1 | // Copyright 2016 The SwiftShader Authors. All Rights Reserved. |
2 | // |
3 | // Licensed under the Apache License, Version 2.0 (the "License"); |
4 | // you may not use this file except in compliance with the License. |
5 | // You may obtain a copy of the License at |
6 | // |
7 | // http://www.apache.org/licenses/LICENSE-2.0 |
8 | // |
9 | // Unless required by applicable law or agreed to in writing, software |
10 | // distributed under the License is distributed on an "AS IS" BASIS, |
11 | // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
12 | // See the License for the specific language governing permissions and |
13 | // limitations under the License. |
14 | |
15 | #ifndef sw_SamplerCore_hpp |
16 | #define sw_SamplerCore_hpp |
17 | |
18 | #include "PixelRoutine.hpp" |
19 | #include "Reactor/Reactor.hpp" |
20 | |
21 | namespace sw |
22 | { |
23 | enum SamplerMethod |
24 | { |
25 | Implicit, // Compute gradients (pixel shader only). |
26 | Bias, // Compute gradients and add provided bias. |
27 | Lod, // Use provided LOD. |
28 | Grad, // Use provided gradients. |
29 | Fetch, // Use provided integer coordinates. |
30 | Base // Sample base level. |
31 | }; |
32 | |
33 | enum SamplerOption |
34 | { |
35 | None, |
36 | Offset // Offset sample location by provided integer coordinates. |
37 | }; |
38 | |
39 | struct SamplerFunction |
40 | { |
41 | SamplerFunction(SamplerMethod method, SamplerOption option = None) : method(method), option(option) {} |
42 | operator SamplerMethod() { return method; } |
43 | |
44 | const SamplerMethod method; |
45 | const SamplerOption option; |
46 | }; |
47 | |
48 | class SamplerCore |
49 | { |
50 | public: |
51 | SamplerCore(Pointer<Byte> &constants, const Sampler::State &state); |
52 | |
53 | Vector4s sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy); |
54 | Vector4f sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function); |
55 | static Vector4f textureSize(Pointer<Byte> &mipmap, Float4 &lod); |
56 | |
57 | private: |
58 | 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); |
59 | |
60 | void border(Short4 &mask, Float4 &coordinates); |
61 | void border(Int4 &mask, Float4 &coordinates); |
62 | Short4 offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, int count, Float &lod); |
63 | Vector4s sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerFunction function); |
64 | Vector4s sampleAniso(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); |
65 | Vector4s sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function); |
66 | Vector4s sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function); |
67 | Vector4s sample3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function); |
68 | 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); |
69 | 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); |
70 | Vector4f sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function); |
71 | Vector4f sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function); |
72 | Vector4f sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function); |
73 | Float log2sqrt(Float lod); |
74 | Float log2(Float lod); |
75 | 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); |
76 | void computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, Float4 &M, SamplerFunction function); |
77 | void computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerFunction function); |
78 | void cubeFace(Int face[4], Float4 &U, Float4 &V, Float4 &x, Float4 &y, Float4 &z, Float4 &M); |
79 | Short4 applyOffset(Short4 &uvw, Float4 &offset, const Int4 &whd, AddressingMode mode); |
80 | void computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, const Pointer<Byte> &mipmap, SamplerFunction function); |
81 | void computeIndices(UInt index[4], Int4& uuuu, Int4& vvvv, Int4& wwww, const Pointer<Byte> &mipmap, SamplerFunction function); |
82 | Vector4s sampleTexel(Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function); |
83 | Vector4s sampleTexel(UInt index[4], Pointer<Byte> buffer[4]); |
84 | Vector4f sampleTexel(Int4 &u, Int4 &v, Int4 &s, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function); |
85 | void selectMipmap(Pointer<Byte> &texture, Pointer<Byte> buffer[4], Pointer<Byte> &mipmap, Float &lod, Int face[4], bool secondLOD); |
86 | Short4 address(Float4 &uw, AddressingMode addressingMode, Pointer<Byte>& mipmap); |
87 | void address(Float4 &uw, Int4& xyz0, Int4& xyz1, Float4& f, Pointer<Byte>& mipmap, Float4 &texOffset, Int4 &filter, int whd, AddressingMode addressingMode, SamplerFunction function); |
88 | Int4 computeFilterOffset(Float &lod); |
89 | |
90 | void convertFixed12(Short4 &ci, Float4 &cf); |
91 | void convertFixed12(Vector4s &cs, Vector4f &cf); |
92 | void convertSigned12(Float4 &cf, Short4 &ci); |
93 | void convertSigned15(Float4 &cf, Short4 &ci); |
94 | void convertUnsigned16(Float4 &cf, Short4 &ci); |
95 | void sRGBtoLinear16_8_16(Short4 &c); |
96 | void sRGBtoLinear16_6_16(Short4 &c); |
97 | void sRGBtoLinear16_5_16(Short4 &c); |
98 | |
99 | bool hasFloatTexture() const; |
100 | bool hasUnnormalizedIntegerTexture() const; |
101 | bool hasUnsignedTextureComponent(int component) const; |
102 | int textureComponentCount() const; |
103 | bool hasThirdCoordinate() const; |
104 | bool has16bitTextureFormat() const; |
105 | bool has8bitTextureComponents() const; |
106 | bool has16bitTextureComponents() const; |
107 | bool has32bitIntegerTextureComponents() const; |
108 | bool hasYuvFormat() const; |
109 | bool isRGBComponent(int component) const; |
110 | |
111 | Pointer<Byte> &constants; |
112 | const Sampler::State &state; |
113 | }; |
114 | } |
115 | |
116 | #endif // sw_SamplerCore_hpp |
117 | |