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:
......
......@@ -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);
......
......@@ -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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