
Vector4s cs = sampleFilter(texture, uuuu, vvvv, wwww, offset, lod, anisotropy, uDelta, vDelta, function);
Vector4s cs = sampleFilter(texture, uuuu, vvvv, wwww, offset, sampleId, lod, anisotropy, uDelta, vDelta, function);
switch (state.textureFormat)
{
......@@ -339,9 +339,9 @@ namespace sw
return uvw;
}
Vector4s SamplerCore::sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function)
Vector4s SamplerCore::sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Int4& sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function)
{
Vector4s c = sampleAniso(texture, u, v, w, offset, lod, anisotropy, uDelta, vDelta, false, function);
Vector4s c = sampleAniso(texture, u, v, w, offset, sampleId, lod, anisotropy, uDelta, vDelta, false, function);
if(function == Fetch)
{
......@@ -350,7 +350,7 @@ namespace sw
if(state.mipmapFilter == MIPMAP_LINEAR)
{
Vector4s cc = sampleAniso(texture, u, v, w, offset, lod, anisotropy, uDelta, vDelta, true, function);
Vector4s cc = sampleAniso(texture, u, v, w, offset, sampleId, lod, anisotropy, uDelta, vDelta, true, function);
lod *= Float(1 << 16);
......@@ -384,13 +384,13 @@ namespace sw
return c;
}
Vector4s SamplerCore::sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD, SamplerFunction function)
Vector4s SamplerCore::sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Int4& sampleId, 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, lod, secondLOD, function);
c = sampleQuad(texture, u, v, w, offset, sampleId, lod, secondLOD, function);
}
else
{
......@@ -421,7 +421,7 @@ namespace sw
Do
{
c = sampleQuad(texture, u0, v0, w, offset, lod, secondLOD, function);
c = sampleQuad(texture, u0, v0, w, offset, sampleId, lod, secondLOD, function);
u0 += du;
v0 += dv;
......@@ -444,19 +444,19 @@ namespace sw
return c;
}
Vector4s SamplerCore::sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function)
Vector4s SamplerCore::sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function)
{
if(state.textureType != VK_IMAGE_VIEW_TYPE_3D)
{
return sampleQuad2D(texture, u, v, w, offset, lod, secondLOD, function);
return sampleQuad2D(texture, u, v, w, offset, sampleId, lod, secondLOD, function);
}
else
{
return sample3D(texture, u, v, w, offset, lod, secondLOD, function);
return sample3D(texture, u, v, w, offset, sampleId, lod, secondLOD, function);
}
}
Vector4s SamplerCore::sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function)
Vector4s SamplerCore::sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function)
{
Vector4s c;
......@@ -475,7 +475,7 @@ namespace sw
if(state.textureFilter == FILTER_POINT || texelFetch)
{
c = sampleTexel(uuuu, vvvv, wwww, offset, mipmap, buffer, function);
c = sampleTexel(uuuu, vvvv, wwww, offset, mipmap, sampleId, buffer, function);
}
else
{
......@@ -484,10 +484,10 @@ namespace sw
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, buffer, function);
Vector4s c10 = sampleTexel(uuuu1, vvvv0, wwww, offset, mipmap, buffer, function);
Vector4s c01 = sampleTexel(uuuu0, vvvv1, wwww, offset, mipmap, buffer, function);
Vector4s c11 = sampleTexel(uuuu1, vvvv1, wwww, offset, mipmap, buffer, function);
Vector4s c00 = sampleTexel(uuuu0, vvvv0, wwww, offset, mipmap, sampleId, buffer, function);
Vector4s c10 = sampleTexel(uuuu1, vvvv0, wwww, offset, mipmap, sampleId, buffer, function);
Vector4s c01 = sampleTexel(uuuu0, vvvv1, wwww, offset, mipmap, sampleId, buffer, function);
Vector4s c11 = sampleTexel(uuuu1, vvvv1, wwww, offset, mipmap, sampleId, buffer, function);
if(!gather) // Blend
{
......@@ -660,7 +660,7 @@ namespace sw
return c;
}
Vector4s SamplerCore::sample3D(Pointer<Byte> &texture, Float4 &u_, Float4 &v_, Float4 &w_, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function)
Vector4s SamplerCore::sample3D(Pointer<Byte> &texture, Float4 &u_, Float4 &v_, Float4 &w_, Vector4f &offset, const Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function)
{
Vector4s c_;
......@@ -678,7 +678,7 @@ namespace sw
if(state.textureFilter == FILTER_POINT || texelFetch)
{
c_ = sampleTexel(uuuu, vvvv, wwww, offset, mipmap, buffer, function);
c_ = sampleTexel(uuuu, vvvv, wwww, offset, mipmap, sampleId, buffer, function);
}
else
{
......@@ -750,7 +750,7 @@ namespace sw
{
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, buffer, function);
c[i][j][k] = sampleTexel(u[i][j][k], v[i][j][k], s[i][j][k], offset, mipmap, sampleId, buffer, function);
if(componentCount >= 1) { if(hasUnsignedTextureComponent(0)) c[i][j][k].x = MulHigh(As<UShort4>(c[i][j][k].x), f[1 - i][1 - j][1 - k]); else c[i][j][k].x = MulHigh(c[i][j][k].x, fs[1 - i][1 - j][1 - k]); }
if(componentCount >= 2) { if(hasUnsignedTextureComponent(1)) c[i][j][k].y = MulHigh(As<UShort4>(c[i][j][k].y), f[1 - i][1 - j][1 - k]); else c[i][j][k].y = MulHigh(c[i][j][k].y, fs[1 - i][1 - j][1 - k]); }
......@@ -783,9 +783,9 @@ namespace sw
return c_;
}
Vector4f SamplerCore::sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function)
Vector4f SamplerCore::sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Int4& sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function)
{
Vector4f c = sampleFloatAniso(texture, u, v, w, q, offset, lod, anisotropy, uDelta, vDelta, false, function);
Vector4f c = sampleFloatAniso(texture, u, v, w, q, offset, sampleId, lod, anisotropy, uDelta, vDelta, false, function);
if(function == Fetch)
{
......@@ -794,7 +794,7 @@ namespace sw
if(state.mipmapFilter == MIPMAP_LINEAR)
{
Vector4f cc = sampleFloatAniso(texture, u, v, w, q, offset, lod, anisotropy, uDelta, vDelta, true, function);
Vector4f cc = sampleFloatAniso(texture, u, v, w, q, offset, sampleId, lod, anisotropy, uDelta, vDelta, true, function);
Float4 lod4 = Float4(Frac(lod));
......@@ -807,13 +807,13 @@ namespace sw
return c;
}
Vector4f SamplerCore::sampleFloatAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD, SamplerFunction function)
Vector4f SamplerCore::sampleFloatAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Int4& sampleId, 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, lod, secondLOD, function);
c = sampleFloat(texture, u, v, w, q, offset, sampleId, lod, secondLOD, function);
}
else
{
......@@ -842,7 +842,7 @@ namespace sw
Do
{
c = sampleFloat(texture, u0, v0, w, q, offset, lod, secondLOD, function);
c = sampleFloat(texture, u0, v0, w, q, offset, sampleId, lod, secondLOD, function);
u0 += du;
v0 += dv;
......@@ -865,19 +865,19 @@ namespace sw
return c;
}
Vector4f SamplerCore::sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function)
Vector4f SamplerCore::sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function)
{
if(state.textureType != VK_IMAGE_VIEW_TYPE_3D)
{
return sampleFloat2D(texture, u, v, w, q, offset, lod, secondLOD, function);
return sampleFloat2D(texture, u, v, w, q, offset, sampleId, lod, secondLOD, function);
}
else
{
return sampleFloat3D(texture, u, v, w, offset, lod, secondLOD, function);
return sampleFloat3D(texture, u, v, w, offset, sampleId, lod, secondLOD, function);
}
}
Vector4f SamplerCore::sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function)
Vector4f SamplerCore::sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function)
{
Vector4f c;
......@@ -904,16 +904,16 @@ namespace sw
if(state.textureFilter == FILTER_POINT || (function == Fetch))
{
c = sampleTexel(x0, y0, z0, q, mipmap, buffer, function);
c = sampleTexel(x0, y0, z0, q, mipmap, sampleId, buffer, function);
}
else
{
y1 *= pitchP;
Vector4f c00 = sampleTexel(x0, y0, z0, q, mipmap, buffer, function);
Vector4f c10 = sampleTexel(x1, y0, z0, q, mipmap, buffer, function);
Vector4f c01 = sampleTexel(x0, y1, z0, q, mipmap, buffer, function);
Vector4f c11 = sampleTexel(x1, y1, z0, q, mipmap, buffer, function);
Vector4f c00 = sampleTexel(x0, y0, z0, q, mipmap, sampleId, buffer, function);
Vector4f c10 = sampleTexel(x1, y0, z0, q, mipmap, sampleId, buffer, function);
Vector4f c01 = sampleTexel(x0, y1, z0, q, mipmap, sampleId, buffer, function);
Vector4f c11 = sampleTexel(x1, y1, z0, q, mipmap, sampleId, buffer, function);
if(!gather) // Blend
{
......@@ -954,7 +954,7 @@ namespace sw
return c;
}
Vector4f SamplerCore::sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function)
Vector4f SamplerCore::sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function)
{
Vector4f c;
......@@ -978,21 +978,21 @@ namespace sw
if(state.textureFilter == FILTER_POINT || (function == Fetch))
{
c = sampleTexel(x0, y0, z0, w, mipmap, buffer, function);
c = sampleTexel(x0, y0, z0, w, mipmap, sampleId, buffer, function);
}
else
{
y1 *= pitchP;
z1 *= sliceP;
Vector4f c000 = sampleTexel(x0, y0, z0, w, mipmap, buffer, function);
Vector4f c100 = sampleTexel(x1, y0, z0, w, mipmap, buffer, function);
Vector4f c010 = sampleTexel(x0, y1, z0, w, mipmap, buffer, function);
Vector4f c110 = sampleTexel(x1, y1, z0, w, mipmap, buffer, function);
Vector4f c001 = sampleTexel(x0, y0, z1, w, mipmap, buffer, function);
Vector4f c101 = sampleTexel(x1, y0, z1, w, mipmap, buffer, function);
Vector4f c011 = sampleTexel(x0, y1, z1, w, mipmap, buffer, function);
Vector4f c111 = sampleTexel(x1, y1, z1, w, mipmap, buffer, function);
Vector4f c000 = sampleTexel(x0, y0, z0, w, mipmap, sampleId, buffer, function);
Vector4f c100 = sampleTexel(x1, y0, z0, w, mipmap, sampleId, buffer, function);
Vector4f c010 = sampleTexel(x0, y1, z0, w, mipmap, sampleId, buffer, function);
Vector4f c110 = sampleTexel(x1, y1, z0, w, mipmap, sampleId, buffer, function);
Vector4f c001 = sampleTexel(x0, y0, z1, w, mipmap, sampleId, buffer, function);
Vector4f c101 = sampleTexel(x1, y0, z1, w, mipmap, sampleId, buffer, function);
Vector4f c011 = sampleTexel(x0, y1, z1, w, mipmap, sampleId, buffer, function);
Vector4f c111 = sampleTexel(x1, y1, z1, w, mipmap, sampleId, buffer, function);
// Blend first slice
if(componentCount >= 1) c000.x = c000.x + fu * (c100.x - c000.x);
......@@ -1261,7 +1261,7 @@ namespace sw
return As<Short4>(UShort4(tmp));
}
void SamplerCore::computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, const Pointer<Byte> &mipmap, SamplerFunction function)
void SamplerCore::computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, const Pointer<Byte> &mipmap, const Int4& sampleId, SamplerFunction function)
{
bool texelFetch = (function == Fetch);
bool hasOffset = (function.offset != 0);
......@@ -1333,9 +1333,19 @@ namespace sw
index[i] = Min(Max(index[i], min), max);
}
}
if(function.sample)
{
UInt4 sampleOffset = Min(As<UInt4>(sampleId), *Pointer<UInt4>(mipmap + OFFSET(Mipmap, sampleMax), 16)) *
*Pointer<UInt4>(mipmap + OFFSET(Mipmap, samplePitchP), 16);
for(int i = 0; i < 4; i++)
{
index[i] += Extract(sampleOffset, i);
}
}
}
void SamplerCore::computeIndices(UInt index[4], Int4 uuuu, Int4 vvvv, Int4 wwww, Int4 valid, const Pointer<Byte> &mipmap, SamplerFunction function)
void SamplerCore::computeIndices(UInt index[4], Int4 uuuu, Int4 vvvv, Int4 wwww, Int4 valid, const Pointer<Byte> &mipmap, const Int4& sampleId, SamplerFunction function)
{
UInt4 indices = uuuu + vvvv;
......@@ -1351,6 +1361,12 @@ namespace sw
indices &= As<UInt4>(valid);
}
if(function.sample)
{
indices += Min(As<UInt4>(sampleId), *Pointer<UInt4>(mipmap + OFFSET(Mipmap, sampleMax), 16)) *
*Pointer<UInt4>(mipmap + OFFSET(Mipmap, samplePitchP), 16);
}
for(int i = 0; i < 4; i++)
{
index[i] = Extract(As<Int4>(indices), i);
......@@ -1604,12 +1620,12 @@ namespace sw
return c;
}
Vector4s SamplerCore::sampleTexel(Short4 &uuuu, Short4 &vvvv, Short4 &wwww, Vector4f &offset, Pointer<Byte> &mipmap, Pointer<Byte> buffer, SamplerFunction function)
Vector4s SamplerCore::sampleTexel(Short4 &uuuu, Short4 &vvvv, Short4 &wwww, Vector4f &offset, Pointer<Byte> &mipmap, const Int4& sampleId, Pointer<Byte> buffer, SamplerFunction function)
{
Vector4s c;
UInt index[4];
computeIndices(index, uuuu, vvvv, wwww, offset, mipmap, function);
computeIndices(index, uuuu, vvvv, wwww, offset, mipmap, sampleId, function);
if(isYcbcrFormat())
{
......@@ -1630,7 +1646,7 @@ namespace sw
// Chroma
{
computeIndices(index, uuuu, vvvv, wwww, offset, mipmap + sizeof(Mipmap), function);
computeIndices(index, uuuu, vvvv, wwww, offset, mipmap + sizeof(Mipmap), sampleId, function);
UShort4 U, V;
if(state.textureFormat == VK_FORMAT_G8_B8_R8_3PLANE_420_UNORM)
......@@ -1752,7 +1768,7 @@ namespace sw
return c;
}
Vector4f SamplerCore::sampleTexel(Int4 &uuuu, Int4 &vvvv, Int4 &wwww, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer, SamplerFunction function)
Vector4f SamplerCore::sampleTexel(Int4 &uuuu, Int4 &vvvv, Int4 &wwww, Float4 &z, Pointer<Byte> &mipmap, const Int4& sampleId, Pointer<Byte> buffer, SamplerFunction function)
{
Int4 valid;
......@@ -1768,7 +1784,7 @@ namespace sw
UInt index[4];
UInt4 t0, t1, t2, t3;
computeIndices(index, uuuu, vvvv, wwww, valid, mipmap, function);
computeIndices(index, uuuu, vvvv, wwww, valid, mipmap, sampleId, function);
Vector4f c;
......
......@@ -60,20 +60,20 @@ namespace sw
public:
SamplerCore(Pointer<Byte> &constants, const Sampler &state);
Vector4f sampleTexture(Pointer<Byte> &texture, Pointer<Byte> &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float &&lodOrBias, Float4 &dsx, Float4 &dsy, Vector4f &offset, SamplerFunction function);
Vector4f sampleTexture(Pointer<Byte> &texture, Pointer<Byte> &sampler, Float4 &u, Float4 &v, Float4 &w, 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);
Vector4s sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function);
Vector4s sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, 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, Float &lod, bool secondLOD, SamplerFunction function);
Vector4s sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, 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, Float4 &q, Vector4f &offset, 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, 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, Float &lod, bool secondLOD, SamplerFunction function);
Vector4f sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function);
Vector4f sampleFloat3D(Pointer<Byte> &texture, 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, 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 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 Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function);
Vector4s sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function);
Vector4s sample3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, 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 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 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 Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function);
Vector4f sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function);
Vector4f sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, 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);
......@@ -81,11 +81,11 @@ namespace sw
void computeLod3D(Pointer<Byte> &texture, Pointer<Byte> &sampler, 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, SamplerFunction function);
void computeIndices(UInt index[4], Int4 uuuu, Int4 vvvv, Int4 wwww, Int4 valid, const Pointer<Byte> &mipmap, SamplerFunction function);
Vector4s sampleTexel(Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, Pointer<Byte> &mipmap, Pointer<Byte> buffer, SamplerFunction function);
void computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, const Pointer<Byte> &mipmap, const Int4& sampleId, SamplerFunction function);
void computeIndices(UInt index[4], Int4 uuuu, Int4 vvvv, Int4 wwww, Int4 valid, const Pointer<Byte> &mipmap, const Int4& sampleId, SamplerFunction function);
Vector4s sampleTexel(Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, Pointer<Byte> &mipmap, const Int4& sampleId, 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, Pointer<Byte> buffer, SamplerFunction function);
Vector4f sampleTexel(Int4 &u, Int4 &v, Int4 &s, Float4 &z, Pointer<Byte> &mipmap, const Int4& sampleId, 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(Float4 &uw, AddressingMode addressingMode, Pointer<Byte>& mipmap);
......
......@@ -5169,7 +5169,7 @@ namespace sw
if(sample)
{
auto sampleValue = GenericValue(this, state, sampleId);
in[i] = sampleValue.Float(0);
in[i] = As<SIMD::Float>(sampleValue.Int(0));
}
auto cacheIt = state->routine->samplerCache.find(resultId);
......
......@@ -120,6 +120,7 @@ std::shared_ptr<rr::Routine> SpirvShader::emitSamplerRoutine(ImageInstruction in
Vector4f dsx = {0, 0, 0, 0};
Vector4f dsy = {0, 0, 0, 0};
Vector4f offset = {0, 0, 0, 0};
SIMD::Int sampleId = 0;
SamplerFunction samplerFunction = instruction.getSamplerFunction();
uint32_t i = 0;
......@@ -169,7 +170,10 @@ std::shared_ptr<rr::Routine> SpirvShader::emitSamplerRoutine(ImageInstruction in
offset[j] = in[i];
}
// TODO(b/133868964): Handle 'Sample' operand.
if(instruction.sample)
{
sampleId = As<SIMD::Int>(in[i]);
}
SamplerCore s(constants, samplerState);
......@@ -199,7 +203,7 @@ std::shared_ptr<rr::Routine> SpirvShader::emitSamplerRoutine(ImageInstruction in
dPdy.y = Float(0.0f);
}
Vector4f sample = s.sampleTexture(texture, sampler, uvw[0], uvw[1], uvw[2], q, lod[i], dPdx, dPdy, offset, samplerFunction);
Vector4f sample = s.sampleTexture(texture, sampler, uvw[0], uvw[1], uvw[2], q, lod[i], dPdx, dPdy, offset, sampleId, samplerFunction);
Pointer<Float> rgba = out;
rgba[0 * SIMD::Width + i] = Pointer<Float>(&sample.x)[i];
......@@ -210,7 +214,7 @@ std::shared_ptr<rr::Routine> SpirvShader::emitSamplerRoutine(ImageInstruction in
}
else
{
Vector4f sample = s.sampleTexture(texture, sampler, uvw[0], uvw[1], uvw[2], q, lodOrBias.x, (dsx.x), (dsy.x), offset, samplerFunction);
Vector4f sample = s.sampleTexture(texture, sampler, uvw[0], uvw[1], uvw[2], q, lodOrBias.x, (dsx.x), (dsy.x), offset, sampleId, samplerFunction);
Pointer<SIMD::Float> rgba = out;
rgba[0] = sample.x;
......
......@@ -384,13 +384,13 @@ void DescriptorSetLayout::WriteDescriptorSet(Device* device, DescriptorSet *dstS
imageView->getFormat(VK_IMAGE_ASPECT_PLANE_0_BIT).bytes();
// Write plane 0 parameters to mipmap level 0.
WriteTextureLevelInfo(texture, 0, width, height, 1, pitchP0, 0);
WriteTextureLevelInfo(texture, 0, width, height, 1, pitchP0, 0, 0, 0);
// Plane 2, if present, has equal parameters to plane 1, so we use mipmap level 1 for both.
int pitchP1 = imageView->rowPitchBytes(VK_IMAGE_ASPECT_PLANE_1_BIT, level, ImageView::SAMPLING) /
imageView->getFormat(VK_IMAGE_ASPECT_PLANE_1_BIT).bytes();
WriteTextureLevelInfo(texture, 1, width / 2, height / 2, 1, pitchP1, 0);
WriteTextureLevelInfo(texture, 1, width / 2, height / 2, 1, pitchP1, 0, 0, 0);
}
else
{
......@@ -418,12 +418,15 @@ void DescriptorSetLayout::WriteDescriptorSet(Device* device, DescriptorSet *dstS
int width = extent.width;
int height = extent.height;
int bytes = format.bytes();
int layers = imageView->getSubresourceRange().layerCount; // TODO(b/129523279): Untangle depth vs layers throughout the sampler
int depth = layers > 1 ? layers : extent.depth;
int pitchP = imageView->rowPitchBytes(aspect, level, ImageView::SAMPLING) / format.bytes();
int sliceP = (layers > 1 ? imageView->layerPitchBytes(aspect, ImageView::SAMPLING) : imageView->slicePitchBytes(aspect, level, ImageView::SAMPLING)) / format.bytes();
int pitchP = imageView->rowPitchBytes(aspect, level, ImageView::SAMPLING) / bytes;
int sliceP = (layers > 1 ? imageView->layerPitchBytes(aspect, ImageView::SAMPLING) : imageView->slicePitchBytes(aspect, level, ImageView::SAMPLING)) / bytes;
int samplePitchP = imageView->getMipLevelSize(aspect, level, ImageView::SAMPLING) / bytes;
int sampleMax = imageView->getSampleCount() - 1;
WriteTextureLevelInfo(texture, mipmapLevel, width, height, depth, pitchP, sliceP);
WriteTextureLevelInfo(texture, mipmapLevel, width, height, depth, pitchP, sliceP, samplePitchP, sampleMax);
}
}
}
......@@ -451,9 +454,9 @@ void DescriptorSetLayout::WriteDescriptorSet(Device* device, DescriptorSet *dstS
{
descriptor[i].stencilPtr = imageView->getOffsetPointer({0, 0, 0}, VK_IMAGE_ASPECT_STENCIL_BIT, 0, 0);
descriptor[i].stencilRowPitchBytes = imageView->rowPitchBytes(VK_IMAGE_ASPECT_STENCIL_BIT, 0);
descriptor[i].stencilSamplePitchBytes = imageView->getSubresourceRange().layerCount > 1
? imageView->layerPitchBytes(VK_IMAGE_ASPECT_STENCIL_BIT)
: imageView->slicePitchBytes(VK_IMAGE_ASPECT_STENCIL_BIT, 0);
descriptor[i].stencilSamplePitchBytes = (imageView->getSubresourceRange().layerCount > 1)
? imageView->layerPitchBytes(VK_IMAGE_ASPECT_STENCIL_BIT)
: imageView->slicePitchBytes(VK_IMAGE_ASPECT_STENCIL_BIT, 0);
descriptor[i].stencilSlicePitchBytes = descriptor[i].stencilSamplePitchBytes * imageView->getSampleCount();
}
}
......@@ -492,7 +495,7 @@ void DescriptorSetLayout::WriteDescriptorSet(Device* device, DescriptorSet *dstS
}
}
void DescriptorSetLayout::WriteTextureLevelInfo(sw::Texture *texture, int level, int width, int height, int depth, int pitchP, int sliceP)
void DescriptorSetLayout::WriteTextureLevelInfo(sw::Texture *texture, int level, int width, int height, int depth, int pitchP, int sliceP, int samplePitchP, int sampleMax)
{
if(level == 0)
{
......@@ -567,6 +570,16 @@ void DescriptorSetLayout::WriteTextureLevelInfo(sw::Texture *texture, int level,
mipmap.sliceP[1] = sliceP;
mipmap.sliceP[2] = sliceP;
mipmap.sliceP[3] = sliceP;
mipmap.samplePitchP[0] = samplePitchP;
mipmap.samplePitchP[1] = samplePitchP;
mipmap.samplePitchP[2] = samplePitchP;
mipmap.samplePitchP[3] = samplePitchP;
mipmap.sampleMax[0] = sampleMax;
mipmap.sampleMax[1] = sampleMax;
mipmap.sampleMax[2] = sampleMax;
mipmap.sampleMax[3] = sampleMax;
}
void DescriptorSetLayout::WriteDescriptorSet(Device* device, const VkWriteDescriptorSet& writeDescriptorSet)
......
......@@ -90,7 +90,7 @@ public:
static void CopyDescriptorSet(const VkCopyDescriptorSet& descriptorCopies);
static void WriteDescriptorSet(Device* device, DescriptorSet *dstSet, VkDescriptorUpdateTemplateEntry const &entry, char const *src);
static void WriteTextureLevelInfo(sw::Texture *texture, int level, int width, int height, int depth, int pitchP, int sliceP);
static void WriteTextureLevelInfo(sw::Texture *texture, int level, int width, int height, int depth, int pitchP, int sliceP, int samplePitchP, int sampleMax);
void initialize(DescriptorSet* descriptorSet);
......
......@@ -81,6 +81,7 @@ public:
bool is3DSlice() const;
uint8_t* end() const;
VkDeviceSize getLayerSize(VkImageAspectFlagBits aspect) const;
VkDeviceSize getMipLevelSize(VkImageAspectFlagBits aspect, uint32_t mipLevel) const;
bool canBindToMemory(DeviceMemory* pDeviceMemory) const;
void prepareForSampling(const VkImageSubresourceRange& subresourceRange);
......@@ -95,7 +96,6 @@ public:
private:
void copy(Buffer* buffer, const VkBufferImageCopy& region, bool bufferIsSource);
VkDeviceSize getStorageSize(VkImageAspectFlags flags) const;
VkDeviceSize getMipLevelSize(VkImageAspectFlagBits aspect, uint32_t mipLevel) const;
VkDeviceSize getMultiSampledLevelSize(VkImageAspectFlagBits aspect, uint32_t mipLevel) const;
VkDeviceSize getLayerOffset(VkImageAspectFlagBits aspect, uint32_t mipLevel) const;
VkDeviceSize getMemoryOffset(VkImageAspectFlagBits aspect, uint32_t mipLevel) const;
......
......@@ -267,6 +267,11 @@ int ImageView::slicePitchBytes(VkImageAspectFlagBits aspect, uint32_t mipLevel,
return getImage(usage)->slicePitchBytes(aspect, subresourceRange.baseMipLevel + mipLevel);
}
int ImageView::getMipLevelSize(VkImageAspectFlagBits aspect, uint32_t mipLevel, Usage usage) const
{
return getImage(usage)->getMipLevelSize(aspect, subresourceRange.baseMipLevel + mipLevel);
}
int ImageView::layerPitchBytes(VkImageAspectFlagBits aspect, Usage usage) const
{
return static_cast<int>(getImage(usage)->getLayerSize(aspect));
......
......@@ -51,6 +51,7 @@ public:
Format getFormat(VkImageAspectFlagBits aspect) const { return image->getFormat(aspect); }
int rowPitchBytes(VkImageAspectFlagBits aspect, uint32_t mipLevel, Usage usage = RAW) const;
int slicePitchBytes(VkImageAspectFlagBits aspect, uint32_t mipLevel, Usage usage = RAW) const;
int getMipLevelSize(VkImageAspectFlagBits aspect, uint32_t mipLevel, Usage usage = RAW) const;
int layerPitchBytes(VkImageAspectFlagBits aspect, Usage usage = RAW) const;
VkExtent3D getMipLevelExtent(uint32_t mipLevel) const;
......
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