// Copyright 2016 The SwiftShader Authors. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #ifndef sw_SamplerCore_hpp #define sw_SamplerCore_hpp #include "PixelRoutine.hpp" #include "Reactor/Reactor.hpp" namespace sw { enum SamplerMethod { 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 sample location by provided integer coordinates. }; 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> &constants, const Sampler::State &state); 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, Float4 &bias, 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); 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); 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); 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, 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); Float log2(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); void computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, Float4 &M, 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 &x, Float4 &y, Float4 &z, Float4 &M); Short4 applyOffset(Short4 &uvw, Float4 &offset, const Int4 &whd, AddressingMode mode); void computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, const Pointer<Byte> &mipmap, SamplerFunction function); void computeIndices(UInt index[4], Int4& uuuu, Int4& vvvv, Int4& wwww, const Pointer<Byte> &mipmap, SamplerFunction function); Vector4s sampleTexel(Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function); Vector4s sampleTexel(UInt index[4], Pointer<Byte> buffer[4]); Vector4f sampleTexel(Int4 &u, Int4 &v, Int4 &s, 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); void address(Float4 &uw, Int4& xyz0, Int4& xyz1, Float4& f, Pointer<Byte>& mipmap, Float4 &texOffset, Int4 &filter, int whd, AddressingMode addressingMode, SamplerFunction function); Int4 computeFilterOffset(Float &lod); void convertFixed12(Short4 &ci, Float4 &cf); void convertFixed12(Vector4s &cs, Vector4f &cf); void convertSigned12(Float4 &cf, Short4 &ci); void convertSigned15(Float4 &cf, Short4 &ci); void convertUnsigned16(Float4 &cf, Short4 &ci); void sRGBtoLinear16_8_16(Short4 &c); void sRGBtoLinear16_6_16(Short4 &c); void sRGBtoLinear16_5_16(Short4 &c); bool hasFloatTexture() const; bool hasUnnormalizedIntegerTexture() const; bool hasUnsignedTextureComponent(int component) const; int textureComponentCount() const; bool hasThirdCoordinate() const; bool has16bitTextureFormat() const; bool has8bitTextureComponents() const; bool has16bitTextureComponents() const; bool has32bitIntegerTextureComponents() const; bool hasYuvFormat() const; bool isRGBComponent(int component) const; Pointer<Byte> &constants; const Sampler::State &state; }; } #endif // sw_SamplerCore_hpp