Commit a0b5783f by Nicolas Capens Committed by Nicolas Capens

Pass the sampling lod/bias as a separate parameter.

This is necessary for cube or 2D array shadow texture sampling functions which need the fourth texture coordinate component for depth comparison while also taking a lod or bias parameter. Change-Id: I1e1399f134e22cecaff97a224df2c13c57ba3a40 Reviewed-on: https://swiftshader-review.googlesource.com/13551Reviewed-by: 's avatarNicolas Capens <nicolascapens@google.com> Reviewed-by: 's avatarAlexis Hétu <sugoi@google.com> Tested-by: 's avatarNicolas Capens <nicolascapens@google.com>
parent 89a218b4
......@@ -1233,6 +1233,7 @@ namespace glsl
else
{
const TextureFunction textureFunction(node->getName());
TIntermTyped *s = arg[0]->getAsTyped();
TIntermTyped *t = arg[1]->getAsTyped();
Temporary coord(this);
......@@ -1245,73 +1246,88 @@ namespace glsl
Instruction *mul = emit(sw::Shader::OPCODE_MUL, &coord, arg[1], &coord);
mul->dst.mask = 0x7;
if(IsShadowSampler(s->getBasicType()))
{
ASSERT(s->getBasicType() == EbtSampler2DShadow);
Instruction *mov = emit(sw::Shader::OPCODE_MOV, &coord, &coord);
mov->src[0].swizzle = 0xA4;
}
}
else
{
emit(sw::Shader::OPCODE_MOV, &coord, arg[1]);
Instruction *mov = emit(sw::Shader::OPCODE_MOV, &coord, arg[1]);
if(IsShadowSampler(s->getBasicType()) && t->getNominalSize() == 3)
{
ASSERT(s->getBasicType() == EbtSampler2DShadow);
mov->src[0].swizzle = 0xA4;
}
}
switch(textureFunction.method)
{
case TextureFunction::IMPLICIT:
if(!textureFunction.offset)
{
TIntermNode* offset = textureFunction.offset ? arg[2] : 0;
if(argumentCount == 2 || (textureFunction.offset && argumentCount == 3))
if(argumentCount == 2)
{
emit(textureFunction.offset ? sw::Shader::OPCODE_TEXOFFSET : sw::Shader::OPCODE_TEX,
result, &coord, arg[0], offset);
emit(sw::Shader::OPCODE_TEX, result, &coord, s);
}
else if(argumentCount == 3 || (textureFunction.offset && argumentCount == 4)) // bias
else if(argumentCount == 3) // Bias
{
Instruction *bias = emit(sw::Shader::OPCODE_MOV, &coord, arg[textureFunction.offset ? 3 : 2]);
bias->dst.mask = 0x8;
Instruction *tex = emit(textureFunction.offset ? sw::Shader::OPCODE_TEXOFFSET : sw::Shader::OPCODE_TEX,
result, &coord, arg[0], offset); // FIXME: Implement an efficient TEXLDB instruction
tex->bias = true;
emit(sw::Shader::OPCODE_TEXBIAS, result, &coord, s, arg[2]);
}
else UNREACHABLE(argumentCount);
}
else // Offset
{
if(argumentCount == 3)
{
emit(sw::Shader::OPCODE_TEXOFFSET, result, &coord, s, arg[2]);
}
else if(argumentCount == 4) // Bias
{
emit(sw::Shader::OPCODE_TEXOFFSETBIAS, result, &coord, s, arg[2], arg[3]);
}
else UNREACHABLE(argumentCount);
}
break;
case TextureFunction::LOD:
if(!textureFunction.offset && argumentCount == 3)
{
Instruction *lod = emit(sw::Shader::OPCODE_MOV, &coord, arg[2]);
lod->dst.mask = 0x8;
emit(textureFunction.offset ? sw::Shader::OPCODE_TEXLDLOFFSET : sw::Shader::OPCODE_TEXLDL,
result, &coord, arg[0], textureFunction.offset ? arg[3] : nullptr);
emit(sw::Shader::OPCODE_TEXLOD, result, &coord, s, arg[2]);
}
else if(argumentCount == 4) // Offset
{
emit(sw::Shader::OPCODE_TEXLODOFFSET, result, &coord, s, arg[3], arg[2]);
}
else UNREACHABLE(argumentCount);
break;
case TextureFunction::FETCH:
if(!textureFunction.offset && argumentCount == 3)
{
if(argumentCount == 3 || (textureFunction.offset && argumentCount == 4))
{
Instruction *lod = emit(sw::Shader::OPCODE_MOV, &coord, arg[2]);
lod->dst.mask = 0x8;
TIntermNode *offset = textureFunction.offset ? arg[3] : nullptr;
emit(textureFunction.offset ? sw::Shader::OPCODE_TEXELFETCHOFFSET : sw::Shader::OPCODE_TEXELFETCH,
result, &coord, arg[0], offset);
}
else UNREACHABLE(argumentCount);
emit(sw::Shader::OPCODE_TEXELFETCH, result, &coord, s, arg[2]);
}
else if(argumentCount == 4) // Offset
{
emit(sw::Shader::OPCODE_TEXELFETCHOFFSET, result, &coord, s, arg[3], arg[2]);
}
else UNREACHABLE(argumentCount);
break;
case TextureFunction::GRAD:
if(!textureFunction.offset && argumentCount == 4)
{
if(argumentCount == 4 || (textureFunction.offset && argumentCount == 5))
{
TIntermNode *offset = textureFunction.offset ? arg[4] : nullptr;
emit(textureFunction.offset ? sw::Shader::OPCODE_TEXGRADOFFSET : sw::Shader::OPCODE_TEXGRAD,
result, &coord, arg[0], arg[2], arg[3], offset);
}
else UNREACHABLE(argumentCount);
emit(sw::Shader::OPCODE_TEXGRAD, result, &coord, s, arg[2], arg[3]);
}
else if(argumentCount == 5) // Offset
{
emit(sw::Shader::OPCODE_TEXGRADOFFSET, result, &coord, s, arg[2], arg[3], arg[4]);
}
else UNREACHABLE(argumentCount);
break;
case TextureFunction::SIZE:
emit(sw::Shader::OPCODE_TEXSIZE, result, arg[1], arg[0]);
emit(sw::Shader::OPCODE_TEXSIZE, result, arg[1], s);
break;
default:
UNREACHABLE(textureFunction.method);
......
......@@ -1240,7 +1240,7 @@ namespace sw
if(!project)
{
c = SamplerCore(constants, state.sampler[stage]).sampleTexture(texture, u, v, w, q, dsx, dsy);
c = SamplerCore(constants, state.sampler[stage]).sampleTexture(texture, u, v, w, q, q, dsx, dsy);
}
else
{
......@@ -1250,7 +1250,7 @@ namespace sw
Float4 v_q = v * rq;
Float4 w_q = w * rq;
c = SamplerCore(constants, state.sampler[stage]).sampleTexture(texture, u_q, v_q, w_q, q, dsx, dsy);
c = SamplerCore(constants, state.sampler[stage]).sampleTexture(texture, u_q, v_q, w_q, q, q, dsx, dsy);
}
#if PERF_PROFILE
......
......@@ -281,17 +281,20 @@ namespace sw
case Shader::OPCODE_M3X4: M3X4(d, s0, src1); break;
case Shader::OPCODE_M3X3: M3X3(d, s0, src1); break;
case Shader::OPCODE_M3X2: M3X2(d, s0, src1); break;
case Shader::OPCODE_TEX: TEXLD(d, s0, src1, project, bias); break;
case Shader::OPCODE_TEXLDD: TEXLDD(d, s0, src1, s2, s3); break;
case Shader::OPCODE_TEXLDL: TEXLDL(d, s0, src1); break;
case Shader::OPCODE_TEX: TEX(d, s0, src1, project, bias); break;
case Shader::OPCODE_TEXLDD: TEXGRAD(d, s0, src1, s2, s3); break;
case Shader::OPCODE_TEXLDL: TEXLOD(d, s0, src1, s0.w); break;
case Shader::OPCODE_TEXLOD: TEXLOD(d, s0, src1, s2.x); break;
case Shader::OPCODE_TEXSIZE: TEXSIZE(d, s0.x, src1); break;
case Shader::OPCODE_TEXKILL: TEXKILL(cMask, d, dst.mask); break;
case Shader::OPCODE_TEXOFFSET: TEXOFFSET(d, s0, src1, s2, bias); break;
case Shader::OPCODE_TEXLDLOFFSET: TEXLDL(d, s0, src1, s2, bias); break;
case Shader::OPCODE_TEXELFETCH: TEXELFETCH(d, s0, src1); break;
case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCH(d, s0, src1, s2); break;
case Shader::OPCODE_TEXOFFSET: TEXOFFSET(d, s0, src1, s2); break;
case Shader::OPCODE_TEXLODOFFSET: TEXLODOFFSET(d, s0, src1, s2, s3.x); break;
case Shader::OPCODE_TEXELFETCH: TEXELFETCH(d, s0, src1, s2.x); break;
case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCHOFFSET(d, s0, src1, s2, s3.x); break;
case Shader::OPCODE_TEXGRAD: TEXGRAD(d, s0, src1, s2, s3); break;
case Shader::OPCODE_TEXGRADOFFSET: TEXGRAD(d, s0, src1, s2, s3, s4); break;
case Shader::OPCODE_TEXGRADOFFSET: TEXGRADOFFSET(d, s0, src1, s2, s3, s4); break;
case Shader::OPCODE_TEXBIAS: TEXBIAS(d, s0, src1, s2.x); break;
case Shader::OPCODE_TEXOFFSETBIAS: TEXOFFSETBIAS(d, s0, src1, s2, s3.x); break;
case Shader::OPCODE_DISCARD: DISCARD(cMask, instruction); break;
case Shader::OPCODE_DFDX: DFDX(d, s0); break;
case Shader::OPCODE_DFDY: DFDY(d, s0); break;
......@@ -678,13 +681,13 @@ namespace sw
}
}
Vector4f PixelProgram::sampleTexture(const Src &sampler, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
Vector4f PixelProgram::sampleTexture(const Src &sampler, Vector4f &uvwq, Float4 &bias, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
{
Vector4f tmp;
if(sampler.type == Shader::PARAMETER_SAMPLER && sampler.rel.type == Shader::PARAMETER_VOID)
{
tmp = sampleTexture(sampler.index, uvwq, dsx, dsy, offset, function);
tmp = sampleTexture(sampler.index, uvwq, bias, dsx, dsy, offset, function);
}
else
{
......@@ -696,7 +699,7 @@ namespace sw
{
If(index == i)
{
tmp = sampleTexture(i, uvwq, dsx, dsy, offset, function);
tmp = sampleTexture(i, uvwq, bias, dsx, dsy, offset, function);
// FIXME: When the sampler states are the same, we could use one sampler and just index the texture
}
}
......@@ -712,14 +715,14 @@ namespace sw
return c;
}
Vector4f PixelProgram::sampleTexture(int samplerIndex, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
Vector4f PixelProgram::sampleTexture(int samplerIndex, Vector4f &uvwq, Float4 &bias, 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);
Vector4f c = SamplerCore(constants, state.sampler[samplerIndex]).sampleTexture(texture, 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, bias, dsx, dsy, offset, function);
#if PERF_PROFILE
cycles[PERF_TEX] += Ticks() - texTime;
......@@ -1113,7 +1116,7 @@ namespace sw
dst.w = dot4(src0, row3);
}
void PixelProgram::TEXLD(Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
void PixelProgram::TEX(Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
{
if(project)
{
......@@ -1123,52 +1126,57 @@ namespace sw
proj.y = src0.y * rw;
proj.z = src0.z * rw;
dst = sampleTexture(src1, proj, src0, src0, src0, Implicit);
dst = sampleTexture(src1, proj, src0.x, (src0), (src0), (src0), Implicit);
}
else
{
dst = sampleTexture(src1, src0, src0, src0, src0, bias ? Bias : Implicit);
dst = sampleTexture(src1, src0, src0.x, (src0), (src0), (src0), bias ? Bias : Implicit);
}
}
void PixelProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, bool bias)
void PixelProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &offset)
{
dst = sampleTexture(src1, src0, src0, src0, src2, {bias ? Bias : Implicit, Offset});
dst = sampleTexture(src1, src0, (src0.x), (src0), (src0), offset, {Implicit, Offset});
}
void PixelProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &offset, bool bias)
void PixelProgram::TEXLODOFFSET(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &offset, Float4 &lod)
{
dst = sampleTexture(src1, src0, src0, src0, offset, {Lod, Offset});
dst = sampleTexture(src1, src0, lod, (src0), (src0), offset, {Lod, Offset});
}
void PixelProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1)
void PixelProgram::TEXBIAS(Vector4f &dst, Vector4f &src0, const Src &src1, Float4 &bias)
{
dst = sampleTexture(src1, src0, src0, src0, src0, Fetch);
dst = sampleTexture(src1, src0, bias, (src0), (src0), (src0), Bias);
}
void PixelProgram::TEXOFFSETBIAS(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &offset, Float4 &bias)
{
dst = sampleTexture(src1, src0, bias, (src0), (src0), offset, {Bias, Offset});
}
void PixelProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset)
void PixelProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Float4 &lod)
{
dst = sampleTexture(src1, src0, src0, src0, offset, {Fetch, Offset});
dst = sampleTexture(src1, src0, lod, (src0), (src0), (src0), Fetch);
}
void PixelProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
void PixelProgram::TEXELFETCHOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset, Float4 &lod)
{
dst = sampleTexture(src1, src0, src2, src3, src0, Grad);
dst = sampleTexture(src1, src0, lod, (src0), (src0), offset, {Fetch, Offset});
}
void PixelProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, Vector4f &offset)
void PixelProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &dsx, Vector4f &dsy)
{
dst = sampleTexture(src1, src0, src2, src3, offset, {Grad, Offset});
dst = sampleTexture(src1, src0, (src0.x), dsx, dsy, (src0), Grad);
}
void PixelProgram::TEXLDD(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3)
void PixelProgram::TEXGRADOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &dsx, Vector4f &dsy, Vector4f &offset)
{
dst = sampleTexture(src1, src0, src2, src3, src0, Grad);
dst = sampleTexture(src1, src0, (src0.x), dsx, dsy, offset, {Grad, Offset});
}
void PixelProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1)
void PixelProgram::TEXLOD(Vector4f &dst, Vector4f &src0, const Src &src1, Float4 &lod)
{
dst = sampleTexture(src1, src0, src0, src0, src0, Lod);
dst = sampleTexture(src1, src0, lod, (src0), (src0), (src0), Lod);
}
void PixelProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1)
......
......@@ -82,8 +82,8 @@ namespace sw
Int4 enableContinue;
Int4 enableLeave;
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);
Vector4f sampleTexture(const Src &sampler, Vector4f &uvwq, Float4 &bias, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function);
Vector4f sampleTexture(int samplerIndex, Vector4f &uvwq, Float4 &bias, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function);
// Raster operations
void clampColor(Vector4f oC[RENDERTARGETS]);
......@@ -106,17 +106,18 @@ namespace sw
void M3X4(Vector4f &dst, Vector4f &src0, const Src &src1);
void M4X3(Vector4f &dst, Vector4f &src0, const Src &src1);
void M4X4(Vector4f &dst, Vector4f &src0, const Src &src1);
void TEXLD(Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias);
void TEXLDD(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3);
void TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1);
void TEX(Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias);
void TEXLOD(Vector4f &dst, Vector4f &src0, const Src &src1, Float4 &lod);
void TEXBIAS(Vector4f &dst, Vector4f &src0, const Src &src1, Float4 &bias);
void TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1);
void TEXKILL(Int cMask[4], Vector4f &src, unsigned char mask);
void TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, bool bias);
void TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, bool bias);
void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src&);
void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2);
void TEXGRAD(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3);
void TEXGRAD(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3, Vector4f &src4);
void TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &offset);
void TEXOFFSETBIAS(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &offset, Float4 &bias);
void TEXLODOFFSET(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &offset, Float4 &lod);
void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src &, Float4 &lod);
void TEXELFETCHOFFSET(Vector4f &dst, Vector4f &src, const Src &, Vector4f &offset, Float4 &lod);
void TEXGRAD(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &dsx, Vector4f &dsy);
void TEXGRADOFFSET(Vector4f &dst, Vector4f &src, const Src &, Vector4f &dsx, Vector4f &dsy, Vector4f &offset);
void DISCARD(Int cMask[4], const Shader::Instruction *instruction);
void DFDX(Vector4f &dst, Vector4f &src);
void DFDY(Vector4f &dst, Vector4f &src);
......
......@@ -314,8 +314,11 @@ namespace sw
case Shader::OPCODE_TEX:
case Shader::OPCODE_TEXLDD:
case Shader::OPCODE_TEXLDL:
case Shader::OPCODE_TEXLOD:
case Shader::OPCODE_TEXBIAS:
case Shader::OPCODE_TEXOFFSET:
case Shader::OPCODE_TEXLDLOFFSET:
case Shader::OPCODE_TEXOFFSETBIAS:
case Shader::OPCODE_TEXLODOFFSET:
case Shader::OPCODE_TEXELFETCH:
case Shader::OPCODE_TEXELFETCHOFFSET:
case Shader::OPCODE_TEXGRAD:
......
......@@ -56,12 +56,12 @@ namespace sw
{
}
Vector4s SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy)
Vector4s SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy)
{
return sampleTexture(texture, u, v, w, q, dsx, dsy, dsx, Implicit, true);
return sampleTexture(texture, u, v, w, q, q, dsx, dsy, (dsx), Implicit, true);
}
Vector4s SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function, bool fixed12)
Vector4s SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function, bool fixed12)
{
Vector4s c;
......@@ -77,6 +77,7 @@ namespace sw
Float4 uuuu = u;
Float4 vvvv = v;
Float4 wwww = w;
Float4 qqqq = q;
if(state.textureType == TEXTURE_NULL)
{
......@@ -109,22 +110,21 @@ namespace sw
Float anisotropy;
Float4 uDelta;
Float4 vDelta;
Float lodBias = (function == Fetch) ? Float4(As<Int4>(q)).x : q.x;
if(state.textureType != TEXTURE_3D)
{
if(state.textureType != TEXTURE_CUBE)
{
computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, lodBias, dsx, dsy, function);
computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, bias.x, dsx, dsy, function);
}
else
{
computeLodCube(texture, lod, lodX, lodY, lodZ, lodBias, dsx, dsy, function);
computeLodCube(texture, lod, lodX, lodY, lodZ, bias.x, dsx, dsy, function);
}
}
else
{
computeLod3D(texture, lod, uuuu, vvvv, wwww, lodBias, dsx, dsy, function);
computeLod3D(texture, lod, uuuu, vvvv, wwww, bias.x, dsx, dsy, function);
}
if(!hasFloatTexture())
......@@ -133,7 +133,7 @@ namespace sw
}
else
{
Vector4f cf = sampleFloatFilter(texture, uuuu, vvvv, wwww, offset, lod, anisotropy, uDelta, vDelta, face, function);
Vector4f cf = sampleFloatFilter(texture, uuuu, vvvv, wwww, qqqq, offset, lod, anisotropy, uDelta, vDelta, face, function);
convertFixed12(c, cf);
}
......@@ -299,7 +299,7 @@ namespace sw
return c;
}
Vector4f SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
Vector4f SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
{
Vector4f c;
......@@ -328,6 +328,7 @@ namespace sw
Float4 uuuu = u;
Float4 vvvv = v;
Float4 wwww = w;
Float4 qqqq = q;
Int face[4];
Float4 lodX;
......@@ -343,25 +344,24 @@ namespace sw
Float anisotropy;
Float4 uDelta;
Float4 vDelta;
Float lodBias = (function == Fetch) ? Float4(As<Int4>(q)).x : q.x;
if(state.textureType != TEXTURE_3D)
{
if(state.textureType != TEXTURE_CUBE)
{
computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, lodBias, dsx, dsy, function);
computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, bias.x, dsx, dsy, function);
}
else
{
computeLodCube(texture, lod, lodX, lodY, lodZ, lodBias, dsx, dsy, function);
computeLodCube(texture, lod, lodX, lodY, lodZ, bias.x, dsx, dsy, function);
}
}
else
{
computeLod3D(texture, lod, uuuu, vvvv, wwww, lodBias, dsx, dsy, function);
computeLod3D(texture, lod, uuuu, vvvv, wwww, bias.x, dsx, dsy, function);
}
c = sampleFloatFilter(texture, uuuu, vvvv, wwww, offset, lod, anisotropy, uDelta, vDelta, face, function);
c = sampleFloatFilter(texture, uuuu, vvvv, wwww, qqqq, offset, lod, anisotropy, uDelta, vDelta, face, function);
if(!hasFloatTexture() && !hasUnnormalizedIntegerTexture())
{
......@@ -389,7 +389,7 @@ namespace sw
}
else
{
Vector4s cs = sampleTexture(texture, u, v, w, q, dsx, dsy, offset, function, false);
Vector4s cs = sampleTexture(texture, u, v, w, q, bias, dsx, dsy, offset, function, false);
if(has16bitTextureFormat())
{
......@@ -1116,9 +1116,9 @@ namespace sw
return c_;
}
Vector4f SamplerCore::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 SamplerCore::sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerFunction function)
{
Vector4f c = sampleFloatAniso(texture, u, v, w, offset, lod, anisotropy, uDelta, vDelta, face, false, function);
Vector4f c = sampleFloatAniso(texture, u, v, w, q, offset, lod, anisotropy, uDelta, vDelta, face, false, function);
if(function == Fetch)
{
......@@ -1127,7 +1127,7 @@ namespace sw
if(state.mipmapFilter > MIPMAP_POINT)
{
Vector4f cc = sampleFloatAniso(texture, u, v, w, offset, lod, anisotropy, uDelta, vDelta, face, true, function);
Vector4f cc = sampleFloatAniso(texture, u, v, w, q, offset, lod, anisotropy, uDelta, vDelta, face, true, function);
Float4 lod4 = Float4(Frac(lod));
......@@ -1196,13 +1196,13 @@ namespace sw
return c;
}
Vector4f SamplerCore::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 SamplerCore::sampleFloatAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerFunction function)
{
Vector4f c;
if(state.textureFilter != FILTER_ANISOTROPIC || function == Lod || function == Fetch)
{
c = sampleFloat(texture, u, v, w, offset, lod, face, secondLOD, function);
c = sampleFloat(texture, u, v, w, q, offset, lod, face, secondLOD, function);
}
else
{
......@@ -1231,7 +1231,7 @@ namespace sw
Do
{
c = sampleFloat(texture, u0, v0, w, offset, lod, face, secondLOD, function);
c = sampleFloat(texture, u0, v0, w, q, offset, lod, face, secondLOD, function);
u0 += du;
v0 += dv;
......@@ -1254,11 +1254,11 @@ namespace sw
return c;
}
Vector4f SamplerCore::sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function)
Vector4f SamplerCore::sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function)
{
if(state.textureType != TEXTURE_3D)
{
return sampleFloat2D(texture, u, v, w, offset, lod, face, secondLOD, function);
return sampleFloat2D(texture, u, v, w, q, offset, lod, face, secondLOD, function);
}
else
{
......@@ -1266,7 +1266,7 @@ namespace sw
}
}
Vector4f SamplerCore::sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function)
Vector4f SamplerCore::sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function)
{
Vector4f c;
......@@ -1295,16 +1295,16 @@ namespace sw
if(state.textureFilter == FILTER_POINT || (function == Fetch))
{
c = sampleTexel(x0, y0, z0, w, mipmap, buffer, function);
c = sampleTexel(x0, y0, z0, q, mipmap, buffer, function);
}
else
{
y1 *= pitchP;
Vector4f c0 = sampleTexel(x0, y0, z0, w, mipmap, buffer, function);
Vector4f c1 = sampleTexel(x1, y0, z0, w, mipmap, buffer, function);
Vector4f c2 = sampleTexel(x0, y1, z0, w, mipmap, buffer, function);
Vector4f c3 = sampleTexel(x1, y1, z0, w, mipmap, buffer, function);
Vector4f c0 = sampleTexel(x0, y0, z0, q, mipmap, buffer, function);
Vector4f c1 = sampleTexel(x1, y0, z0, q, mipmap, buffer, function);
Vector4f c2 = sampleTexel(x0, y1, z0, q, mipmap, buffer, function);
Vector4f c3 = sampleTexel(x1, y1, z0, q, mipmap, buffer, function);
if(!gather) // Blend
{
......@@ -1481,10 +1481,20 @@ namespace sw
lod += lodBias;
}
}
else
else if(function == Lod)
{
lod = lodBias + Float(*Pointer<Int>(texture + OFFSET(Texture,baseLevel)));
}
else if(function == Fetch)
{
// TODO: Eliminate int-float-int conversion.
lod = Float(As<Int>(lodBias)) + Float(*Pointer<Int>(texture + OFFSET(Texture,baseLevel)));
}
else if(function == Base)
{
lod = Float(*Pointer<Int>(texture + OFFSET(Texture,baseLevel)));
}
else assert(false);
lod = Max(lod, *Pointer<Float>(texture + OFFSET(Texture, minLod)));
lod = Min(lod, *Pointer<Float>(texture + OFFSET(Texture, maxLod)));
......@@ -1537,10 +1547,20 @@ namespace sw
lod += lodBias;
}
}
else
else if(function == Lod)
{
lod = lodBias + Float(*Pointer<Int>(texture + OFFSET(Texture,baseLevel)));
}
else if(function == Fetch)
{
// TODO: Eliminate int-float-int conversion.
lod = Float(As<Int>(lodBias)) + Float(*Pointer<Int>(texture + OFFSET(Texture,baseLevel)));
}
else if(function == Base)
{
lod = Float(*Pointer<Int>(texture + OFFSET(Texture,baseLevel)));
}
else assert(false);
lod = Max(lod, *Pointer<Float>(texture + OFFSET(Texture, minLod)));
lod = Min(lod, *Pointer<Float>(texture + OFFSET(Texture, maxLod)));
......@@ -1555,9 +1575,7 @@ namespace sw
{
if(function != Lod && function != Fetch)
{
Float4 dudxy;
Float4 dvdxy;
Float4 dsdxy;
Float4 dudxy, dvdxy, dsdxy;
if(function != Grad)
{
......@@ -1567,13 +1585,9 @@ namespace sw
}
else
{
dudxy = dsx.x;
dvdxy = dsx.y;
dsdxy = dsx.z;
dudxy = Float4(dudxy.xx, dsy.x.xx);
dvdxy = Float4(dvdxy.xx, dsy.y.xx);
dsdxy = Float4(dsdxy.xx, dsy.z.xx);
dudxy = Float4(dsx.x.xx, dsy.x.xx);
dvdxy = Float4(dsx.y.xx, dsy.y.xx);
dsdxy = Float4(dsx.z.xx, dsy.z.xx);
dudxy = Float4(dudxy.xz, dudxy.xz);
dvdxy = Float4(dvdxy.xz, dvdxy.xz);
......@@ -1601,10 +1615,20 @@ namespace sw
lod += lodBias;
}
}
else
else if(function == Lod)
{
lod = lodBias + Float(*Pointer<Int>(texture + OFFSET(Texture,baseLevel)));
}
else if(function == Fetch)
{
// TODO: Eliminate int-float-int conversion.
lod = Float(As<Int>(lodBias)) + Float(*Pointer<Int>(texture + OFFSET(Texture,baseLevel)));
}
else if(function == Base)
{
lod = Float(*Pointer<Int>(texture + OFFSET(Texture,baseLevel)));
}
else assert(false);
lod = Max(lod, *Pointer<Float>(texture + OFFSET(Texture, minLod)));
lod = Min(lod, *Pointer<Float>(texture + OFFSET(Texture, maxLod)));
......
......@@ -22,17 +22,18 @@ namespace sw
{
enum SamplerMethod
{
Implicit,
Bias,
Lod,
Grad,
Fetch
Implicit, // Compute gradients (pixel shader only).
Bias, // Compute gradients and add provided bias.
Lod, // Use provided LOD.
Grad, // Use provided gradients.
Fetch, // Use provided integer coordinates.
Base // Sample base level.
};
enum SamplerOption
{
None,
Offset
Offset // Offset sample location by provided integer coordinates.
};
struct SamplerFunction
......@@ -49,12 +50,12 @@ namespace sw
public:
SamplerCore(Pointer<Byte> &constants, const Sampler::State &state);
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);
Vector4s sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy);
Vector4f sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function);
static Vector4f textureSize(Pointer<Byte> &mipmap, Float4 &lod);
private:
Vector4s sampleTexture(Pointer<Byte> &texture, 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, Float4 &bias, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function, bool fixed12);
void border(Short4 &mask, Float4 &coordinates);
void border(Int4 &mask, Float4 &coordinates);
......@@ -64,10 +65,10 @@ namespace sw
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 sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, 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, Float4 &q, 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, Float4 &q, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function);
Vector4f sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, 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);
......
......@@ -747,232 +747,234 @@ namespace sw
{
switch(opcode)
{
case OPCODE_NULL: return "null";
case OPCODE_NOP: return "nop";
case OPCODE_MOV: return "mov";
case OPCODE_ADD: return "add";
case OPCODE_IADD: return "iadd";
case OPCODE_SUB: return "sub";
case OPCODE_ISUB: return "isub";
case OPCODE_MAD: return "mad";
case OPCODE_IMAD: return "imad";
case OPCODE_MUL: return "mul";
case OPCODE_IMUL: return "imul";
case OPCODE_RCPX: return "rcpx";
case OPCODE_DIV: return "div";
case OPCODE_IDIV: return "idiv";
case OPCODE_UDIV: return "udiv";
case OPCODE_MOD: return "mod";
case OPCODE_IMOD: return "imod";
case OPCODE_UMOD: return "umod";
case OPCODE_SHL: return "shl";
case OPCODE_ISHR: return "ishr";
case OPCODE_USHR: return "ushr";
case OPCODE_RSQX: return "rsqx";
case OPCODE_SQRT: return "sqrt";
case OPCODE_RSQ: return "rsq";
case OPCODE_LEN2: return "len2";
case OPCODE_LEN3: return "len3";
case OPCODE_LEN4: return "len4";
case OPCODE_DIST1: return "dist1";
case OPCODE_DIST2: return "dist2";
case OPCODE_DIST3: return "dist3";
case OPCODE_DIST4: return "dist4";
case OPCODE_DP3: return "dp3";
case OPCODE_DP4: return "dp4";
case OPCODE_DET2: return "det2";
case OPCODE_DET3: return "det3";
case OPCODE_DET4: return "det4";
case OPCODE_MIN: return "min";
case OPCODE_IMIN: return "imin";
case OPCODE_UMIN: return "umin";
case OPCODE_MAX: return "max";
case OPCODE_IMAX: return "imax";
case OPCODE_UMAX: return "umax";
case OPCODE_SLT: return "slt";
case OPCODE_SGE: return "sge";
case OPCODE_EXP2X: return "exp2x";
case OPCODE_LOG2X: return "log2x";
case OPCODE_LIT: return "lit";
case OPCODE_ATT: return "att";
case OPCODE_LRP: return "lrp";
case OPCODE_STEP: return "step";
case OPCODE_SMOOTH: return "smooth";
case OPCODE_FLOATBITSTOINT: return "floatBitsToInt";
case OPCODE_NULL: return "null";
case OPCODE_NOP: return "nop";
case OPCODE_MOV: return "mov";
case OPCODE_ADD: return "add";
case OPCODE_IADD: return "iadd";
case OPCODE_SUB: return "sub";
case OPCODE_ISUB: return "isub";
case OPCODE_MAD: return "mad";
case OPCODE_IMAD: return "imad";
case OPCODE_MUL: return "mul";
case OPCODE_IMUL: return "imul";
case OPCODE_RCPX: return "rcpx";
case OPCODE_DIV: return "div";
case OPCODE_IDIV: return "idiv";
case OPCODE_UDIV: return "udiv";
case OPCODE_MOD: return "mod";
case OPCODE_IMOD: return "imod";
case OPCODE_UMOD: return "umod";
case OPCODE_SHL: return "shl";
case OPCODE_ISHR: return "ishr";
case OPCODE_USHR: return "ushr";
case OPCODE_RSQX: return "rsqx";
case OPCODE_SQRT: return "sqrt";
case OPCODE_RSQ: return "rsq";
case OPCODE_LEN2: return "len2";
case OPCODE_LEN3: return "len3";
case OPCODE_LEN4: return "len4";
case OPCODE_DIST1: return "dist1";
case OPCODE_DIST2: return "dist2";
case OPCODE_DIST3: return "dist3";
case OPCODE_DIST4: return "dist4";
case OPCODE_DP3: return "dp3";
case OPCODE_DP4: return "dp4";
case OPCODE_DET2: return "det2";
case OPCODE_DET3: return "det3";
case OPCODE_DET4: return "det4";
case OPCODE_MIN: return "min";
case OPCODE_IMIN: return "imin";
case OPCODE_UMIN: return "umin";
case OPCODE_MAX: return "max";
case OPCODE_IMAX: return "imax";
case OPCODE_UMAX: return "umax";
case OPCODE_SLT: return "slt";
case OPCODE_SGE: return "sge";
case OPCODE_EXP2X: return "exp2x";
case OPCODE_LOG2X: return "log2x";
case OPCODE_LIT: return "lit";
case OPCODE_ATT: return "att";
case OPCODE_LRP: return "lrp";
case OPCODE_STEP: return "step";
case OPCODE_SMOOTH: return "smooth";
case OPCODE_FLOATBITSTOINT: return "floatBitsToInt";
case OPCODE_FLOATBITSTOUINT: return "floatBitsToUInt";
case OPCODE_INTBITSTOFLOAT: return "intBitsToFloat";
case OPCODE_INTBITSTOFLOAT: return "intBitsToFloat";
case OPCODE_UINTBITSTOFLOAT: return "uintBitsToFloat";
case OPCODE_PACKSNORM2x16: return "packSnorm2x16";
case OPCODE_PACKUNORM2x16: return "packUnorm2x16";
case OPCODE_PACKHALF2x16: return "packHalf2x16";
case OPCODE_PACKSNORM2x16: return "packSnorm2x16";
case OPCODE_PACKUNORM2x16: return "packUnorm2x16";
case OPCODE_PACKHALF2x16: return "packHalf2x16";
case OPCODE_UNPACKSNORM2x16: return "unpackSnorm2x16";
case OPCODE_UNPACKUNORM2x16: return "unpackUnorm2x16";
case OPCODE_UNPACKHALF2x16: return "unpackHalf2x16";
case OPCODE_FRC: return "frc";
case OPCODE_M4X4: return "m4x4";
case OPCODE_M4X3: return "m4x3";
case OPCODE_M3X4: return "m3x4";
case OPCODE_M3X3: return "m3x3";
case OPCODE_M3X2: return "m3x2";
case OPCODE_CALL: return "call";
case OPCODE_CALLNZ: return "callnz";
case OPCODE_LOOP: return "loop";
case OPCODE_RET: return "ret";
case OPCODE_ENDLOOP: return "endloop";
case OPCODE_LABEL: return "label";
case OPCODE_DCL: return "dcl";
case OPCODE_POWX: return "powx";
case OPCODE_CRS: return "crs";
case OPCODE_SGN: return "sgn";
case OPCODE_ISGN: return "isgn";
case OPCODE_ABS: return "abs";
case OPCODE_IABS: return "iabs";
case OPCODE_NRM2: return "nrm2";
case OPCODE_NRM3: return "nrm3";
case OPCODE_NRM4: return "nrm4";
case OPCODE_SINCOS: return "sincos";
case OPCODE_REP: return "rep";
case OPCODE_ENDREP: return "endrep";
case OPCODE_IF: return "if";
case OPCODE_IFC: return "ifc";
case OPCODE_ELSE: return "else";
case OPCODE_ENDIF: return "endif";
case OPCODE_BREAK: return "break";
case OPCODE_BREAKC: return "breakc";
case OPCODE_MOVA: return "mova";
case OPCODE_DEFB: return "defb";
case OPCODE_DEFI: return "defi";
case OPCODE_TEXCOORD: return "texcoord";
case OPCODE_TEXKILL: return "texkill";
case OPCODE_DISCARD: return "discard";
case OPCODE_UNPACKHALF2x16: return "unpackHalf2x16";
case OPCODE_FRC: return "frc";
case OPCODE_M4X4: return "m4x4";
case OPCODE_M4X3: return "m4x3";
case OPCODE_M3X4: return "m3x4";
case OPCODE_M3X3: return "m3x3";
case OPCODE_M3X2: return "m3x2";
case OPCODE_CALL: return "call";
case OPCODE_CALLNZ: return "callnz";
case OPCODE_LOOP: return "loop";
case OPCODE_RET: return "ret";
case OPCODE_ENDLOOP: return "endloop";
case OPCODE_LABEL: return "label";
case OPCODE_DCL: return "dcl";
case OPCODE_POWX: return "powx";
case OPCODE_CRS: return "crs";
case OPCODE_SGN: return "sgn";
case OPCODE_ISGN: return "isgn";
case OPCODE_ABS: return "abs";
case OPCODE_IABS: return "iabs";
case OPCODE_NRM2: return "nrm2";
case OPCODE_NRM3: return "nrm3";
case OPCODE_NRM4: return "nrm4";
case OPCODE_SINCOS: return "sincos";
case OPCODE_REP: return "rep";
case OPCODE_ENDREP: return "endrep";
case OPCODE_IF: return "if";
case OPCODE_IFC: return "ifc";
case OPCODE_ELSE: return "else";
case OPCODE_ENDIF: return "endif";
case OPCODE_BREAK: return "break";
case OPCODE_BREAKC: return "breakc";
case OPCODE_MOVA: return "mova";
case OPCODE_DEFB: return "defb";
case OPCODE_DEFI: return "defi";
case OPCODE_TEXCOORD: return "texcoord";
case OPCODE_TEXKILL: return "texkill";
case OPCODE_DISCARD: return "discard";
case OPCODE_TEX:
if(version < 0x0104) return "tex";
else return "texld";
case OPCODE_TEXBEM: return "texbem";
case OPCODE_TEXBEML: return "texbeml";
case OPCODE_TEXREG2AR: return "texreg2ar";
case OPCODE_TEXREG2GB: return "texreg2gb";
case OPCODE_TEXM3X2PAD: return "texm3x2pad";
case OPCODE_TEXM3X2TEX: return "texm3x2tex";
case OPCODE_TEXM3X3PAD: return "texm3x3pad";
case OPCODE_TEXM3X3TEX: return "texm3x3tex";
case OPCODE_RESERVED0: return "reserved0";
case OPCODE_TEXM3X3SPEC: return "texm3x3spec";
case OPCODE_TEXM3X3VSPEC: return "texm3x3vspec";
case OPCODE_EXPP: return "expp";
case OPCODE_LOGP: return "logp";
case OPCODE_CND: return "cnd";
case OPCODE_DEF: return "def";
case OPCODE_TEXREG2RGB: return "texreg2rgb";
case OPCODE_TEXDP3TEX: return "texdp3tex";
case OPCODE_TEXM3X2DEPTH: return "texm3x2depth";
case OPCODE_TEXDP3: return "texdp3";
case OPCODE_TEXM3X3: return "texm3x3";
case OPCODE_TEXDEPTH: return "texdepth";
case OPCODE_CMP0: return "cmp0";
case OPCODE_ICMP: return "icmp";
case OPCODE_UCMP: return "ucmp";
case OPCODE_SELECT: return "select";
case OPCODE_EXTRACT: return "extract";
case OPCODE_INSERT: return "insert";
case OPCODE_BEM: return "bem";
case OPCODE_DP2ADD: return "dp2add";
case OPCODE_DFDX: return "dFdx";
case OPCODE_DFDY: return "dFdy";
case OPCODE_FWIDTH: return "fwidth";
case OPCODE_TEXLDD: return "texldd";
case OPCODE_CMP: return "cmp";
case OPCODE_TEXLDL: return "texldl";
case OPCODE_TEXOFFSET: return "texoffset";
case OPCODE_TEXLDLOFFSET: return "texldloffset";
case OPCODE_TEXELFETCH: return "texelfetch";
if(version < 0x0104) return "tex";
else return "texld";
case OPCODE_TEXBEM: return "texbem";
case OPCODE_TEXBEML: return "texbeml";
case OPCODE_TEXREG2AR: return "texreg2ar";
case OPCODE_TEXREG2GB: return "texreg2gb";
case OPCODE_TEXM3X2PAD: return "texm3x2pad";
case OPCODE_TEXM3X2TEX: return "texm3x2tex";
case OPCODE_TEXM3X3PAD: return "texm3x3pad";
case OPCODE_TEXM3X3TEX: return "texm3x3tex";
case OPCODE_RESERVED0: return "reserved0";
case OPCODE_TEXM3X3SPEC: return "texm3x3spec";
case OPCODE_TEXM3X3VSPEC: return "texm3x3vspec";
case OPCODE_EXPP: return "expp";
case OPCODE_LOGP: return "logp";
case OPCODE_CND: return "cnd";
case OPCODE_DEF: return "def";
case OPCODE_TEXREG2RGB: return "texreg2rgb";
case OPCODE_TEXDP3TEX: return "texdp3tex";
case OPCODE_TEXM3X2DEPTH: return "texm3x2depth";
case OPCODE_TEXDP3: return "texdp3";
case OPCODE_TEXM3X3: return "texm3x3";
case OPCODE_TEXDEPTH: return "texdepth";
case OPCODE_CMP0: return "cmp0";
case OPCODE_ICMP: return "icmp";
case OPCODE_UCMP: return "ucmp";
case OPCODE_SELECT: return "select";
case OPCODE_EXTRACT: return "extract";
case OPCODE_INSERT: return "insert";
case OPCODE_BEM: return "bem";
case OPCODE_DP2ADD: return "dp2add";
case OPCODE_DFDX: return "dFdx";
case OPCODE_DFDY: return "dFdy";
case OPCODE_FWIDTH: return "fwidth";
case OPCODE_TEXLDD: return "texldd";
case OPCODE_CMP: return "cmp";
case OPCODE_TEXLDL: return "texldl";
case OPCODE_TEXBIAS: return "texbias";
case OPCODE_TEXOFFSET: return "texoffset";
case OPCODE_TEXOFFSETBIAS: return "texoffsetbias";
case OPCODE_TEXLODOFFSET: return "texlodoffset";
case OPCODE_TEXELFETCH: return "texelfetch";
case OPCODE_TEXELFETCHOFFSET: return "texelfetchoffset";
case OPCODE_TEXGRAD: return "texgrad";
case OPCODE_TEXGRADOFFSET: return "texgradoffset";
case OPCODE_BREAKP: return "breakp";
case OPCODE_TEXSIZE: return "texsize";
case OPCODE_PHASE: return "phase";
case OPCODE_COMMENT: return "comment";
case OPCODE_END: return "end";
case OPCODE_PS_1_0: return "ps_1_0";
case OPCODE_PS_1_1: return "ps_1_1";
case OPCODE_PS_1_2: return "ps_1_2";
case OPCODE_PS_1_3: return "ps_1_3";
case OPCODE_PS_1_4: return "ps_1_4";
case OPCODE_PS_2_0: return "ps_2_0";
case OPCODE_PS_2_x: return "ps_2_x";
case OPCODE_PS_3_0: return "ps_3_0";
case OPCODE_VS_1_0: return "vs_1_0";
case OPCODE_VS_1_1: return "vs_1_1";
case OPCODE_VS_2_0: return "vs_2_0";
case OPCODE_VS_2_x: return "vs_2_x";
case OPCODE_VS_2_sw: return "vs_2_sw";
case OPCODE_VS_3_0: return "vs_3_0";
case OPCODE_VS_3_sw: return "vs_3_sw";
case OPCODE_WHILE: return "while";
case OPCODE_ENDWHILE: return "endwhile";
case OPCODE_COS: return "cos";
case OPCODE_SIN: return "sin";
case OPCODE_TAN: return "tan";
case OPCODE_ACOS: return "acos";
case OPCODE_ASIN: return "asin";
case OPCODE_ATAN: return "atan";
case OPCODE_ATAN2: return "atan2";
case OPCODE_COSH: return "cosh";
case OPCODE_SINH: return "sinh";
case OPCODE_TANH: return "tanh";
case OPCODE_ACOSH: return "acosh";
case OPCODE_ASINH: return "asinh";
case OPCODE_ATANH: return "atanh";
case OPCODE_DP1: return "dp1";
case OPCODE_DP2: return "dp2";
case OPCODE_TRUNC: return "trunc";
case OPCODE_FLOOR: return "floor";
case OPCODE_ROUND: return "round";
case OPCODE_ROUNDEVEN: return "roundEven";
case OPCODE_CEIL: return "ceil";
case OPCODE_EXP2: return "exp2";
case OPCODE_LOG2: return "log2";
case OPCODE_EXP: return "exp";
case OPCODE_LOG: return "log";
case OPCODE_POW: return "pow";
case OPCODE_F2B: return "f2b";
case OPCODE_B2F: return "b2f";
case OPCODE_F2I: return "f2i";
case OPCODE_I2F: return "i2f";
case OPCODE_F2U: return "f2u";
case OPCODE_U2F: return "u2f";
case OPCODE_B2I: return "b2i";
case OPCODE_I2B: return "i2b";
case OPCODE_ALL: return "all";
case OPCODE_ANY: return "any";
case OPCODE_NEG: return "neg";
case OPCODE_INEG: return "ineg";
case OPCODE_ISNAN: return "isnan";
case OPCODE_ISINF: return "isinf";
case OPCODE_NOT: return "not";
case OPCODE_OR: return "or";
case OPCODE_XOR: return "xor";
case OPCODE_AND: return "and";
case OPCODE_EQ: return "eq";
case OPCODE_NE: return "neq";
case OPCODE_FORWARD1: return "forward1";
case OPCODE_FORWARD2: return "forward2";
case OPCODE_FORWARD3: return "forward3";
case OPCODE_FORWARD4: return "forward4";
case OPCODE_REFLECT1: return "reflect1";
case OPCODE_REFLECT2: return "reflect2";
case OPCODE_REFLECT3: return "reflect3";
case OPCODE_REFLECT4: return "reflect4";
case OPCODE_REFRACT1: return "refract1";
case OPCODE_REFRACT2: return "refract2";
case OPCODE_REFRACT3: return "refract3";
case OPCODE_REFRACT4: return "refract4";
case OPCODE_LEAVE: return "leave";
case OPCODE_CONTINUE: return "continue";
case OPCODE_TEST: return "test";
case OPCODE_SWITCH: return "switch";
case OPCODE_ENDSWITCH: return "endswitch";
case OPCODE_TEXGRAD: return "texgrad";
case OPCODE_TEXGRADOFFSET: return "texgradoffset";
case OPCODE_BREAKP: return "breakp";
case OPCODE_TEXSIZE: return "texsize";
case OPCODE_PHASE: return "phase";
case OPCODE_COMMENT: return "comment";
case OPCODE_END: return "end";
case OPCODE_PS_1_0: return "ps_1_0";
case OPCODE_PS_1_1: return "ps_1_1";
case OPCODE_PS_1_2: return "ps_1_2";
case OPCODE_PS_1_3: return "ps_1_3";
case OPCODE_PS_1_4: return "ps_1_4";
case OPCODE_PS_2_0: return "ps_2_0";
case OPCODE_PS_2_x: return "ps_2_x";
case OPCODE_PS_3_0: return "ps_3_0";
case OPCODE_VS_1_0: return "vs_1_0";
case OPCODE_VS_1_1: return "vs_1_1";
case OPCODE_VS_2_0: return "vs_2_0";
case OPCODE_VS_2_x: return "vs_2_x";
case OPCODE_VS_2_sw: return "vs_2_sw";
case OPCODE_VS_3_0: return "vs_3_0";
case OPCODE_VS_3_sw: return "vs_3_sw";
case OPCODE_WHILE: return "while";
case OPCODE_ENDWHILE: return "endwhile";
case OPCODE_COS: return "cos";
case OPCODE_SIN: return "sin";
case OPCODE_TAN: return "tan";
case OPCODE_ACOS: return "acos";
case OPCODE_ASIN: return "asin";
case OPCODE_ATAN: return "atan";
case OPCODE_ATAN2: return "atan2";
case OPCODE_COSH: return "cosh";
case OPCODE_SINH: return "sinh";
case OPCODE_TANH: return "tanh";
case OPCODE_ACOSH: return "acosh";
case OPCODE_ASINH: return "asinh";
case OPCODE_ATANH: return "atanh";
case OPCODE_DP1: return "dp1";
case OPCODE_DP2: return "dp2";
case OPCODE_TRUNC: return "trunc";
case OPCODE_FLOOR: return "floor";
case OPCODE_ROUND: return "round";
case OPCODE_ROUNDEVEN: return "roundEven";
case OPCODE_CEIL: return "ceil";
case OPCODE_EXP2: return "exp2";
case OPCODE_LOG2: return "log2";
case OPCODE_EXP: return "exp";
case OPCODE_LOG: return "log";
case OPCODE_POW: return "pow";
case OPCODE_F2B: return "f2b";
case OPCODE_B2F: return "b2f";
case OPCODE_F2I: return "f2i";
case OPCODE_I2F: return "i2f";
case OPCODE_F2U: return "f2u";
case OPCODE_U2F: return "u2f";
case OPCODE_B2I: return "b2i";
case OPCODE_I2B: return "i2b";
case OPCODE_ALL: return "all";
case OPCODE_ANY: return "any";
case OPCODE_NEG: return "neg";
case OPCODE_INEG: return "ineg";
case OPCODE_ISNAN: return "isnan";
case OPCODE_ISINF: return "isinf";
case OPCODE_NOT: return "not";
case OPCODE_OR: return "or";
case OPCODE_XOR: return "xor";
case OPCODE_AND: return "and";
case OPCODE_EQ: return "eq";
case OPCODE_NE: return "neq";
case OPCODE_FORWARD1: return "forward1";
case OPCODE_FORWARD2: return "forward2";
case OPCODE_FORWARD3: return "forward3";
case OPCODE_FORWARD4: return "forward4";
case OPCODE_REFLECT1: return "reflect1";
case OPCODE_REFLECT2: return "reflect2";
case OPCODE_REFLECT3: return "reflect3";
case OPCODE_REFLECT4: return "reflect4";
case OPCODE_REFRACT1: return "refract1";
case OPCODE_REFRACT2: return "refract2";
case OPCODE_REFRACT3: return "refract3";
case OPCODE_REFRACT4: return "refract4";
case OPCODE_LEAVE: return "leave";
case OPCODE_CONTINUE: return "continue";
case OPCODE_TEST: return "test";
case OPCODE_SWITCH: return "switch";
case OPCODE_ENDSWITCH: return "endswitch";
default:
ASSERT(false);
}
......@@ -1824,8 +1826,10 @@ namespace sw
case OPCODE_TEXM3X2DEPTH:
case OPCODE_TEXLDD:
case OPCODE_TEXLDL:
case OPCODE_TEXLOD:
case OPCODE_TEXOFFSET:
case OPCODE_TEXLDLOFFSET:
case OPCODE_TEXOFFSETBIAS:
case OPCODE_TEXLODOFFSET:
case OPCODE_TEXELFETCH:
case OPCODE_TEXELFETCHOFFSET:
case OPCODE_TEXGRAD:
......
......@@ -118,7 +118,6 @@ namespace sw
OPCODE_CMP, // D3DSIO_SETP
OPCODE_TEXLDL,
OPCODE_BREAKP,
OPCODE_TEXSIZE,
OPCODE_PHASE = 0xFFFD,
OPCODE_COMMENT = 0xFFFE,
......@@ -207,11 +206,15 @@ namespace sw
OPCODE_ISNAN,
OPCODE_ISINF,
OPCODE_TEXOFFSET,
OPCODE_TEXLDLOFFSET,
OPCODE_TEXLODOFFSET,
OPCODE_TEXELFETCH,
OPCODE_TEXELFETCHOFFSET,
OPCODE_TEXGRAD,
OPCODE_TEXGRADOFFSET,
OPCODE_TEXBIAS,
OPCODE_TEXLOD,
OPCODE_TEXOFFSETBIAS,
OPCODE_TEXSIZE,
OPCODE_FLOATBITSTOINT,
OPCODE_FLOATBITSTOUINT,
OPCODE_INTBITSTOFLOAT,
......
......@@ -326,14 +326,15 @@ namespace sw
case Shader::OPCODE_AND: bitwise_and(d, s0, s1); break;
case Shader::OPCODE_EQ: equal(d, s0, s1); break;
case Shader::OPCODE_NE: notEqual(d, s0, s1); break;
case Shader::OPCODE_TEXLDL: TEXLDL(d, s0, src1); break;
case Shader::OPCODE_TEXLDL: TEXLOD(d, s0, src1, s0.w); break;
case Shader::OPCODE_TEXLOD: TEXLOD(d, s0, src1, s2.x); break;
case Shader::OPCODE_TEX: TEX(d, s0, src1); break;
case Shader::OPCODE_TEXOFFSET: TEXOFFSET(d, s0, src1, s2); break;
case Shader::OPCODE_TEXLDLOFFSET: TEXLDL(d, s0, src1, s2); break;
case Shader::OPCODE_TEXELFETCH: TEXELFETCH(d, s0, src1); break;
case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCH(d, s0, src1, s2); break;
case Shader::OPCODE_TEXLODOFFSET: TEXLODOFFSET(d, s0, src1, s2, s3.x); break;
case Shader::OPCODE_TEXELFETCH: TEXELFETCH(d, s0, src1, s2.x); break;
case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCHOFFSET(d, s0, src1, s2, s3.x); break;
case Shader::OPCODE_TEXGRAD: TEXGRAD(d, s0, src1, s2, s3); break;
case Shader::OPCODE_TEXGRADOFFSET: TEXGRAD(d, s0, src1, s2, s3, s4); break;
case Shader::OPCODE_TEXGRADOFFSET: TEXGRADOFFSET(d, s0, src1, s2, s3, s4); break;
case Shader::OPCODE_TEXSIZE: TEXSIZE(d, s0.x, src1); break;
case Shader::OPCODE_END: break;
default:
......@@ -1556,46 +1557,44 @@ namespace sw
// FIXME: Use enableLeave in other control-flow constructs
}
void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1)
void VertexProgram::TEX(Vector4f &dst, Vector4f &src0, const Src &src1)
{
dst = sampleTexture(src1, src0, a0, a0, src0, Lod);
dst = sampleTexture(src1, src0, (src0.x), (src0), (src0), (src0), Base);
}
void VertexProgram::TEX(Vector4f &dst, Vector4f &src0, const Src &src1)
void VertexProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset)
{
src0.w = Float(0.0f);
dst = sampleTexture(src1, src0, a0, a0, src0, Lod);
dst = sampleTexture(src1, src0, (src0.x), (src0), (src0), offset, {Base, Offset});
}
void VertexProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2)
void VertexProgram::TEXLOD(Vector4f &dst, Vector4f &src0, const Src& src1, Float4 &lod)
{
src0.w = Float(0.0f);
dst = sampleTexture(src1, src0, a0, a0, src2, {Lod, Offset});
dst = sampleTexture(src1, src0, lod, (src0), (src0), (src0), Lod);
}
void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset)
void VertexProgram::TEXLODOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset, Float4 &lod)
{
dst = sampleTexture(src1, src0, a0, a0, offset, {Lod, Offset});
dst = sampleTexture(src1, src0, lod, (src0), (src0), offset, {Lod, Offset});
}
void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1)
void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Float4 &lod)
{
dst = sampleTexture(src1, src0, src0, src0, src0, Fetch);
dst = sampleTexture(src1, src0, lod, (src0), (src0), (src0), Fetch);
}
void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset)
void VertexProgram::TEXELFETCHOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset, Float4 &lod)
{
dst = sampleTexture(src1, src0, src0, src0, offset, {Fetch, Offset});
dst = sampleTexture(src1, src0, lod, (src0), (src0), offset, {Fetch, Offset});
}
void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &dsx, Vector4f &dsy)
{
dst = sampleTexture(src1, src0, src2, src3, src0, Grad);
dst = sampleTexture(src1, src0, (src0.x), dsx, dsy, src0, Grad);
}
void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, Vector4f &offset)
void VertexProgram::TEXGRADOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &dsx, Vector4f &dsy, Vector4f &offset)
{
dst = sampleTexture(src1, src0, src2, src3, offset, {Grad, Offset});
dst = sampleTexture(src1, src0, (src0.x), dsx, dsy, offset, {Grad, Offset});
}
void VertexProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1)
......@@ -1604,13 +1603,13 @@ namespace sw
dst = SamplerCore::textureSize(texture, lod);
}
Vector4f VertexProgram::sampleTexture(const Src &s, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
Vector4f VertexProgram::sampleTexture(const Src &s, Vector4f &uvwq, Float4 &lod, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
{
Vector4f tmp;
if(s.type == Shader::PARAMETER_SAMPLER && s.rel.type == Shader::PARAMETER_VOID)
{
tmp = sampleTexture(s.index, uvwq, dsx, dsy, offset, function);
tmp = sampleTexture(s.index, uvwq, lod, dsx, dsy, offset, function);
}
else
{
......@@ -1622,7 +1621,7 @@ namespace sw
{
If(index == i)
{
tmp = sampleTexture(i, uvwq, dsx, dsy, offset, function);
tmp = sampleTexture(i, uvwq, lod, dsx, dsy, offset, function);
// FIXME: When the sampler states are the same, we could use one sampler and just index the texture
}
}
......@@ -1638,9 +1637,9 @@ namespace sw
return c;
}
Vector4f VertexProgram::sampleTexture(int sampler, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
Vector4f VertexProgram::sampleTexture(int sampler, Vector4f &uvwq, Float4 &lod, 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);
return SamplerCore(constants, state.sampler[sampler]).sampleTexture(texture, uvwq.x, uvwq.y, uvwq.z, uvwq.w, lod, dsx, dsy, offset, function);
}
}
......@@ -107,18 +107,18 @@ namespace sw
void SWITCH();
void RET();
void LEAVE();
void TEXLDL(Vector4f &dst, Vector4f &src, const Src&);
void TEX(Vector4f &dst, Vector4f &src, const Src&);
void TEXOFFSET(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2);
void TEXLDL(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2);
void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src&);
void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2);
void TEXGRAD(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3);
void TEXGRAD(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3, Vector4f &src4);
void TEXOFFSET(Vector4f &dst, Vector4f &src, const Src&, Vector4f &offset);
void TEXLOD(Vector4f &dst, Vector4f &src, const Src&, Float4 &lod);
void TEXLODOFFSET(Vector4f &dst, Vector4f &src, const Src&, Vector4f &offset, Float4 &lod);
void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src&, Float4 &lod);
void TEXELFETCHOFFSET(Vector4f &dst, Vector4f &src, const Src&, Vector4f &offset, Float4 &lod);
void TEXGRAD(Vector4f &dst, Vector4f &src, const Src&, Vector4f &dsx, Vector4f &dsy);
void TEXGRADOFFSET(Vector4f &dst, Vector4f &src, const Src&, Vector4f &dsx, Vector4f &dsy, Vector4f &offset);
void TEXSIZE(Vector4f &dst, Float4 &lod, const Src&);
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);
Vector4f sampleTexture(const Src &s, Vector4f &uvwq, Float4 &lod, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function);
Vector4f sampleTexture(int sampler, Vector4f &uvwq, Float4 &lod, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function);
int ifDepth;
int loopRepDepth;
......
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