| 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 | |