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 ...@@ -1233,6 +1233,7 @@ namespace glsl
else else
{ {
const TextureFunction textureFunction(node->getName()); const TextureFunction textureFunction(node->getName());
TIntermTyped *s = arg[0]->getAsTyped();
TIntermTyped *t = arg[1]->getAsTyped(); TIntermTyped *t = arg[1]->getAsTyped();
Temporary coord(this); Temporary coord(this);
...@@ -1245,73 +1246,88 @@ namespace glsl ...@@ -1245,73 +1246,88 @@ namespace glsl
Instruction *mul = emit(sw::Shader::OPCODE_MUL, &coord, arg[1], &coord); Instruction *mul = emit(sw::Shader::OPCODE_MUL, &coord, arg[1], &coord);
mul->dst.mask = 0x7; 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 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) switch(textureFunction.method)
{ {
case TextureFunction::IMPLICIT: case TextureFunction::IMPLICIT:
if(!textureFunction.offset)
{ {
TIntermNode* offset = textureFunction.offset ? arg[2] : 0; if(argumentCount == 2)
if(argumentCount == 2 || (textureFunction.offset && argumentCount == 3))
{ {
emit(textureFunction.offset ? sw::Shader::OPCODE_TEXOFFSET : sw::Shader::OPCODE_TEX, emit(sw::Shader::OPCODE_TEX, result, &coord, s);
result, &coord, arg[0], offset);
} }
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]); emit(sw::Shader::OPCODE_TEXBIAS, result, &coord, s, arg[2]);
bias->dst.mask = 0x8; }
else UNREACHABLE(argumentCount);
Instruction *tex = emit(textureFunction.offset ? sw::Shader::OPCODE_TEXOFFSET : sw::Shader::OPCODE_TEX, }
result, &coord, arg[0], offset); // FIXME: Implement an efficient TEXLDB instruction else // Offset
tex->bias = true; {
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); else UNREACHABLE(argumentCount);
} }
break; break;
case TextureFunction::LOD: case TextureFunction::LOD:
if(!textureFunction.offset && argumentCount == 3)
{ {
Instruction *lod = emit(sw::Shader::OPCODE_MOV, &coord, arg[2]); emit(sw::Shader::OPCODE_TEXLOD, result, &coord, s, 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);
} }
else if(argumentCount == 4) // Offset
{
emit(sw::Shader::OPCODE_TEXLODOFFSET, result, &coord, s, arg[3], arg[2]);
}
else UNREACHABLE(argumentCount);
break; break;
case TextureFunction::FETCH: case TextureFunction::FETCH:
if(!textureFunction.offset && argumentCount == 3)
{ {
if(argumentCount == 3 || (textureFunction.offset && argumentCount == 4)) emit(sw::Shader::OPCODE_TEXELFETCH, result, &coord, s, arg[2]);
{
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);
} }
else if(argumentCount == 4) // Offset
{
emit(sw::Shader::OPCODE_TEXELFETCHOFFSET, result, &coord, s, arg[3], arg[2]);
}
else UNREACHABLE(argumentCount);
break; break;
case TextureFunction::GRAD: case TextureFunction::GRAD:
if(!textureFunction.offset && argumentCount == 4)
{ {
if(argumentCount == 4 || (textureFunction.offset && argumentCount == 5)) emit(sw::Shader::OPCODE_TEXGRAD, result, &coord, s, arg[2], arg[3]);
{ }
TIntermNode *offset = textureFunction.offset ? arg[4] : nullptr; else if(argumentCount == 5) // Offset
{
emit(textureFunction.offset ? sw::Shader::OPCODE_TEXGRADOFFSET : sw::Shader::OPCODE_TEXGRAD, emit(sw::Shader::OPCODE_TEXGRADOFFSET, result, &coord, s, arg[2], arg[3], arg[4]);
result, &coord, arg[0], arg[2], arg[3], offset);
}
else UNREACHABLE(argumentCount);
} }
else UNREACHABLE(argumentCount);
break; break;
case TextureFunction::SIZE: case TextureFunction::SIZE:
emit(sw::Shader::OPCODE_TEXSIZE, result, arg[1], arg[0]); emit(sw::Shader::OPCODE_TEXSIZE, result, arg[1], s);
break; break;
default: default:
UNREACHABLE(textureFunction.method); UNREACHABLE(textureFunction.method);
......
...@@ -1240,7 +1240,7 @@ namespace sw ...@@ -1240,7 +1240,7 @@ namespace sw
if(!project) 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 else
{ {
...@@ -1250,7 +1250,7 @@ namespace sw ...@@ -1250,7 +1250,7 @@ namespace sw
Float4 v_q = v * rq; Float4 v_q = v * rq;
Float4 w_q = w * 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 #if PERF_PROFILE
......
...@@ -281,17 +281,20 @@ namespace sw ...@@ -281,17 +281,20 @@ namespace sw
case Shader::OPCODE_M3X4: M3X4(d, s0, src1); break; case Shader::OPCODE_M3X4: M3X4(d, s0, src1); break;
case Shader::OPCODE_M3X3: M3X3(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_M3X2: M3X2(d, s0, src1); break;
case Shader::OPCODE_TEX: TEXLD(d, s0, src1, project, bias); break; case Shader::OPCODE_TEX: TEX(d, s0, src1, project, bias); break;
case Shader::OPCODE_TEXLDD: TEXLDD(d, s0, src1, s2, s3); break; case Shader::OPCODE_TEXLDD: TEXGRAD(d, s0, src1, s2, s3); 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_TEXSIZE: TEXSIZE(d, s0.x, src1); break; case Shader::OPCODE_TEXSIZE: TEXSIZE(d, s0.x, src1); break;
case Shader::OPCODE_TEXKILL: TEXKILL(cMask, d, dst.mask); 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_TEXOFFSET: TEXOFFSET(d, s0, src1, s2); break;
case Shader::OPCODE_TEXLDLOFFSET: TEXLDL(d, s0, src1, s2, bias); break; case Shader::OPCODE_TEXLODOFFSET: TEXLODOFFSET(d, s0, src1, s2, s3.x); break;
case Shader::OPCODE_TEXELFETCH: TEXELFETCH(d, s0, src1); break; case Shader::OPCODE_TEXELFETCH: TEXELFETCH(d, s0, src1, s2.x); break;
case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCH(d, s0, src1, s2); 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_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_DISCARD: DISCARD(cMask, instruction); break;
case Shader::OPCODE_DFDX: DFDX(d, s0); break; case Shader::OPCODE_DFDX: DFDX(d, s0); break;
case Shader::OPCODE_DFDY: DFDY(d, s0); break; case Shader::OPCODE_DFDY: DFDY(d, s0); break;
...@@ -678,13 +681,13 @@ namespace sw ...@@ -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; Vector4f tmp;
if(sampler.type == Shader::PARAMETER_SAMPLER && sampler.rel.type == Shader::PARAMETER_VOID) 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 else
{ {
...@@ -696,7 +699,7 @@ namespace sw ...@@ -696,7 +699,7 @@ namespace sw
{ {
If(index == i) 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 // FIXME: When the sampler states are the same, we could use one sampler and just index the texture
} }
} }
...@@ -712,14 +715,14 @@ namespace sw ...@@ -712,14 +715,14 @@ namespace sw
return c; 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 #if PERF_PROFILE
Long texTime = Ticks(); Long texTime = Ticks();
#endif #endif
Pointer<Byte> texture = data + OFFSET(DrawData, mipmap) + samplerIndex * sizeof(Texture); 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 #if PERF_PROFILE
cycles[PERF_TEX] += Ticks() - texTime; cycles[PERF_TEX] += Ticks() - texTime;
...@@ -1113,7 +1116,7 @@ namespace sw ...@@ -1113,7 +1116,7 @@ namespace sw
dst.w = dot4(src0, row3); 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) if(project)
{ {
...@@ -1123,52 +1126,57 @@ namespace sw ...@@ -1123,52 +1126,57 @@ namespace sw
proj.y = src0.y * rw; proj.y = src0.y * rw;
proj.z = src0.z * 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 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) void PixelProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1)
......
...@@ -82,8 +82,8 @@ namespace sw ...@@ -82,8 +82,8 @@ namespace sw
Int4 enableContinue; Int4 enableContinue;
Int4 enableLeave; Int4 enableLeave;
Vector4f sampleTexture(const Src &sampler, 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, 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 // Raster operations
void clampColor(Vector4f oC[RENDERTARGETS]); void clampColor(Vector4f oC[RENDERTARGETS]);
...@@ -106,17 +106,18 @@ namespace sw ...@@ -106,17 +106,18 @@ namespace sw
void M3X4(Vector4f &dst, Vector4f &src0, const Src &src1); void M3X4(Vector4f &dst, Vector4f &src0, const Src &src1);
void M4X3(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 M4X4(Vector4f &dst, Vector4f &src0, const Src &src1);
void TEXLD(Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias); void TEX(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 TEXLOD(Vector4f &dst, Vector4f &src0, const Src &src1, Float4 &lod);
void TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1); void TEXBIAS(Vector4f &dst, Vector4f &src0, const Src &src1, Float4 &bias);
void TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1); void TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1);
void TEXKILL(Int cMask[4], Vector4f &src, unsigned char mask); void TEXKILL(Int cMask[4], Vector4f &src, unsigned char mask);
void TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, bool bias); void TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &offset);
void TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, bool bias); void TEXOFFSETBIAS(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &offset, Float4 &bias);
void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src&); void TEXLODOFFSET(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &offset, Float4 &lod);
void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2); void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src &, Float4 &lod);
void TEXGRAD(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3); void TEXELFETCHOFFSET(Vector4f &dst, Vector4f &src, const Src &, Vector4f &offset, Float4 &lod);
void TEXGRAD(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3, Vector4f &src4); 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 DISCARD(Int cMask[4], const Shader::Instruction *instruction);
void DFDX(Vector4f &dst, Vector4f &src); void DFDX(Vector4f &dst, Vector4f &src);
void DFDY(Vector4f &dst, Vector4f &src); void DFDY(Vector4f &dst, Vector4f &src);
......
...@@ -314,8 +314,11 @@ namespace sw ...@@ -314,8 +314,11 @@ namespace sw
case Shader::OPCODE_TEX: case Shader::OPCODE_TEX:
case Shader::OPCODE_TEXLDD: case Shader::OPCODE_TEXLDD:
case Shader::OPCODE_TEXLDL: case Shader::OPCODE_TEXLDL:
case Shader::OPCODE_TEXLOD:
case Shader::OPCODE_TEXBIAS:
case Shader::OPCODE_TEXOFFSET: case Shader::OPCODE_TEXOFFSET:
case Shader::OPCODE_TEXLDLOFFSET: case Shader::OPCODE_TEXOFFSETBIAS:
case Shader::OPCODE_TEXLODOFFSET:
case Shader::OPCODE_TEXELFETCH: case Shader::OPCODE_TEXELFETCH:
case Shader::OPCODE_TEXELFETCHOFFSET: case Shader::OPCODE_TEXELFETCHOFFSET:
case Shader::OPCODE_TEXGRAD: case Shader::OPCODE_TEXGRAD:
......
...@@ -56,12 +56,12 @@ namespace sw ...@@ -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; Vector4s c;
...@@ -77,6 +77,7 @@ namespace sw ...@@ -77,6 +77,7 @@ namespace sw
Float4 uuuu = u; Float4 uuuu = u;
Float4 vvvv = v; Float4 vvvv = v;
Float4 wwww = w; Float4 wwww = w;
Float4 qqqq = q;
if(state.textureType == TEXTURE_NULL) if(state.textureType == TEXTURE_NULL)
{ {
...@@ -109,22 +110,21 @@ namespace sw ...@@ -109,22 +110,21 @@ namespace sw
Float anisotropy; Float anisotropy;
Float4 uDelta; Float4 uDelta;
Float4 vDelta; Float4 vDelta;
Float lodBias = (function == Fetch) ? Float4(As<Int4>(q)).x : q.x;
if(state.textureType != TEXTURE_3D) if(state.textureType != TEXTURE_3D)
{ {
if(state.textureType != TEXTURE_CUBE) 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 else
{ {
computeLodCube(texture, lod, lodX, lodY, lodZ, lodBias, dsx, dsy, function); computeLodCube(texture, lod, lodX, lodY, lodZ, bias.x, dsx, dsy, function);
} }
} }
else else
{ {
computeLod3D(texture, lod, uuuu, vvvv, wwww, lodBias, dsx, dsy, function); computeLod3D(texture, lod, uuuu, vvvv, wwww, bias.x, dsx, dsy, function);
} }
if(!hasFloatTexture()) if(!hasFloatTexture())
...@@ -133,7 +133,7 @@ namespace sw ...@@ -133,7 +133,7 @@ namespace sw
} }
else 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); convertFixed12(c, cf);
} }
...@@ -299,7 +299,7 @@ namespace sw ...@@ -299,7 +299,7 @@ namespace sw
return c; 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; Vector4f c;
...@@ -328,6 +328,7 @@ namespace sw ...@@ -328,6 +328,7 @@ namespace sw
Float4 uuuu = u; Float4 uuuu = u;
Float4 vvvv = v; Float4 vvvv = v;
Float4 wwww = w; Float4 wwww = w;
Float4 qqqq = q;
Int face[4]; Int face[4];
Float4 lodX; Float4 lodX;
...@@ -343,25 +344,24 @@ namespace sw ...@@ -343,25 +344,24 @@ namespace sw
Float anisotropy; Float anisotropy;
Float4 uDelta; Float4 uDelta;
Float4 vDelta; Float4 vDelta;
Float lodBias = (function == Fetch) ? Float4(As<Int4>(q)).x : q.x;
if(state.textureType != TEXTURE_3D) if(state.textureType != TEXTURE_3D)
{ {
if(state.textureType != TEXTURE_CUBE) 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 else
{ {
computeLodCube(texture, lod, lodX, lodY, lodZ, lodBias, dsx, dsy, function); computeLodCube(texture, lod, lodX, lodY, lodZ, bias.x, dsx, dsy, function);
} }
} }
else 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()) if(!hasFloatTexture() && !hasUnnormalizedIntegerTexture())
{ {
...@@ -389,7 +389,7 @@ namespace sw ...@@ -389,7 +389,7 @@ namespace sw
} }
else 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()) if(has16bitTextureFormat())
{ {
...@@ -1116,9 +1116,9 @@ namespace sw ...@@ -1116,9 +1116,9 @@ namespace sw
return c_; 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) if(function == Fetch)
{ {
...@@ -1127,7 +1127,7 @@ namespace sw ...@@ -1127,7 +1127,7 @@ namespace sw
if(state.mipmapFilter > MIPMAP_POINT) 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)); Float4 lod4 = Float4(Frac(lod));
...@@ -1196,13 +1196,13 @@ namespace sw ...@@ -1196,13 +1196,13 @@ namespace sw
return c; 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; Vector4f c;
if(state.textureFilter != FILTER_ANISOTROPIC || function == Lod || function == Fetch) 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 else
{ {
...@@ -1231,7 +1231,7 @@ namespace sw ...@@ -1231,7 +1231,7 @@ namespace sw
Do 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; u0 += du;
v0 += dv; v0 += dv;
...@@ -1254,11 +1254,11 @@ namespace sw ...@@ -1254,11 +1254,11 @@ namespace sw
return c; 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) 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 else
{ {
...@@ -1266,7 +1266,7 @@ namespace sw ...@@ -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; Vector4f c;
...@@ -1295,16 +1295,16 @@ namespace sw ...@@ -1295,16 +1295,16 @@ namespace sw
if(state.textureFilter == FILTER_POINT || (function == Fetch)) 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 else
{ {
y1 *= pitchP; y1 *= pitchP;
Vector4f c0 = sampleTexel(x0, y0, z0, w, mipmap, buffer, function); Vector4f c0 = sampleTexel(x0, y0, z0, q, mipmap, buffer, function);
Vector4f c1 = sampleTexel(x1, y0, z0, w, mipmap, buffer, function); Vector4f c1 = sampleTexel(x1, y0, z0, q, mipmap, buffer, function);
Vector4f c2 = sampleTexel(x0, y1, z0, w, mipmap, buffer, function); Vector4f c2 = sampleTexel(x0, y1, z0, q, mipmap, buffer, function);
Vector4f c3 = sampleTexel(x1, y1, z0, w, mipmap, buffer, function); Vector4f c3 = sampleTexel(x1, y1, z0, q, mipmap, buffer, function);
if(!gather) // Blend if(!gather) // Blend
{ {
...@@ -1481,10 +1481,20 @@ namespace sw ...@@ -1481,10 +1481,20 @@ namespace sw
lod += lodBias; lod += lodBias;
} }
} }
else else if(function == Lod)
{ {
lod = lodBias + Float(*Pointer<Int>(texture + OFFSET(Texture,baseLevel))); 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 = Max(lod, *Pointer<Float>(texture + OFFSET(Texture, minLod)));
lod = Min(lod, *Pointer<Float>(texture + OFFSET(Texture, maxLod))); lod = Min(lod, *Pointer<Float>(texture + OFFSET(Texture, maxLod)));
...@@ -1537,10 +1547,20 @@ namespace sw ...@@ -1537,10 +1547,20 @@ namespace sw
lod += lodBias; lod += lodBias;
} }
} }
else else if(function == Lod)
{ {
lod = lodBias + Float(*Pointer<Int>(texture + OFFSET(Texture,baseLevel))); 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 = Max(lod, *Pointer<Float>(texture + OFFSET(Texture, minLod)));
lod = Min(lod, *Pointer<Float>(texture + OFFSET(Texture, maxLod))); lod = Min(lod, *Pointer<Float>(texture + OFFSET(Texture, maxLod)));
...@@ -1555,9 +1575,7 @@ namespace sw ...@@ -1555,9 +1575,7 @@ namespace sw
{ {
if(function != Lod && function != Fetch) if(function != Lod && function != Fetch)
{ {
Float4 dudxy; Float4 dudxy, dvdxy, dsdxy;
Float4 dvdxy;
Float4 dsdxy;
if(function != Grad) if(function != Grad)
{ {
...@@ -1567,13 +1585,9 @@ namespace sw ...@@ -1567,13 +1585,9 @@ namespace sw
} }
else else
{ {
dudxy = dsx.x; dudxy = Float4(dsx.x.xx, dsy.x.xx);
dvdxy = dsx.y; dvdxy = Float4(dsx.y.xx, dsy.y.xx);
dsdxy = dsx.z; dsdxy = Float4(dsx.z.xx, dsy.z.xx);
dudxy = Float4(dudxy.xx, dsy.x.xx);
dvdxy = Float4(dvdxy.xx, dsy.y.xx);
dsdxy = Float4(dsdxy.xx, dsy.z.xx);
dudxy = Float4(dudxy.xz, dudxy.xz); dudxy = Float4(dudxy.xz, dudxy.xz);
dvdxy = Float4(dvdxy.xz, dvdxy.xz); dvdxy = Float4(dvdxy.xz, dvdxy.xz);
...@@ -1601,10 +1615,20 @@ namespace sw ...@@ -1601,10 +1615,20 @@ namespace sw
lod += lodBias; lod += lodBias;
} }
} }
else else if(function == Lod)
{ {
lod = lodBias + Float(*Pointer<Int>(texture + OFFSET(Texture,baseLevel))); 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 = Max(lod, *Pointer<Float>(texture + OFFSET(Texture, minLod)));
lod = Min(lod, *Pointer<Float>(texture + OFFSET(Texture, maxLod))); lod = Min(lod, *Pointer<Float>(texture + OFFSET(Texture, maxLod)));
......
...@@ -22,17 +22,18 @@ namespace sw ...@@ -22,17 +22,18 @@ namespace sw
{ {
enum SamplerMethod enum SamplerMethod
{ {
Implicit, Implicit, // Compute gradients (pixel shader only).
Bias, Bias, // Compute gradients and add provided bias.
Lod, Lod, // Use provided LOD.
Grad, Grad, // Use provided gradients.
Fetch Fetch, // Use provided integer coordinates.
Base // Sample base level.
}; };
enum SamplerOption enum SamplerOption
{ {
None, None,
Offset Offset // Offset sample location by provided integer coordinates.
}; };
struct SamplerFunction struct SamplerFunction
...@@ -49,12 +50,12 @@ namespace sw ...@@ -49,12 +50,12 @@ namespace sw
public: public:
SamplerCore(Pointer<Byte> &constants, const Sampler::State &state); 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); 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, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function); 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); static Vector4f textureSize(Pointer<Byte> &mipmap, Float4 &lod);
private: 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(Short4 &mask, Float4 &coordinates);
void border(Int4 &mask, Float4 &coordinates); void border(Int4 &mask, Float4 &coordinates);
...@@ -64,10 +65,10 @@ namespace sw ...@@ -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 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 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); 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 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, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, 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, Vector4f &offset, Float &lod, 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, 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); Vector4f sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function);
Float log2sqrt(Float lod); 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 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 ...@@ -747,232 +747,234 @@ namespace sw
{ {
switch(opcode) switch(opcode)
{ {
case OPCODE_NULL: return "null"; case OPCODE_NULL: return "null";
case OPCODE_NOP: return "nop"; case OPCODE_NOP: return "nop";
case OPCODE_MOV: return "mov"; case OPCODE_MOV: return "mov";
case OPCODE_ADD: return "add"; case OPCODE_ADD: return "add";
case OPCODE_IADD: return "iadd"; case OPCODE_IADD: return "iadd";
case OPCODE_SUB: return "sub"; case OPCODE_SUB: return "sub";
case OPCODE_ISUB: return "isub"; case OPCODE_ISUB: return "isub";
case OPCODE_MAD: return "mad"; case OPCODE_MAD: return "mad";
case OPCODE_IMAD: return "imad"; case OPCODE_IMAD: return "imad";
case OPCODE_MUL: return "mul"; case OPCODE_MUL: return "mul";
case OPCODE_IMUL: return "imul"; case OPCODE_IMUL: return "imul";
case OPCODE_RCPX: return "rcpx"; case OPCODE_RCPX: return "rcpx";
case OPCODE_DIV: return "div"; case OPCODE_DIV: return "div";
case OPCODE_IDIV: return "idiv"; case OPCODE_IDIV: return "idiv";
case OPCODE_UDIV: return "udiv"; case OPCODE_UDIV: return "udiv";
case OPCODE_MOD: return "mod"; case OPCODE_MOD: return "mod";
case OPCODE_IMOD: return "imod"; case OPCODE_IMOD: return "imod";
case OPCODE_UMOD: return "umod"; case OPCODE_UMOD: return "umod";
case OPCODE_SHL: return "shl"; case OPCODE_SHL: return "shl";
case OPCODE_ISHR: return "ishr"; case OPCODE_ISHR: return "ishr";
case OPCODE_USHR: return "ushr"; case OPCODE_USHR: return "ushr";
case OPCODE_RSQX: return "rsqx"; case OPCODE_RSQX: return "rsqx";
case OPCODE_SQRT: return "sqrt"; case OPCODE_SQRT: return "sqrt";
case OPCODE_RSQ: return "rsq"; case OPCODE_RSQ: return "rsq";
case OPCODE_LEN2: return "len2"; case OPCODE_LEN2: return "len2";
case OPCODE_LEN3: return "len3"; case OPCODE_LEN3: return "len3";
case OPCODE_LEN4: return "len4"; case OPCODE_LEN4: return "len4";
case OPCODE_DIST1: return "dist1"; case OPCODE_DIST1: return "dist1";
case OPCODE_DIST2: return "dist2"; case OPCODE_DIST2: return "dist2";
case OPCODE_DIST3: return "dist3"; case OPCODE_DIST3: return "dist3";
case OPCODE_DIST4: return "dist4"; case OPCODE_DIST4: return "dist4";
case OPCODE_DP3: return "dp3"; case OPCODE_DP3: return "dp3";
case OPCODE_DP4: return "dp4"; case OPCODE_DP4: return "dp4";
case OPCODE_DET2: return "det2"; case OPCODE_DET2: return "det2";
case OPCODE_DET3: return "det3"; case OPCODE_DET3: return "det3";
case OPCODE_DET4: return "det4"; case OPCODE_DET4: return "det4";
case OPCODE_MIN: return "min"; case OPCODE_MIN: return "min";
case OPCODE_IMIN: return "imin"; case OPCODE_IMIN: return "imin";
case OPCODE_UMIN: return "umin"; case OPCODE_UMIN: return "umin";
case OPCODE_MAX: return "max"; case OPCODE_MAX: return "max";
case OPCODE_IMAX: return "imax"; case OPCODE_IMAX: return "imax";
case OPCODE_UMAX: return "umax"; case OPCODE_UMAX: return "umax";
case OPCODE_SLT: return "slt"; case OPCODE_SLT: return "slt";
case OPCODE_SGE: return "sge"; case OPCODE_SGE: return "sge";
case OPCODE_EXP2X: return "exp2x"; case OPCODE_EXP2X: return "exp2x";
case OPCODE_LOG2X: return "log2x"; case OPCODE_LOG2X: return "log2x";
case OPCODE_LIT: return "lit"; case OPCODE_LIT: return "lit";
case OPCODE_ATT: return "att"; case OPCODE_ATT: return "att";
case OPCODE_LRP: return "lrp"; case OPCODE_LRP: return "lrp";
case OPCODE_STEP: return "step"; case OPCODE_STEP: return "step";
case OPCODE_SMOOTH: return "smooth"; case OPCODE_SMOOTH: return "smooth";
case OPCODE_FLOATBITSTOINT: return "floatBitsToInt"; case OPCODE_FLOATBITSTOINT: return "floatBitsToInt";
case OPCODE_FLOATBITSTOUINT: return "floatBitsToUInt"; case OPCODE_FLOATBITSTOUINT: return "floatBitsToUInt";
case OPCODE_INTBITSTOFLOAT: return "intBitsToFloat"; case OPCODE_INTBITSTOFLOAT: return "intBitsToFloat";
case OPCODE_UINTBITSTOFLOAT: return "uintBitsToFloat"; case OPCODE_UINTBITSTOFLOAT: return "uintBitsToFloat";
case OPCODE_PACKSNORM2x16: return "packSnorm2x16"; case OPCODE_PACKSNORM2x16: return "packSnorm2x16";
case OPCODE_PACKUNORM2x16: return "packUnorm2x16"; case OPCODE_PACKUNORM2x16: return "packUnorm2x16";
case OPCODE_PACKHALF2x16: return "packHalf2x16"; case OPCODE_PACKHALF2x16: return "packHalf2x16";
case OPCODE_UNPACKSNORM2x16: return "unpackSnorm2x16"; case OPCODE_UNPACKSNORM2x16: return "unpackSnorm2x16";
case OPCODE_UNPACKUNORM2x16: return "unpackUnorm2x16"; case OPCODE_UNPACKUNORM2x16: return "unpackUnorm2x16";
case OPCODE_UNPACKHALF2x16: return "unpackHalf2x16"; case OPCODE_UNPACKHALF2x16: return "unpackHalf2x16";
case OPCODE_FRC: return "frc"; case OPCODE_FRC: return "frc";
case OPCODE_M4X4: return "m4x4"; case OPCODE_M4X4: return "m4x4";
case OPCODE_M4X3: return "m4x3"; case OPCODE_M4X3: return "m4x3";
case OPCODE_M3X4: return "m3x4"; case OPCODE_M3X4: return "m3x4";
case OPCODE_M3X3: return "m3x3"; case OPCODE_M3X3: return "m3x3";
case OPCODE_M3X2: return "m3x2"; case OPCODE_M3X2: return "m3x2";
case OPCODE_CALL: return "call"; case OPCODE_CALL: return "call";
case OPCODE_CALLNZ: return "callnz"; case OPCODE_CALLNZ: return "callnz";
case OPCODE_LOOP: return "loop"; case OPCODE_LOOP: return "loop";
case OPCODE_RET: return "ret"; case OPCODE_RET: return "ret";
case OPCODE_ENDLOOP: return "endloop"; case OPCODE_ENDLOOP: return "endloop";
case OPCODE_LABEL: return "label"; case OPCODE_LABEL: return "label";
case OPCODE_DCL: return "dcl"; case OPCODE_DCL: return "dcl";
case OPCODE_POWX: return "powx"; case OPCODE_POWX: return "powx";
case OPCODE_CRS: return "crs"; case OPCODE_CRS: return "crs";
case OPCODE_SGN: return "sgn"; case OPCODE_SGN: return "sgn";
case OPCODE_ISGN: return "isgn"; case OPCODE_ISGN: return "isgn";
case OPCODE_ABS: return "abs"; case OPCODE_ABS: return "abs";
case OPCODE_IABS: return "iabs"; case OPCODE_IABS: return "iabs";
case OPCODE_NRM2: return "nrm2"; case OPCODE_NRM2: return "nrm2";
case OPCODE_NRM3: return "nrm3"; case OPCODE_NRM3: return "nrm3";
case OPCODE_NRM4: return "nrm4"; case OPCODE_NRM4: return "nrm4";
case OPCODE_SINCOS: return "sincos"; case OPCODE_SINCOS: return "sincos";
case OPCODE_REP: return "rep"; case OPCODE_REP: return "rep";
case OPCODE_ENDREP: return "endrep"; case OPCODE_ENDREP: return "endrep";
case OPCODE_IF: return "if"; case OPCODE_IF: return "if";
case OPCODE_IFC: return "ifc"; case OPCODE_IFC: return "ifc";
case OPCODE_ELSE: return "else"; case OPCODE_ELSE: return "else";
case OPCODE_ENDIF: return "endif"; case OPCODE_ENDIF: return "endif";
case OPCODE_BREAK: return "break"; case OPCODE_BREAK: return "break";
case OPCODE_BREAKC: return "breakc"; case OPCODE_BREAKC: return "breakc";
case OPCODE_MOVA: return "mova"; case OPCODE_MOVA: return "mova";
case OPCODE_DEFB: return "defb"; case OPCODE_DEFB: return "defb";
case OPCODE_DEFI: return "defi"; case OPCODE_DEFI: return "defi";
case OPCODE_TEXCOORD: return "texcoord"; case OPCODE_TEXCOORD: return "texcoord";
case OPCODE_TEXKILL: return "texkill"; case OPCODE_TEXKILL: return "texkill";
case OPCODE_DISCARD: return "discard"; case OPCODE_DISCARD: return "discard";
case OPCODE_TEX: case OPCODE_TEX:
if(version < 0x0104) return "tex"; if(version < 0x0104) return "tex";
else return "texld"; else return "texld";
case OPCODE_TEXBEM: return "texbem"; case OPCODE_TEXBEM: return "texbem";
case OPCODE_TEXBEML: return "texbeml"; case OPCODE_TEXBEML: return "texbeml";
case OPCODE_TEXREG2AR: return "texreg2ar"; case OPCODE_TEXREG2AR: return "texreg2ar";
case OPCODE_TEXREG2GB: return "texreg2gb"; case OPCODE_TEXREG2GB: return "texreg2gb";
case OPCODE_TEXM3X2PAD: return "texm3x2pad"; case OPCODE_TEXM3X2PAD: return "texm3x2pad";
case OPCODE_TEXM3X2TEX: return "texm3x2tex"; case OPCODE_TEXM3X2TEX: return "texm3x2tex";
case OPCODE_TEXM3X3PAD: return "texm3x3pad"; case OPCODE_TEXM3X3PAD: return "texm3x3pad";
case OPCODE_TEXM3X3TEX: return "texm3x3tex"; case OPCODE_TEXM3X3TEX: return "texm3x3tex";
case OPCODE_RESERVED0: return "reserved0"; case OPCODE_RESERVED0: return "reserved0";
case OPCODE_TEXM3X3SPEC: return "texm3x3spec"; case OPCODE_TEXM3X3SPEC: return "texm3x3spec";
case OPCODE_TEXM3X3VSPEC: return "texm3x3vspec"; case OPCODE_TEXM3X3VSPEC: return "texm3x3vspec";
case OPCODE_EXPP: return "expp"; case OPCODE_EXPP: return "expp";
case OPCODE_LOGP: return "logp"; case OPCODE_LOGP: return "logp";
case OPCODE_CND: return "cnd"; case OPCODE_CND: return "cnd";
case OPCODE_DEF: return "def"; case OPCODE_DEF: return "def";
case OPCODE_TEXREG2RGB: return "texreg2rgb"; case OPCODE_TEXREG2RGB: return "texreg2rgb";
case OPCODE_TEXDP3TEX: return "texdp3tex"; case OPCODE_TEXDP3TEX: return "texdp3tex";
case OPCODE_TEXM3X2DEPTH: return "texm3x2depth"; case OPCODE_TEXM3X2DEPTH: return "texm3x2depth";
case OPCODE_TEXDP3: return "texdp3"; case OPCODE_TEXDP3: return "texdp3";
case OPCODE_TEXM3X3: return "texm3x3"; case OPCODE_TEXM3X3: return "texm3x3";
case OPCODE_TEXDEPTH: return "texdepth"; case OPCODE_TEXDEPTH: return "texdepth";
case OPCODE_CMP0: return "cmp0"; case OPCODE_CMP0: return "cmp0";
case OPCODE_ICMP: return "icmp"; case OPCODE_ICMP: return "icmp";
case OPCODE_UCMP: return "ucmp"; case OPCODE_UCMP: return "ucmp";
case OPCODE_SELECT: return "select"; case OPCODE_SELECT: return "select";
case OPCODE_EXTRACT: return "extract"; case OPCODE_EXTRACT: return "extract";
case OPCODE_INSERT: return "insert"; case OPCODE_INSERT: return "insert";
case OPCODE_BEM: return "bem"; case OPCODE_BEM: return "bem";
case OPCODE_DP2ADD: return "dp2add"; case OPCODE_DP2ADD: return "dp2add";
case OPCODE_DFDX: return "dFdx"; case OPCODE_DFDX: return "dFdx";
case OPCODE_DFDY: return "dFdy"; case OPCODE_DFDY: return "dFdy";
case OPCODE_FWIDTH: return "fwidth"; case OPCODE_FWIDTH: return "fwidth";
case OPCODE_TEXLDD: return "texldd"; case OPCODE_TEXLDD: return "texldd";
case OPCODE_CMP: return "cmp"; case OPCODE_CMP: return "cmp";
case OPCODE_TEXLDL: return "texldl"; case OPCODE_TEXLDL: return "texldl";
case OPCODE_TEXOFFSET: return "texoffset"; case OPCODE_TEXBIAS: return "texbias";
case OPCODE_TEXLDLOFFSET: return "texldloffset"; case OPCODE_TEXOFFSET: return "texoffset";
case OPCODE_TEXELFETCH: return "texelfetch"; case OPCODE_TEXOFFSETBIAS: return "texoffsetbias";
case OPCODE_TEXLODOFFSET: return "texlodoffset";
case OPCODE_TEXELFETCH: return "texelfetch";
case OPCODE_TEXELFETCHOFFSET: return "texelfetchoffset"; case OPCODE_TEXELFETCHOFFSET: return "texelfetchoffset";
case OPCODE_TEXGRAD: return "texgrad"; case OPCODE_TEXGRAD: return "texgrad";
case OPCODE_TEXGRADOFFSET: return "texgradoffset"; case OPCODE_TEXGRADOFFSET: return "texgradoffset";
case OPCODE_BREAKP: return "breakp"; case OPCODE_BREAKP: return "breakp";
case OPCODE_TEXSIZE: return "texsize"; case OPCODE_TEXSIZE: return "texsize";
case OPCODE_PHASE: return "phase"; case OPCODE_PHASE: return "phase";
case OPCODE_COMMENT: return "comment"; case OPCODE_COMMENT: return "comment";
case OPCODE_END: return "end"; case OPCODE_END: return "end";
case OPCODE_PS_1_0: return "ps_1_0"; case OPCODE_PS_1_0: return "ps_1_0";
case OPCODE_PS_1_1: return "ps_1_1"; case OPCODE_PS_1_1: return "ps_1_1";
case OPCODE_PS_1_2: return "ps_1_2"; case OPCODE_PS_1_2: return "ps_1_2";
case OPCODE_PS_1_3: return "ps_1_3"; case OPCODE_PS_1_3: return "ps_1_3";
case OPCODE_PS_1_4: return "ps_1_4"; case OPCODE_PS_1_4: return "ps_1_4";
case OPCODE_PS_2_0: return "ps_2_0"; case OPCODE_PS_2_0: return "ps_2_0";
case OPCODE_PS_2_x: return "ps_2_x"; case OPCODE_PS_2_x: return "ps_2_x";
case OPCODE_PS_3_0: return "ps_3_0"; case OPCODE_PS_3_0: return "ps_3_0";
case OPCODE_VS_1_0: return "vs_1_0"; case OPCODE_VS_1_0: return "vs_1_0";
case OPCODE_VS_1_1: return "vs_1_1"; case OPCODE_VS_1_1: return "vs_1_1";
case OPCODE_VS_2_0: return "vs_2_0"; case OPCODE_VS_2_0: return "vs_2_0";
case OPCODE_VS_2_x: return "vs_2_x"; case OPCODE_VS_2_x: return "vs_2_x";
case OPCODE_VS_2_sw: return "vs_2_sw"; case OPCODE_VS_2_sw: return "vs_2_sw";
case OPCODE_VS_3_0: return "vs_3_0"; case OPCODE_VS_3_0: return "vs_3_0";
case OPCODE_VS_3_sw: return "vs_3_sw"; case OPCODE_VS_3_sw: return "vs_3_sw";
case OPCODE_WHILE: return "while"; case OPCODE_WHILE: return "while";
case OPCODE_ENDWHILE: return "endwhile"; case OPCODE_ENDWHILE: return "endwhile";
case OPCODE_COS: return "cos"; case OPCODE_COS: return "cos";
case OPCODE_SIN: return "sin"; case OPCODE_SIN: return "sin";
case OPCODE_TAN: return "tan"; case OPCODE_TAN: return "tan";
case OPCODE_ACOS: return "acos"; case OPCODE_ACOS: return "acos";
case OPCODE_ASIN: return "asin"; case OPCODE_ASIN: return "asin";
case OPCODE_ATAN: return "atan"; case OPCODE_ATAN: return "atan";
case OPCODE_ATAN2: return "atan2"; case OPCODE_ATAN2: return "atan2";
case OPCODE_COSH: return "cosh"; case OPCODE_COSH: return "cosh";
case OPCODE_SINH: return "sinh"; case OPCODE_SINH: return "sinh";
case OPCODE_TANH: return "tanh"; case OPCODE_TANH: return "tanh";
case OPCODE_ACOSH: return "acosh"; case OPCODE_ACOSH: return "acosh";
case OPCODE_ASINH: return "asinh"; case OPCODE_ASINH: return "asinh";
case OPCODE_ATANH: return "atanh"; case OPCODE_ATANH: return "atanh";
case OPCODE_DP1: return "dp1"; case OPCODE_DP1: return "dp1";
case OPCODE_DP2: return "dp2"; case OPCODE_DP2: return "dp2";
case OPCODE_TRUNC: return "trunc"; case OPCODE_TRUNC: return "trunc";
case OPCODE_FLOOR: return "floor"; case OPCODE_FLOOR: return "floor";
case OPCODE_ROUND: return "round"; case OPCODE_ROUND: return "round";
case OPCODE_ROUNDEVEN: return "roundEven"; case OPCODE_ROUNDEVEN: return "roundEven";
case OPCODE_CEIL: return "ceil"; case OPCODE_CEIL: return "ceil";
case OPCODE_EXP2: return "exp2"; case OPCODE_EXP2: return "exp2";
case OPCODE_LOG2: return "log2"; case OPCODE_LOG2: return "log2";
case OPCODE_EXP: return "exp"; case OPCODE_EXP: return "exp";
case OPCODE_LOG: return "log"; case OPCODE_LOG: return "log";
case OPCODE_POW: return "pow"; case OPCODE_POW: return "pow";
case OPCODE_F2B: return "f2b"; case OPCODE_F2B: return "f2b";
case OPCODE_B2F: return "b2f"; case OPCODE_B2F: return "b2f";
case OPCODE_F2I: return "f2i"; case OPCODE_F2I: return "f2i";
case OPCODE_I2F: return "i2f"; case OPCODE_I2F: return "i2f";
case OPCODE_F2U: return "f2u"; case OPCODE_F2U: return "f2u";
case OPCODE_U2F: return "u2f"; case OPCODE_U2F: return "u2f";
case OPCODE_B2I: return "b2i"; case OPCODE_B2I: return "b2i";
case OPCODE_I2B: return "i2b"; case OPCODE_I2B: return "i2b";
case OPCODE_ALL: return "all"; case OPCODE_ALL: return "all";
case OPCODE_ANY: return "any"; case OPCODE_ANY: return "any";
case OPCODE_NEG: return "neg"; case OPCODE_NEG: return "neg";
case OPCODE_INEG: return "ineg"; case OPCODE_INEG: return "ineg";
case OPCODE_ISNAN: return "isnan"; case OPCODE_ISNAN: return "isnan";
case OPCODE_ISINF: return "isinf"; case OPCODE_ISINF: return "isinf";
case OPCODE_NOT: return "not"; case OPCODE_NOT: return "not";
case OPCODE_OR: return "or"; case OPCODE_OR: return "or";
case OPCODE_XOR: return "xor"; case OPCODE_XOR: return "xor";
case OPCODE_AND: return "and"; case OPCODE_AND: return "and";
case OPCODE_EQ: return "eq"; case OPCODE_EQ: return "eq";
case OPCODE_NE: return "neq"; case OPCODE_NE: return "neq";
case OPCODE_FORWARD1: return "forward1"; case OPCODE_FORWARD1: return "forward1";
case OPCODE_FORWARD2: return "forward2"; case OPCODE_FORWARD2: return "forward2";
case OPCODE_FORWARD3: return "forward3"; case OPCODE_FORWARD3: return "forward3";
case OPCODE_FORWARD4: return "forward4"; case OPCODE_FORWARD4: return "forward4";
case OPCODE_REFLECT1: return "reflect1"; case OPCODE_REFLECT1: return "reflect1";
case OPCODE_REFLECT2: return "reflect2"; case OPCODE_REFLECT2: return "reflect2";
case OPCODE_REFLECT3: return "reflect3"; case OPCODE_REFLECT3: return "reflect3";
case OPCODE_REFLECT4: return "reflect4"; case OPCODE_REFLECT4: return "reflect4";
case OPCODE_REFRACT1: return "refract1"; case OPCODE_REFRACT1: return "refract1";
case OPCODE_REFRACT2: return "refract2"; case OPCODE_REFRACT2: return "refract2";
case OPCODE_REFRACT3: return "refract3"; case OPCODE_REFRACT3: return "refract3";
case OPCODE_REFRACT4: return "refract4"; case OPCODE_REFRACT4: return "refract4";
case OPCODE_LEAVE: return "leave"; case OPCODE_LEAVE: return "leave";
case OPCODE_CONTINUE: return "continue"; case OPCODE_CONTINUE: return "continue";
case OPCODE_TEST: return "test"; case OPCODE_TEST: return "test";
case OPCODE_SWITCH: return "switch"; case OPCODE_SWITCH: return "switch";
case OPCODE_ENDSWITCH: return "endswitch"; case OPCODE_ENDSWITCH: return "endswitch";
default: default:
ASSERT(false); ASSERT(false);
} }
...@@ -1824,8 +1826,10 @@ namespace sw ...@@ -1824,8 +1826,10 @@ namespace sw
case OPCODE_TEXM3X2DEPTH: case OPCODE_TEXM3X2DEPTH:
case OPCODE_TEXLDD: case OPCODE_TEXLDD:
case OPCODE_TEXLDL: case OPCODE_TEXLDL:
case OPCODE_TEXLOD:
case OPCODE_TEXOFFSET: case OPCODE_TEXOFFSET:
case OPCODE_TEXLDLOFFSET: case OPCODE_TEXOFFSETBIAS:
case OPCODE_TEXLODOFFSET:
case OPCODE_TEXELFETCH: case OPCODE_TEXELFETCH:
case OPCODE_TEXELFETCHOFFSET: case OPCODE_TEXELFETCHOFFSET:
case OPCODE_TEXGRAD: case OPCODE_TEXGRAD:
......
...@@ -118,7 +118,6 @@ namespace sw ...@@ -118,7 +118,6 @@ namespace sw
OPCODE_CMP, // D3DSIO_SETP OPCODE_CMP, // D3DSIO_SETP
OPCODE_TEXLDL, OPCODE_TEXLDL,
OPCODE_BREAKP, OPCODE_BREAKP,
OPCODE_TEXSIZE,
OPCODE_PHASE = 0xFFFD, OPCODE_PHASE = 0xFFFD,
OPCODE_COMMENT = 0xFFFE, OPCODE_COMMENT = 0xFFFE,
...@@ -207,11 +206,15 @@ namespace sw ...@@ -207,11 +206,15 @@ namespace sw
OPCODE_ISNAN, OPCODE_ISNAN,
OPCODE_ISINF, OPCODE_ISINF,
OPCODE_TEXOFFSET, OPCODE_TEXOFFSET,
OPCODE_TEXLDLOFFSET, OPCODE_TEXLODOFFSET,
OPCODE_TEXELFETCH, OPCODE_TEXELFETCH,
OPCODE_TEXELFETCHOFFSET, OPCODE_TEXELFETCHOFFSET,
OPCODE_TEXGRAD, OPCODE_TEXGRAD,
OPCODE_TEXGRADOFFSET, OPCODE_TEXGRADOFFSET,
OPCODE_TEXBIAS,
OPCODE_TEXLOD,
OPCODE_TEXOFFSETBIAS,
OPCODE_TEXSIZE,
OPCODE_FLOATBITSTOINT, OPCODE_FLOATBITSTOINT,
OPCODE_FLOATBITSTOUINT, OPCODE_FLOATBITSTOUINT,
OPCODE_INTBITSTOFLOAT, OPCODE_INTBITSTOFLOAT,
......
...@@ -326,14 +326,15 @@ namespace sw ...@@ -326,14 +326,15 @@ namespace sw
case Shader::OPCODE_AND: bitwise_and(d, s0, s1); break; case Shader::OPCODE_AND: bitwise_and(d, s0, s1); break;
case Shader::OPCODE_EQ: equal(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_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_TEX: TEX(d, s0, src1); break;
case Shader::OPCODE_TEXOFFSET: TEXOFFSET(d, s0, src1, s2); break; case Shader::OPCODE_TEXOFFSET: TEXOFFSET(d, s0, src1, s2); break;
case Shader::OPCODE_TEXLDLOFFSET: TEXLDL(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); break; case Shader::OPCODE_TEXELFETCH: TEXELFETCH(d, s0, src1, s2.x); break;
case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCH(d, s0, src1, s2); 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_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_TEXSIZE: TEXSIZE(d, s0.x, src1); break;
case Shader::OPCODE_END: break; case Shader::OPCODE_END: break;
default: default:
...@@ -1556,46 +1557,44 @@ namespace sw ...@@ -1556,46 +1557,44 @@ namespace sw
// FIXME: Use enableLeave in other control-flow constructs // 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, (src0.x), (src0), (src0), offset, {Base, Offset});
dst = sampleTexture(src1, src0, a0, a0, src0, Lod);
} }
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, lod, (src0), (src0), (src0), Lod);
dst = sampleTexture(src1, src0, a0, a0, src2, {Lod, Offset});
} }
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) void VertexProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1)
...@@ -1604,13 +1603,13 @@ namespace sw ...@@ -1604,13 +1603,13 @@ namespace sw
dst = SamplerCore::textureSize(texture, lod); 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; Vector4f tmp;
if(s.type == Shader::PARAMETER_SAMPLER && s.rel.type == Shader::PARAMETER_VOID) 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 else
{ {
...@@ -1622,7 +1621,7 @@ namespace sw ...@@ -1622,7 +1621,7 @@ namespace sw
{ {
If(index == i) 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 // FIXME: When the sampler states are the same, we could use one sampler and just index the texture
} }
} }
...@@ -1638,9 +1637,9 @@ namespace sw ...@@ -1638,9 +1637,9 @@ namespace sw
return c; 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); 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 ...@@ -107,18 +107,18 @@ namespace sw
void SWITCH(); void SWITCH();
void RET(); void RET();
void LEAVE(); void LEAVE();
void TEXLDL(Vector4f &dst, Vector4f &src, const Src&);
void TEX(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 TEXOFFSET(Vector4f &dst, Vector4f &src, const Src&, Vector4f &offset);
void TEXLDL(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2); void TEXLOD(Vector4f &dst, Vector4f &src, const Src&, Float4 &lod);
void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src&); void TEXLODOFFSET(Vector4f &dst, Vector4f &src, const Src&, Vector4f &offset, Float4 &lod);
void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2); void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src&, Float4 &lod);
void TEXGRAD(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3); void TEXELFETCHOFFSET(Vector4f &dst, Vector4f &src, const Src&, Vector4f &offset, Float4 &lod);
void TEXGRAD(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3, Vector4f &src4); 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&); 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(const Src &s, Vector4f &uvwq, Float4 &lod, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function);
Vector4f sampleTexture(int sampler, Vector4f &uvwq, 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 ifDepth;
int loopRepDepth; int loopRepDepth;
......
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