1 // SwiftShader Software Renderer
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3 // Copyright(c) 2005-2012 TransGaming Inc.
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5 // All rights reserved. No part of this software may be copied, distributed, transmitted,
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6 // transcribed, stored in a retrieval system, translated into any human or computer
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7 // language by any means, or disclosed to third parties without the explicit written
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8 // agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
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9 // or implied, including but not limited to any patent rights, are granted to you.
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12 #ifndef sw_SamplerCore_hpp
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13 #define sw_SamplerCore_hpp
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15 #include "PixelRoutine.hpp"
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16 #include "Reactor/Nucleus.hpp"
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23 SamplerCore(Pointer<Byte> &r, const Sampler::State &state);
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25 void sampleTexture(Pointer<Byte> &texture, Vector4i &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);
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26 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);
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29 void border(Short4 &mask, Float4 &coordinates);
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30 void border(Int4 &mask, Float4 &coordinates);
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31 Short4 offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, int count);
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32 void sampleFilter(Pointer<Byte> &texture, Vector4i &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool lodProvided);
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33 void sampleAniso(Pointer<Byte> &texture, Vector4i &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, bool lodProvided);
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34 void sampleQuad(Pointer<Byte> &texture, Vector4i &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Int face[4], bool secondLOD);
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35 void sampleQuad2D(Pointer<Byte> &texture, Vector4i &c, Float4 &u, Float4 &v, Float &lod, Int face[4], bool secondLOD);
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36 void sample3D(Pointer<Byte> &texture, Vector4i &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, bool secondLOD);
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37 void sampleFloatFilter(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool lodProvided);
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38 void sampleFloatAniso(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, bool lodProvided);
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39 void sampleFloat(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Int face[4], bool secondLOD);
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40 void sampleFloat2D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &z, Float &lod, Int face[4], bool secondLOD);
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41 void sampleFloat3D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, bool secondLOD);
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42 void computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &u, Float4 &v, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, bool bias, bool gradients, bool lodProvided);
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43 void computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, bool bias, bool gradients, bool lodProvided);
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44 void cubeFace(Int face[4], Float4 &U, Float4 &V, Float4 &lodU, Float4 &lodV, Float4 &x, Float4 &y, Float4 &z);
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45 void computeIndices(Int index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, const Pointer<Byte> &mipmap);
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46 void sampleTexel(Vector4i &c, Short4 &u, Short4 &v, Short4 &s, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4]);
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47 void sampleTexel(Vector4f &c, Short4 &u, Short4 &v, Short4 &s, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4]);
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48 void selectMipmap(Pointer<Byte> &texture, Pointer<Byte> buffer[4], Pointer<Byte> &mipmap, Float &lod, Int face[4], bool secondLOD);
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49 void address(Short4 &uuuu, Float4 &uw, AddressingMode addressingMode);
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51 void convertFixed12(Short4 &ci, Float4 &cf);
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52 void convertFixed12(Vector4i &ci, Vector4f &cf);
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53 void convertSigned12(Float4 &cf, Short4 &ci);
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54 void convertSigned15(Float4 &cf, Short4 &ci);
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55 void convertUnsigned16(Float4 &cf, Short4 &ci);
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56 void sRGBtoLinear16_12(Short4 &c);
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58 bool hasFloatTexture() const;
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59 bool hasUnsignedTextureComponent(int component) const;
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60 int textureComponentCount() const;
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61 bool has16bitTexture() const;
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62 bool isRGBComponent(int component) const;
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64 Pointer<Byte> &constants;
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65 const Sampler::State &state;
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69 #endif // sw_SamplerCore_hpp
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