Commit a3c16e40 by Nicolas Capens

Combine sampler method and option into a structure.

Change-Id: Ie3caecf275ffb51fbd512560cb66fcf2a32b3bbe Reviewed-on: https://swiftshader-review.googlesource.com/5595Tested-by: 's avatarNicolas Capens <capn@google.com> Reviewed-by: 's avatarMeng-Lin Wu <marleymoo@google.com> Tested-by: 's avatarMeng-Lin Wu <marleymoo@google.com> Reviewed-by: 's avatarNicolas Capens <capn@google.com>
parent 0484c799
......@@ -676,13 +676,13 @@ namespace sw
}
}
void PixelProgram::sampleTexture(Vector4f &c, const Src &sampler, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerMethod method, unsigned int options)
void PixelProgram::sampleTexture(Vector4f &c, const Src &sampler, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
{
Vector4f tmp;
if(sampler.type == Shader::PARAMETER_SAMPLER && sampler.rel.type == Shader::PARAMETER_VOID)
{
sampleTexture(tmp, sampler.index, uvwq, dsx, dsy, offset, method, options);
sampleTexture(tmp, sampler.index, uvwq, dsx, dsy, offset, function);
}
else
{
......@@ -694,7 +694,7 @@ namespace sw
{
If(index == i)
{
sampleTexture(tmp, i, uvwq, dsx, dsy, offset, method, options);
sampleTexture(tmp, i, uvwq, dsx, dsy, offset, function);
// FIXME: When the sampler states are the same, we could use one sampler and just index the texture
}
}
......@@ -707,14 +707,14 @@ namespace sw
c.w = tmp[(sampler.swizzle >> 6) & 0x3];
}
void PixelProgram::sampleTexture(Vector4f &c, int samplerIndex, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerMethod method, unsigned int options)
void PixelProgram::sampleTexture(Vector4f &c, int samplerIndex, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
{
#if PERF_PROFILE
Long texTime = Ticks();
#endif
Pointer<Byte> texture = data + OFFSET(DrawData, mipmap) + samplerIndex * sizeof(Texture);
sampler[samplerIndex]->sampleTexture(texture, c, uvwq.x, uvwq.y, uvwq.z, uvwq.w, dsx, dsy, offset, options, method);
sampler[samplerIndex]->sampleTexture(texture, c, uvwq.x, uvwq.y, uvwq.z, uvwq.w, dsx, dsy, offset, function);
#if PERF_PROFILE
cycles[PERF_TEX] += Ticks() - texTime;
......@@ -1103,52 +1103,52 @@ namespace sw
proj.y = src0.y * rw;
proj.z = src0.z * rw;
sampleTexture(dst, src1, proj, src0, src0, src0, Implicit, None);
sampleTexture(dst, src1, proj, src0, src0, src0, Implicit);
}
else
{
sampleTexture(dst, src1, src0, src0, src0, src0, bias ? Bias : Implicit, None);
sampleTexture(dst, src1, src0, src0, src0, src0, bias ? Bias : Implicit);
}
}
void PixelProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, bool bias)
{
sampleTexture(dst, src1, src0, src0, src0, src2, bias ? Bias : Implicit, Offset);
sampleTexture(dst, src1, src0, src0, src0, src2, {bias ? Bias : Implicit, Offset});
}
void PixelProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &offset, bool bias)
{
sampleTexture(dst, src1, src0, src0, src0, offset, Lod, Offset);
sampleTexture(dst, src1, src0, src0, src0, offset, {Lod, Offset});
}
void PixelProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1)
{
sampleTexture(dst, src1, src0, src0, src0, src0, Lod, Fetch);
sampleTexture(dst, src1, src0, src0, src0, src0, Fetch);
}
void PixelProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset)
{
sampleTexture(dst, src1, src0, src0, src0, offset, Lod, Fetch | Offset);
sampleTexture(dst, src1, src0, src0, src0, offset, {Fetch, Offset});
}
void PixelProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
{
sampleTexture(dst, src1, src0, src2, src3, src0, Grad, None);
sampleTexture(dst, src1, src0, src2, src3, src0, Grad);
}
void PixelProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, Vector4f &offset)
{
sampleTexture(dst, src1, src0, src2, src3, offset, Grad, Offset);
sampleTexture(dst, src1, src0, src2, src3, offset, {Grad, Offset});
}
void PixelProgram::TEXLDD(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3)
{
sampleTexture(dst, src1, src0, src2, src3, src0, Grad, None);
sampleTexture(dst, src1, src0, src2, src3, src0, Grad);
}
void PixelProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1)
{
sampleTexture(dst, src1, src0, src0, src0, src0, Lod, None);
sampleTexture(dst, src1, src0, src0, src0, src0, Lod);
}
void PixelProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1)
......
......@@ -82,8 +82,8 @@ namespace sw
Int4 enableContinue;
Int4 enableLeave;
void sampleTexture(Vector4f &c, const Src &sampler, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerMethod method, unsigned int options);
void sampleTexture(Vector4f &c, int samplerIndex, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerMethod method, unsigned int options);
void sampleTexture(Vector4f &c, const Src &sampler, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function);
void sampleTexture(Vector4f &c, int samplerIndex, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function);
// Raster operations
void clampColor(Vector4f oC[RENDERTARGETS]);
......
......@@ -25,49 +25,58 @@ namespace sw
Implicit,
Bias,
Lod,
Grad
Grad,
Fetch
};
enum TextureFunction
enum SamplerOption
{
None = 0x00,
Offset = 0x01,
Fetch = 0x02
None,
Offset
};
struct SamplerFunction
{
SamplerFunction(SamplerMethod method, SamplerOption option = None) : method(method), option(option) {}
operator SamplerMethod() { return method; }
const SamplerMethod method;
const SamplerOption option;
};
class SamplerCore
{
public:
SamplerCore(Pointer<Byte> &r, const Sampler::State &state);
void sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy);
void sampleTexture(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, unsigned int options, SamplerMethod method);
void sampleTexture(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function);
void textureSize(Pointer<Byte> &mipmap, Vector4f &size, Float4 &lod);
private:
void sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, unsigned int options, SamplerMethod method, bool fixed12);
void sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function, bool fixed12);
void border(Short4 &mask, Float4 &coordinates);
void border(Int4 &mask, Float4 &coordinates);
Short4 offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, int count, Float &lod);
void sampleFilter(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], unsigned int options, SamplerMethod method);
void sampleAniso(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, unsigned int options, SamplerMethod method);
void sampleQuad(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, unsigned int options);
void sampleQuad2D(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, unsigned int options);
void sample3D(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, unsigned int options);
void sampleFloatFilter(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], unsigned int options, SamplerMethod method);
void sampleFloatAniso(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, unsigned int options, SamplerMethod method);
void sampleFloat(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, unsigned int options);
void sampleFloat2D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, unsigned int options);
void sampleFloat3D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, unsigned int options);
void computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &u, Float4 &v, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerMethod method);
void computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &x, Float4 &y, Float4 &z, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerMethod method);
void computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerMethod method);
void sampleFilter(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerFunction function);
void sampleAniso(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerFunction function);
void sampleQuad(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function);
void sampleQuad2D(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function);
void sample3D(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function);
void sampleFloatFilter(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerFunction function);
void sampleFloatAniso(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerFunction function);
void sampleFloat(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function);
void sampleFloat2D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function);
void sampleFloat3D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function);
void computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &u, Float4 &v, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerFunction function);
void computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &x, Float4 &y, Float4 &z, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerFunction function);
void computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerFunction function);
void cubeFace(Int face[4], Float4 &U, Float4 &V, Float4 &lodX, Float4 &lodY, Float4 &lodZ, Float4 &x, Float4 &y, Float4 &z);
Short4 applyOffset(Short4 &uvw, Float4 &offset, const Int4 &whd, AddressingMode mode);
void computeIndices(Int index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, const Pointer<Byte> &mipmap, unsigned int options);
void sampleTexel(Vector4s &c, Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], unsigned int options);
void sampleTexel(Vector4f &c, Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], unsigned int options);
void computeIndices(Int index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, const Pointer<Byte> &mipmap, SamplerFunction function);
void sampleTexel(Vector4s &c, Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function);
void sampleTexel(Vector4f &c, Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function);
void selectMipmap(Pointer<Byte> &texture, Pointer<Byte> buffer[4], Pointer<Byte> &mipmap, Float &lod, Int face[4], bool secondLOD);
Short4 address(Float4 &uw, AddressingMode addressingMode, Pointer<Byte>& mipmap);
......
......@@ -1533,44 +1533,44 @@ namespace sw
void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1)
{
sampleTexture(dst, src1, src0, a0, a0, src0, Lod, None);
sampleTexture(dst, src1, src0, a0, a0, src0, Lod);
}
void VertexProgram::TEX(Vector4f &dst, Vector4f &src0, const Src &src1)
{
src0.w = Float(0.0f);
sampleTexture(dst, src1, src0, a0, a0, src0, Lod, None);
sampleTexture(dst, src1, src0, a0, a0, src0, Lod);
}
void VertexProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2)
{
src0.w = Float(0.0f);
sampleTexture(dst, src1, src0, a0, a0, src2, Lod, Offset);
sampleTexture(dst, src1, src0, a0, a0, src2, {Lod, Offset});
}
void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset)
{
sampleTexture(dst, src1, src0, a0, a0, offset, Lod, Offset);
sampleTexture(dst, src1, src0, a0, a0, offset, {Lod, Offset});
}
void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1)
{
sampleTexture(dst, src1, src0, src0, src0, src0, Lod, Fetch);
sampleTexture(dst, src1, src0, src0, src0, src0, Fetch);
}
void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset)
{
sampleTexture(dst, src1, src0, src0, src0, offset, Lod, Fetch | Offset);
sampleTexture(dst, src1, src0, src0, src0, offset, {Fetch, Offset});
}
void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
{
sampleTexture(dst, src1, src0, src2, src3, src0, Grad, None);
sampleTexture(dst, src1, src0, src2, src3, src0, Grad);
}
void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, Vector4f &offset)
{
sampleTexture(dst, src1, src0, src2, src3, offset, Grad, Offset);
sampleTexture(dst, src1, src0, src2, src3, offset, {Grad, Offset});
}
void VertexProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1)
......@@ -1579,14 +1579,14 @@ namespace sw
sampler[src1.index]->textureSize(texture, dst, lod);
}
void VertexProgram::sampleTexture(Vector4f &c, const Src &s, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerMethod method, unsigned int options)
void VertexProgram::sampleTexture(Vector4f &c, const Src &s, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
{
Vector4f tmp;
if(s.type == Shader::PARAMETER_SAMPLER && s.rel.type == Shader::PARAMETER_VOID)
{
Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[TEXTURE_IMAGE_UNITS]) + s.index * sizeof(Texture);
sampler[s.index]->sampleTexture(texture, tmp, uvwq.x, uvwq.y, uvwq.z, uvwq.w, dsx, dsy, offset, options, method);
sampler[s.index]->sampleTexture(texture, tmp, uvwq.x, uvwq.y, uvwq.z, uvwq.w, dsx, dsy, offset, function);
}
else
{
......@@ -1599,7 +1599,7 @@ namespace sw
If(index == i)
{
Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[TEXTURE_IMAGE_UNITS]) + i * sizeof(Texture);
sampler[i]->sampleTexture(texture, tmp, uvwq.x, uvwq.y, uvwq.z, uvwq.w, dsx, dsy, offset, options, method);
sampler[i]->sampleTexture(texture, tmp, uvwq.x, uvwq.y, uvwq.z, uvwq.w, dsx, dsy, offset, function);
// FIXME: When the sampler states are the same, we could use one sampler and just index the texture
}
}
......
......@@ -116,7 +116,7 @@ namespace sw
void TEXGRAD(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3, Vector4f &src4);
void TEXSIZE(Vector4f &dst, Float4 &lod, const Src&);
void sampleTexture(Vector4f &c, const Src &s, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerMethod method, unsigned int options);
void sampleTexture(Vector4f &c, const Src &s, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function);
SamplerCore *sampler[VERTEX_TEXTURE_IMAGE_UNITS];
......
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