Commit cfd0e6cc by Nicolas Capens

Match parameter order between float and integer sampling.

Change-Id: I86333f0f4d8a9e180a2f7f902d865b664eb836eb Reviewed-on: https://swiftshader-review.googlesource.com/3102Reviewed-by: 's avatarAlexis Hétu <sugoi@google.com> Reviewed-by: 's avatarNicolas Capens <capn@google.com> Tested-by: 's avatarNicolas Capens <capn@google.com>
parent df08bd08
...@@ -2028,15 +2028,15 @@ namespace sw ...@@ -2028,15 +2028,15 @@ namespace sw
sampleTexture(r, c, stage, u, v, w, q, project); sampleTexture(r, c, stage, u, v, w, q, project);
} }
void PixelRoutine::sampleTexture(Registers &r, Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project, bool bias, bool fixed12) void PixelRoutine::sampleTexture(Registers &r, Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project, bool bias)
{ {
Vector4f dsx; Vector4f dsx;
Vector4f dsy; Vector4f dsy;
sampleTexture(r, c, stage, u, v, w, q, dsx, dsy, project, bias, fixed12, false); sampleTexture(r, c, stage, u, v, w, q, dsx, dsy, project, bias, false);
} }
void PixelRoutine::sampleTexture(Registers &r, Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool fixed12, bool gradients, bool lodProvided) void PixelRoutine::sampleTexture(Registers &r, Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
{ {
#if PERF_PROFILE #if PERF_PROFILE
Long texTime = Ticks(); Long texTime = Ticks();
...@@ -2046,7 +2046,7 @@ namespace sw ...@@ -2046,7 +2046,7 @@ namespace sw
if(!project) if(!project)
{ {
sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, bias, fixed12, gradients, lodProvided); sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, bias, gradients, lodProvided);
} }
else else
{ {
...@@ -2056,7 +2056,7 @@ namespace sw ...@@ -2056,7 +2056,7 @@ namespace sw
Float4 v_q = v * rq; Float4 v_q = v * rq;
Float4 w_q = w * rq; Float4 w_q = w * rq;
sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, bias, fixed12, gradients, lodProvided); sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, bias, gradients, lodProvided);
} }
#if PERF_PROFILE #if PERF_PROFILE
......
...@@ -168,8 +168,8 @@ namespace sw ...@@ -168,8 +168,8 @@ namespace sw
void specularPixel(Vector4s &current, Vector4s &specular); void specularPixel(Vector4s &current, Vector4s &specular);
void sampleTexture(Registers &r, Vector4s &c, int coordinates, int sampler, bool project = false); void sampleTexture(Registers &r, Vector4s &c, int coordinates, int sampler, bool project = false);
void sampleTexture(Registers &r, Vector4s &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project = false, bool bias = false, bool fixed12 = true); void sampleTexture(Registers &r, Vector4s &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project = false, bool bias = false);
void sampleTexture(Registers &r, Vector4s &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool fixed12 = true, bool gradients = false, bool lodProvided = false); void sampleTexture(Registers &r, Vector4s &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool gradients = false, bool lodProvided = false);
void sampleTexture(Registers &r, Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool gradients = false, bool lodProvided = false); void sampleTexture(Registers &r, Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool gradients = false, bool lodProvided = false);
void sampleTexture(Registers &r, Vector4f &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool gradients = false, bool lodProvided = false); void sampleTexture(Registers &r, Vector4f &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool gradients = false, bool lodProvided = false);
......
...@@ -20,7 +20,7 @@ namespace sw ...@@ -20,7 +20,7 @@ namespace sw
{ {
} }
void SamplerCore::sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool bias, bool fixed12, bool gradients, bool lodProvided) void SamplerCore::sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool bias, bool gradients, bool lodProvided, bool fixed12)
{ {
#if PERF_PROFILE #if PERF_PROFILE
AddAtomic(Pointer<Long>(&profiler.texOperations), 4); AddAtomic(Pointer<Long>(&profiler.texOperations), 4);
...@@ -259,7 +259,7 @@ namespace sw ...@@ -259,7 +259,7 @@ namespace sw
{ {
Vector4s cs; Vector4s cs;
sampleTexture(texture, cs, u, v, w, q, dsx, dsy, bias, false, gradients, lodProvided); sampleTexture(texture, cs, u, v, w, q, dsx, dsy, bias, gradients, lodProvided, false);
for(int component = 0; component < textureComponentCount(); component++) for(int component = 0; component < textureComponentCount(); component++)
{ {
......
...@@ -22,7 +22,7 @@ namespace sw ...@@ -22,7 +22,7 @@ namespace sw
public: public:
SamplerCore(Pointer<Byte> &r, const Sampler::State &state); 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, bool bias = false, bool fixed12 = true, bool gradients = false, bool lodProvided = false); void sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool bias = false, bool gradients = false, bool lodProvided = false, bool fixed12 = true);
void sampleTexture(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool bias = false, bool gradients = false, bool lodProvided = false); void sampleTexture(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool bias = false, bool gradients = false, bool lodProvided = false);
private: private:
......
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