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Added support for most formats to FP sampleTexel
[android-x86/external-swiftshader.git] / src / Shader / SamplerCore.hpp
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,
26                 Bias,
27                 Lod,
28                 Grad,
29                 Fetch
30         };
31
32         enum SamplerOption
33         {
34                 None,
35                 Offset
36         };
37
38         struct SamplerFunction
39         {
40                 SamplerFunction(SamplerMethod method, SamplerOption option = None) : method(method), option(option) {}
41                 operator SamplerMethod() { return method; }
42
43                 const SamplerMethod method;
44                 const SamplerOption option;
45         };
46
47         class SamplerCore
48         {
49         public:
50                 SamplerCore(Pointer<Byte> &r, const Sampler::State &state);
51
52                 void sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy);
53                 void sampleTexture(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function);
54                 void textureSize(Pointer<Byte> &mipmap, Vector4f &size, Float4 &lod);
55
56         private:
57                 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);
58
59                 void border(Short4 &mask, Float4 &coordinates);
60                 void border(Int4 &mask, Float4 &coordinates);
61                 Short4 offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, int count, Float &lod);
62                 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);
63                 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);
64                 void sampleQuad(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function);
65                 void sampleQuad2D(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function);
66                 void sample3D(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function);
67                 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);
68                 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);
69                 void sampleFloat(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function);
70                 void sampleFloat2D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function);
71                 void sampleFloat3D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function);
72                 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);
73                 void computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &x, Float4 &y, Float4 &z, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerFunction function);
74                 void computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerFunction function);
75                 void cubeFace(Int face[4], Float4 &U, Float4 &V, Float4 &lodX, Float4 &lodY, Float4 &lodZ, Float4 &x, Float4 &y, Float4 &z);
76                 Short4 applyOffset(Short4 &uvw, Float4 &offset, const Int4 &whd, AddressingMode mode);
77                 void computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, const Pointer<Byte> &mipmap, SamplerFunction function);
78                 void sampleTexel(Vector4s &c, Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function);
79                 void sampleTexel(Vector4s &c, UInt index[4], Pointer<Byte> buffer[4]);
80                 void sampleTexel(Vector4f &c, Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function);
81                 void selectMipmap(Pointer<Byte> &texture, Pointer<Byte> buffer[4], Pointer<Byte> &mipmap, Float &lod, Int face[4], bool secondLOD);
82                 Short4 address(Float4 &uw, AddressingMode addressingMode, Pointer<Byte>& mipmap);
83
84                 void convertFixed12(Short4 &ci, Float4 &cf);
85                 void convertFixed12(Vector4s &cs, Vector4f &cf);
86                 void convertSigned12(Float4 &cf, Short4 &ci);
87                 void convertSigned15(Float4 &cf, Short4 &ci);
88                 void convertUnsigned16(Float4 &cf, Short4 &ci);
89                 void sRGBtoLinear16_8_12(Short4 &c);
90                 void sRGBtoLinear16_6_12(Short4 &c);
91                 void sRGBtoLinear16_5_12(Short4 &c);
92
93                 bool hasFloatTexture() const;
94                 bool hasUnsignedTextureComponent(int component) const;
95                 int textureComponentCount() const;
96                 bool has16bitTextureFormat() const;
97                 bool has8bitTextureComponents() const;
98                 bool has16bitTextureComponents() const;
99                 bool hasYuvFormat() const;
100                 bool isRGBComponent(int component) const;
101
102                 Pointer<Byte> &constants;
103                 const Sampler::State &state;
104         };
105 }
106
107 #endif   // sw_SamplerCore_hpp