1 /**************************************************************************
3 * Copyright 2009 VMware, Inc.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **************************************************************************/
30 * Texture sampling -- SoA.
32 * @author Jose Fonseca <jfonseca@vmware.com>
33 * @author Brian Paul <brianp@vmware.com>
36 #include "pipe/p_defines.h"
37 #include "pipe/p_state.h"
38 #include "pipe/p_shader_tokens.h"
39 #include "util/u_debug.h"
40 #include "util/u_dump.h"
41 #include "util/u_memory.h"
42 #include "util/u_math.h"
43 #include "util/u_format.h"
44 #include "util/u_cpu_detect.h"
45 #include "util/u_format_rgb9e5.h"
46 #include "lp_bld_debug.h"
47 #include "lp_bld_type.h"
48 #include "lp_bld_const.h"
49 #include "lp_bld_conv.h"
50 #include "lp_bld_arit.h"
51 #include "lp_bld_bitarit.h"
52 #include "lp_bld_logic.h"
53 #include "lp_bld_printf.h"
54 #include "lp_bld_swizzle.h"
55 #include "lp_bld_flow.h"
56 #include "lp_bld_gather.h"
57 #include "lp_bld_format.h"
58 #include "lp_bld_sample.h"
59 #include "lp_bld_sample_aos.h"
60 #include "lp_bld_struct.h"
61 #include "lp_bld_quad.h"
62 #include "lp_bld_pack.h"
66 * Generate code to fetch a texel from a texture at int coords (x, y, z).
67 * The computation depends on whether the texture is 1D, 2D or 3D.
68 * The result, texel, will be float vectors:
69 * texel[0] = red values
70 * texel[1] = green values
71 * texel[2] = blue values
72 * texel[3] = alpha values
75 lp_build_sample_texel_soa(struct lp_build_sample_context *bld,
82 LLVMValueRef y_stride,
83 LLVMValueRef z_stride,
84 LLVMValueRef data_ptr,
85 LLVMValueRef mipoffsets,
86 LLVMValueRef texel_out[4])
88 const struct lp_static_sampler_state *static_state = bld->static_sampler_state;
89 const unsigned dims = bld->dims;
90 struct lp_build_context *int_coord_bld = &bld->int_coord_bld;
91 LLVMBuilderRef builder = bld->gallivm->builder;
94 LLVMValueRef use_border = NULL;
96 /* use_border = x < 0 || x >= width || y < 0 || y >= height */
97 if (lp_sampler_wrap_mode_uses_border_color(static_state->wrap_s,
98 static_state->min_img_filter,
99 static_state->mag_img_filter)) {
101 b1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_LESS, x, int_coord_bld->zero);
102 b2 = lp_build_cmp(int_coord_bld, PIPE_FUNC_GEQUAL, x, width);
103 use_border = LLVMBuildOr(builder, b1, b2, "b1_or_b2");
107 lp_sampler_wrap_mode_uses_border_color(static_state->wrap_t,
108 static_state->min_img_filter,
109 static_state->mag_img_filter)) {
111 b1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_LESS, y, int_coord_bld->zero);
112 b2 = lp_build_cmp(int_coord_bld, PIPE_FUNC_GEQUAL, y, height);
114 use_border = LLVMBuildOr(builder, use_border, b1, "ub_or_b1");
115 use_border = LLVMBuildOr(builder, use_border, b2, "ub_or_b2");
118 use_border = LLVMBuildOr(builder, b1, b2, "b1_or_b2");
123 lp_sampler_wrap_mode_uses_border_color(static_state->wrap_r,
124 static_state->min_img_filter,
125 static_state->mag_img_filter)) {
127 b1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_LESS, z, int_coord_bld->zero);
128 b2 = lp_build_cmp(int_coord_bld, PIPE_FUNC_GEQUAL, z, depth);
130 use_border = LLVMBuildOr(builder, use_border, b1, "ub_or_b1");
131 use_border = LLVMBuildOr(builder, use_border, b2, "ub_or_b2");
134 use_border = LLVMBuildOr(builder, b1, b2, "b1_or_b2");
138 /* convert x,y,z coords to linear offset from start of texture, in bytes */
139 lp_build_sample_offset(&bld->int_coord_bld,
141 x, y, z, y_stride, z_stride,
144 offset = lp_build_add(&bld->int_coord_bld, offset, mipoffsets);
148 /* If we can sample the border color, it means that texcoords may
149 * lie outside the bounds of the texture image. We need to do
150 * something to prevent reading out of bounds and causing a segfault.
152 * Simply AND the texture coords with !use_border. This will cause
153 * coords which are out of bounds to become zero. Zero's guaranteed
154 * to be inside the texture image.
156 offset = lp_build_andnot(&bld->int_coord_bld, offset, use_border);
159 lp_build_fetch_rgba_soa(bld->gallivm,
167 * Note: if we find an app which frequently samples the texture border
168 * we might want to implement a true conditional here to avoid sampling
169 * the texture whenever possible (since that's quite a bit of code).
172 * texel = border_color;
175 * texel = sample_texture(coord);
177 * As it is now, we always sample the texture, then selectively replace
178 * the texel color results with the border color.
182 /* select texel color or border color depending on use_border. */
183 const struct util_format_description *format_desc = bld->format_desc;
185 struct lp_type border_type = bld->texel_type;
186 border_type.length = 4;
188 * Only replace channels which are actually present. The others should
189 * get optimized away eventually by sampler_view swizzle anyway but it's
192 for (chan = 0; chan < 4; chan++) {
194 /* reverse-map channel... */
195 for (chan_s = 0; chan_s < 4; chan_s++) {
196 if (chan_s == format_desc->swizzle[chan]) {
201 /* use the already clamped color */
202 LLVMValueRef idx = lp_build_const_int32(bld->gallivm, chan);
203 LLVMValueRef border_chan;
205 border_chan = lp_build_extract_broadcast(bld->gallivm,
208 bld->border_color_clamped,
210 texel_out[chan] = lp_build_select(&bld->texel_bld, use_border,
211 border_chan, texel_out[chan]);
219 * Helper to compute the mirror function for the PIPE_WRAP_MIRROR modes.
222 lp_build_coord_mirror(struct lp_build_sample_context *bld,
225 struct lp_build_context *coord_bld = &bld->coord_bld;
226 struct lp_build_context *int_coord_bld = &bld->int_coord_bld;
227 LLVMValueRef fract, flr, isOdd;
229 lp_build_ifloor_fract(coord_bld, coord, &flr, &fract);
231 /* isOdd = flr & 1 */
232 isOdd = LLVMBuildAnd(bld->gallivm->builder, flr, int_coord_bld->one, "");
234 /* make coord positive or negative depending on isOdd */
235 coord = lp_build_set_sign(coord_bld, fract, isOdd);
237 /* convert isOdd to float */
238 isOdd = lp_build_int_to_float(coord_bld, isOdd);
240 /* add isOdd to coord */
241 coord = lp_build_add(coord_bld, coord, isOdd);
248 * Helper to compute the first coord and the weight for
249 * linear wrap repeat npot textures
252 lp_build_coord_repeat_npot_linear(struct lp_build_sample_context *bld,
253 LLVMValueRef coord_f,
254 LLVMValueRef length_i,
255 LLVMValueRef length_f,
256 LLVMValueRef *coord0_i,
257 LLVMValueRef *weight_f)
259 struct lp_build_context *coord_bld = &bld->coord_bld;
260 struct lp_build_context *int_coord_bld = &bld->int_coord_bld;
261 LLVMValueRef half = lp_build_const_vec(bld->gallivm, coord_bld->type, 0.5);
262 LLVMValueRef length_minus_one = lp_build_sub(int_coord_bld, length_i,
265 /* wrap with normalized floats is just fract */
266 coord_f = lp_build_fract(coord_bld, coord_f);
267 /* mul by size and subtract 0.5 */
268 coord_f = lp_build_mul(coord_bld, coord_f, length_f);
269 coord_f = lp_build_sub(coord_bld, coord_f, half);
271 * we avoided the 0.5/length division before the repeat wrap,
272 * now need to fix up edge cases with selects
274 /* convert to int, compute lerp weight */
275 lp_build_ifloor_fract(coord_bld, coord_f, coord0_i, weight_f);
276 mask = lp_build_compare(int_coord_bld->gallivm, int_coord_bld->type,
277 PIPE_FUNC_LESS, *coord0_i, int_coord_bld->zero);
278 *coord0_i = lp_build_select(int_coord_bld, mask, length_minus_one, *coord0_i);
283 * Build LLVM code for texture wrap mode for linear filtering.
284 * \param x0_out returns first integer texcoord
285 * \param x1_out returns second integer texcoord
286 * \param weight_out returns linear interpolation weight
289 lp_build_sample_wrap_linear(struct lp_build_sample_context *bld,
292 LLVMValueRef length_f,
296 LLVMValueRef *x0_out,
297 LLVMValueRef *x1_out,
298 LLVMValueRef *weight_out)
300 struct lp_build_context *coord_bld = &bld->coord_bld;
301 struct lp_build_context *int_coord_bld = &bld->int_coord_bld;
302 LLVMBuilderRef builder = bld->gallivm->builder;
303 LLVMValueRef half = lp_build_const_vec(bld->gallivm, coord_bld->type, 0.5);
304 LLVMValueRef length_minus_one = lp_build_sub(int_coord_bld, length, int_coord_bld->one);
305 LLVMValueRef coord0, coord1, weight;
308 case PIPE_TEX_WRAP_REPEAT:
310 /* mul by size and subtract 0.5 */
311 coord = lp_build_mul(coord_bld, coord, length_f);
312 coord = lp_build_sub(coord_bld, coord, half);
314 offset = lp_build_int_to_float(coord_bld, offset);
315 coord = lp_build_add(coord_bld, coord, offset);
317 /* convert to int, compute lerp weight */
318 lp_build_ifloor_fract(coord_bld, coord, &coord0, &weight);
319 coord1 = lp_build_add(int_coord_bld, coord0, int_coord_bld->one);
321 coord0 = LLVMBuildAnd(builder, coord0, length_minus_one, "");
322 coord1 = LLVMBuildAnd(builder, coord1, length_minus_one, "");
327 offset = lp_build_int_to_float(coord_bld, offset);
328 offset = lp_build_div(coord_bld, offset, length_f);
329 coord = lp_build_add(coord_bld, coord, offset);
331 lp_build_coord_repeat_npot_linear(bld, coord,
334 mask = lp_build_compare(int_coord_bld->gallivm, int_coord_bld->type,
335 PIPE_FUNC_NOTEQUAL, coord0, length_minus_one);
336 coord1 = LLVMBuildAnd(builder,
337 lp_build_add(int_coord_bld, coord0, int_coord_bld->one),
342 case PIPE_TEX_WRAP_CLAMP:
343 if (bld->static_sampler_state->normalized_coords) {
344 /* scale coord to length */
345 coord = lp_build_mul(coord_bld, coord, length_f);
348 offset = lp_build_int_to_float(coord_bld, offset);
349 coord = lp_build_add(coord_bld, coord, offset);
352 /* clamp to [0, length] */
353 coord = lp_build_clamp(coord_bld, coord, coord_bld->zero, length_f);
355 coord = lp_build_sub(coord_bld, coord, half);
357 /* convert to int, compute lerp weight */
358 lp_build_ifloor_fract(coord_bld, coord, &coord0, &weight);
359 coord1 = lp_build_add(int_coord_bld, coord0, int_coord_bld->one);
362 case PIPE_TEX_WRAP_CLAMP_TO_EDGE:
364 struct lp_build_context abs_coord_bld = bld->coord_bld;
365 abs_coord_bld.type.sign = FALSE;
367 if (bld->static_sampler_state->normalized_coords) {
368 /* mul by tex size */
369 coord = lp_build_mul(coord_bld, coord, length_f);
372 offset = lp_build_int_to_float(coord_bld, offset);
373 coord = lp_build_add(coord_bld, coord, offset);
376 /* clamp to length max */
377 coord = lp_build_min(coord_bld, coord, length_f);
379 coord = lp_build_sub(coord_bld, coord, half);
380 /* clamp to [0, length - 0.5] */
381 coord = lp_build_max(coord_bld, coord, coord_bld->zero);
382 /* convert to int, compute lerp weight */
383 lp_build_ifloor_fract(&abs_coord_bld, coord, &coord0, &weight);
384 coord1 = lp_build_add(int_coord_bld, coord0, int_coord_bld->one);
385 /* coord1 = min(coord1, length-1) */
386 coord1 = lp_build_min(int_coord_bld, coord1, length_minus_one);
390 case PIPE_TEX_WRAP_CLAMP_TO_BORDER:
391 if (bld->static_sampler_state->normalized_coords) {
392 /* scale coord to length */
393 coord = lp_build_mul(coord_bld, coord, length_f);
396 offset = lp_build_int_to_float(coord_bld, offset);
397 coord = lp_build_add(coord_bld, coord, offset);
399 /* was: clamp to [-0.5, length + 0.5], then sub 0.5 */
400 /* can skip clamp (though might not work for very large coord values */
401 coord = lp_build_sub(coord_bld, coord, half);
402 /* convert to int, compute lerp weight */
403 lp_build_ifloor_fract(coord_bld, coord, &coord0, &weight);
404 coord1 = lp_build_add(int_coord_bld, coord0, int_coord_bld->one);
407 case PIPE_TEX_WRAP_MIRROR_REPEAT:
409 offset = lp_build_int_to_float(coord_bld, offset);
410 offset = lp_build_div(coord_bld, offset, length_f);
411 coord = lp_build_add(coord_bld, coord, offset);
413 /* compute mirror function */
414 coord = lp_build_coord_mirror(bld, coord);
416 /* scale coord to length */
417 coord = lp_build_mul(coord_bld, coord, length_f);
418 coord = lp_build_sub(coord_bld, coord, half);
420 /* convert to int, compute lerp weight */
421 lp_build_ifloor_fract(coord_bld, coord, &coord0, &weight);
422 coord1 = lp_build_add(int_coord_bld, coord0, int_coord_bld->one);
424 /* coord0 = max(coord0, 0) */
425 coord0 = lp_build_max(int_coord_bld, coord0, int_coord_bld->zero);
426 /* coord1 = min(coord1, length-1) */
427 coord1 = lp_build_min(int_coord_bld, coord1, length_minus_one);
430 case PIPE_TEX_WRAP_MIRROR_CLAMP:
431 if (bld->static_sampler_state->normalized_coords) {
432 /* scale coord to length */
433 coord = lp_build_mul(coord_bld, coord, length_f);
436 offset = lp_build_int_to_float(coord_bld, offset);
437 coord = lp_build_add(coord_bld, coord, offset);
439 coord = lp_build_abs(coord_bld, coord);
441 /* clamp to [0, length] */
442 coord = lp_build_min(coord_bld, coord, length_f);
444 coord = lp_build_sub(coord_bld, coord, half);
446 /* convert to int, compute lerp weight */
447 lp_build_ifloor_fract(coord_bld, coord, &coord0, &weight);
448 coord1 = lp_build_add(int_coord_bld, coord0, int_coord_bld->one);
451 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
453 struct lp_build_context abs_coord_bld = bld->coord_bld;
454 abs_coord_bld.type.sign = FALSE;
456 if (bld->static_sampler_state->normalized_coords) {
457 /* scale coord to length */
458 coord = lp_build_mul(coord_bld, coord, length_f);
461 offset = lp_build_int_to_float(coord_bld, offset);
462 coord = lp_build_add(coord_bld, coord, offset);
464 coord = lp_build_abs(coord_bld, coord);
466 /* clamp to length max */
467 coord = lp_build_min(coord_bld, coord, length_f);
469 coord = lp_build_sub(coord_bld, coord, half);
470 /* clamp to [0, length - 0.5] */
471 coord = lp_build_max(coord_bld, coord, coord_bld->zero);
473 /* convert to int, compute lerp weight */
474 lp_build_ifloor_fract(&abs_coord_bld, coord, &coord0, &weight);
475 coord1 = lp_build_add(int_coord_bld, coord0, int_coord_bld->one);
476 /* coord1 = min(coord1, length-1) */
477 coord1 = lp_build_min(int_coord_bld, coord1, length_minus_one);
481 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
483 if (bld->static_sampler_state->normalized_coords) {
484 /* scale coord to length */
485 coord = lp_build_mul(coord_bld, coord, length_f);
488 offset = lp_build_int_to_float(coord_bld, offset);
489 coord = lp_build_add(coord_bld, coord, offset);
491 coord = lp_build_abs(coord_bld, coord);
493 /* was: clamp to [-0.5, length + 0.5] then sub 0.5 */
494 /* skip clamp - always positive, and other side
495 only potentially matters for very large coords */
496 coord = lp_build_sub(coord_bld, coord, half);
498 /* convert to int, compute lerp weight */
499 lp_build_ifloor_fract(coord_bld, coord, &coord0, &weight);
500 coord1 = lp_build_add(int_coord_bld, coord0, int_coord_bld->one);
513 *weight_out = weight;
518 * Build LLVM code for texture wrap mode for nearest filtering.
519 * \param coord the incoming texcoord (nominally in [0,1])
520 * \param length the texture size along one dimension, as int vector
521 * \param length_f the texture size along one dimension, as float vector
522 * \param offset texel offset along one dimension (as int vector)
523 * \param is_pot if TRUE, length is a power of two
524 * \param wrap_mode one of PIPE_TEX_WRAP_x
527 lp_build_sample_wrap_nearest(struct lp_build_sample_context *bld,
530 LLVMValueRef length_f,
535 struct lp_build_context *coord_bld = &bld->coord_bld;
536 struct lp_build_context *int_coord_bld = &bld->int_coord_bld;
537 LLVMBuilderRef builder = bld->gallivm->builder;
538 LLVMValueRef length_minus_one = lp_build_sub(int_coord_bld, length, int_coord_bld->one);
542 case PIPE_TEX_WRAP_REPEAT:
544 coord = lp_build_mul(coord_bld, coord, length_f);
545 icoord = lp_build_ifloor(coord_bld, coord);
547 icoord = lp_build_add(int_coord_bld, icoord, offset);
549 icoord = LLVMBuildAnd(builder, icoord, length_minus_one, "");
553 offset = lp_build_int_to_float(coord_bld, offset);
554 offset = lp_build_div(coord_bld, offset, length_f);
555 coord = lp_build_add(coord_bld, coord, offset);
557 /* take fraction, unnormalize */
558 coord = lp_build_fract_safe(coord_bld, coord);
559 coord = lp_build_mul(coord_bld, coord, length_f);
560 icoord = lp_build_itrunc(coord_bld, coord);
564 case PIPE_TEX_WRAP_CLAMP:
565 case PIPE_TEX_WRAP_CLAMP_TO_EDGE:
566 if (bld->static_sampler_state->normalized_coords) {
567 /* scale coord to length */
568 coord = lp_build_mul(coord_bld, coord, length_f);
572 offset = lp_build_int_to_float(coord_bld, offset);
573 coord = lp_build_add(coord_bld, coord, offset);
576 /* use itrunc instead since we clamp to 0 anyway */
577 icoord = lp_build_itrunc(coord_bld, coord);
579 /* clamp to [0, length - 1]. */
580 icoord = lp_build_clamp(int_coord_bld, icoord, int_coord_bld->zero,
584 case PIPE_TEX_WRAP_CLAMP_TO_BORDER:
585 if (bld->static_sampler_state->normalized_coords) {
586 /* scale coord to length */
587 coord = lp_build_mul(coord_bld, coord, length_f);
589 /* no clamp necessary, border masking will handle this */
590 icoord = lp_build_ifloor(coord_bld, coord);
592 icoord = lp_build_add(int_coord_bld, icoord, offset);
596 case PIPE_TEX_WRAP_MIRROR_REPEAT:
598 offset = lp_build_int_to_float(coord_bld, offset);
599 offset = lp_build_div(coord_bld, offset, length_f);
600 coord = lp_build_add(coord_bld, coord, offset);
602 /* compute mirror function */
603 coord = lp_build_coord_mirror(bld, coord);
605 /* scale coord to length */
606 assert(bld->static_sampler_state->normalized_coords);
607 coord = lp_build_mul(coord_bld, coord, length_f);
609 /* itrunc == ifloor here */
610 icoord = lp_build_itrunc(coord_bld, coord);
612 /* clamp to [0, length - 1] */
613 icoord = lp_build_min(int_coord_bld, icoord, length_minus_one);
616 case PIPE_TEX_WRAP_MIRROR_CLAMP:
617 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
618 if (bld->static_sampler_state->normalized_coords) {
619 /* scale coord to length */
620 coord = lp_build_mul(coord_bld, coord, length_f);
623 offset = lp_build_int_to_float(coord_bld, offset);
624 coord = lp_build_add(coord_bld, coord, offset);
626 coord = lp_build_abs(coord_bld, coord);
628 /* itrunc == ifloor here */
629 icoord = lp_build_itrunc(coord_bld, coord);
631 /* clamp to [0, length - 1] */
632 icoord = lp_build_min(int_coord_bld, icoord, length_minus_one);
635 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
636 if (bld->static_sampler_state->normalized_coords) {
637 /* scale coord to length */
638 coord = lp_build_mul(coord_bld, coord, length_f);
641 offset = lp_build_int_to_float(coord_bld, offset);
642 coord = lp_build_add(coord_bld, coord, offset);
644 coord = lp_build_abs(coord_bld, coord);
646 /* itrunc == ifloor here */
647 icoord = lp_build_itrunc(coord_bld, coord);
660 * Do shadow test/comparison.
661 * \param p shadow ref value
662 * \param texel the texel to compare against
665 lp_build_sample_comparefunc(struct lp_build_sample_context *bld,
669 struct lp_build_context *texel_bld = &bld->texel_bld;
673 //lp_build_print_value(bld->gallivm, "shadow cmp coord", p);
674 lp_build_print_value(bld->gallivm, "shadow cmp texel", texel);
677 /* result = (p FUNC texel) ? 1 : 0 */
679 * honor d3d10 floating point rules here, which state that comparisons
680 * are ordered except NOT_EQUAL which is unordered.
682 if (bld->static_sampler_state->compare_func != PIPE_FUNC_NOTEQUAL) {
683 res = lp_build_cmp_ordered(texel_bld, bld->static_sampler_state->compare_func,
687 res = lp_build_cmp(texel_bld, bld->static_sampler_state->compare_func,
695 * Generate code to sample a mipmap level with nearest filtering.
696 * If sampling a cube texture, r = cube face in [0,5].
699 lp_build_sample_image_nearest(struct lp_build_sample_context *bld,
701 LLVMValueRef row_stride_vec,
702 LLVMValueRef img_stride_vec,
703 LLVMValueRef data_ptr,
704 LLVMValueRef mipoffsets,
705 LLVMValueRef *coords,
706 const LLVMValueRef *offsets,
707 LLVMValueRef colors_out[4])
709 const unsigned dims = bld->dims;
710 LLVMValueRef width_vec;
711 LLVMValueRef height_vec;
712 LLVMValueRef depth_vec;
713 LLVMValueRef flt_size;
714 LLVMValueRef flt_width_vec;
715 LLVMValueRef flt_height_vec;
716 LLVMValueRef flt_depth_vec;
717 LLVMValueRef x, y = NULL, z = NULL;
719 lp_build_extract_image_sizes(bld,
723 &width_vec, &height_vec, &depth_vec);
725 flt_size = lp_build_int_to_float(&bld->float_size_bld, size);
727 lp_build_extract_image_sizes(bld,
728 &bld->float_size_bld,
731 &flt_width_vec, &flt_height_vec, &flt_depth_vec);
734 * Compute integer texcoords.
736 x = lp_build_sample_wrap_nearest(bld, coords[0], width_vec,
737 flt_width_vec, offsets[0],
738 bld->static_texture_state->pot_width,
739 bld->static_sampler_state->wrap_s);
740 lp_build_name(x, "tex.x.wrapped");
743 y = lp_build_sample_wrap_nearest(bld, coords[1], height_vec,
744 flt_height_vec, offsets[1],
745 bld->static_texture_state->pot_height,
746 bld->static_sampler_state->wrap_t);
747 lp_build_name(y, "tex.y.wrapped");
750 z = lp_build_sample_wrap_nearest(bld, coords[2], depth_vec,
751 flt_depth_vec, offsets[2],
752 bld->static_texture_state->pot_depth,
753 bld->static_sampler_state->wrap_r);
754 lp_build_name(z, "tex.z.wrapped");
757 if (has_layer_coord(bld->static_texture_state->target)) {
758 if (bld->static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY) {
759 /* add cube layer to face */
760 z = lp_build_add(&bld->int_coord_bld, coords[2], coords[3]);
765 lp_build_name(z, "tex.z.layer");
769 * Get texture colors.
771 lp_build_sample_texel_soa(bld,
772 width_vec, height_vec, depth_vec,
774 row_stride_vec, img_stride_vec,
775 data_ptr, mipoffsets, colors_out);
777 if (bld->static_sampler_state->compare_mode != PIPE_TEX_COMPARE_NONE) {
779 cmpval = lp_build_sample_comparefunc(bld, coords[4], colors_out[0]);
780 /* this is really just a AND 1.0, cmpval but llvm is clever enough */
781 colors_out[0] = lp_build_select(&bld->texel_bld, cmpval,
782 bld->texel_bld.one, bld->texel_bld.zero);
783 colors_out[1] = colors_out[2] = colors_out[3] = colors_out[0];
790 * Like a lerp, but inputs are 0/~0 masks, so can simplify slightly.
793 lp_build_masklerp(struct lp_build_context *bld,
798 struct gallivm_state *gallivm = bld->gallivm;
799 LLVMBuilderRef builder = gallivm->builder;
800 LLVMValueRef weight2;
802 weight2 = lp_build_sub(bld, bld->one, weight);
803 weight = LLVMBuildBitCast(builder, weight,
804 lp_build_int_vec_type(gallivm, bld->type), "");
805 weight2 = LLVMBuildBitCast(builder, weight2,
806 lp_build_int_vec_type(gallivm, bld->type), "");
807 weight = LLVMBuildAnd(builder, weight, mask1, "");
808 weight2 = LLVMBuildAnd(builder, weight2, mask0, "");
809 weight = LLVMBuildBitCast(builder, weight, bld->vec_type, "");
810 weight2 = LLVMBuildBitCast(builder, weight2, bld->vec_type, "");
811 return lp_build_add(bld, weight, weight2);
815 * Like a 2d lerp, but inputs are 0/~0 masks, so can simplify slightly.
818 lp_build_masklerp2d(struct lp_build_context *bld,
819 LLVMValueRef weight0,
820 LLVMValueRef weight1,
826 LLVMValueRef val0 = lp_build_masklerp(bld, weight0, mask00, mask01);
827 LLVMValueRef val1 = lp_build_masklerp(bld, weight0, mask10, mask11);
828 return lp_build_lerp(bld, weight1, val0, val1, 0);
832 * this is a bit excessive code for something OpenGL just recommends
833 * but does not require.
835 #define ACCURATE_CUBE_CORNERS 1
838 * Generate code to sample a mipmap level with linear filtering.
839 * If sampling a cube texture, r = cube face in [0,5].
840 * If linear_mask is present, only pixels having their mask set
841 * will receive linear filtering, the rest will use nearest.
844 lp_build_sample_image_linear(struct lp_build_sample_context *bld,
847 LLVMValueRef linear_mask,
848 LLVMValueRef row_stride_vec,
849 LLVMValueRef img_stride_vec,
850 LLVMValueRef data_ptr,
851 LLVMValueRef mipoffsets,
852 LLVMValueRef *coords,
853 const LLVMValueRef *offsets,
854 LLVMValueRef colors_out[4])
856 LLVMBuilderRef builder = bld->gallivm->builder;
857 struct lp_build_context *ivec_bld = &bld->int_coord_bld;
858 struct lp_build_context *coord_bld = &bld->coord_bld;
859 struct lp_build_context *texel_bld = &bld->texel_bld;
860 const unsigned dims = bld->dims;
861 LLVMValueRef width_vec;
862 LLVMValueRef height_vec;
863 LLVMValueRef depth_vec;
864 LLVMValueRef flt_size;
865 LLVMValueRef flt_width_vec;
866 LLVMValueRef flt_height_vec;
867 LLVMValueRef flt_depth_vec;
868 LLVMValueRef fall_off[4], have_corners;
869 LLVMValueRef z1 = NULL;
870 LLVMValueRef z00 = NULL, z01 = NULL, z10 = NULL, z11 = NULL;
871 LLVMValueRef x00 = NULL, x01 = NULL, x10 = NULL, x11 = NULL;
872 LLVMValueRef y00 = NULL, y01 = NULL, y10 = NULL, y11 = NULL;
873 LLVMValueRef s_fpart, t_fpart = NULL, r_fpart = NULL;
874 LLVMValueRef xs[4], ys[4], zs[4];
875 LLVMValueRef neighbors[2][2][4];
876 int chan, texel_index;
877 boolean seamless_cube_filter, accurate_cube_corners;
879 seamless_cube_filter = (bld->static_texture_state->target == PIPE_TEXTURE_CUBE ||
880 bld->static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY) &&
881 bld->static_sampler_state->seamless_cube_map;
883 * XXX I don't know how this is really supposed to work with gather. From GL
884 * spec wording (not gather specific) it sounds like the 4th missing texel
885 * should be an average of the other 3, hence for gather could return this.
886 * This is however NOT how the code here works, which just fixes up the
887 * weights used for filtering instead. And of course for gather there is
888 * no filter to tweak...
890 accurate_cube_corners = ACCURATE_CUBE_CORNERS && seamless_cube_filter &&
893 lp_build_extract_image_sizes(bld,
897 &width_vec, &height_vec, &depth_vec);
899 flt_size = lp_build_int_to_float(&bld->float_size_bld, size);
901 lp_build_extract_image_sizes(bld,
902 &bld->float_size_bld,
905 &flt_width_vec, &flt_height_vec, &flt_depth_vec);
908 * Compute integer texcoords.
911 if (!seamless_cube_filter) {
912 lp_build_sample_wrap_linear(bld, coords[0], width_vec,
913 flt_width_vec, offsets[0],
914 bld->static_texture_state->pot_width,
915 bld->static_sampler_state->wrap_s,
916 &x00, &x01, &s_fpart);
917 lp_build_name(x00, "tex.x0.wrapped");
918 lp_build_name(x01, "tex.x1.wrapped");
923 lp_build_sample_wrap_linear(bld, coords[1], height_vec,
924 flt_height_vec, offsets[1],
925 bld->static_texture_state->pot_height,
926 bld->static_sampler_state->wrap_t,
927 &y00, &y10, &t_fpart);
928 lp_build_name(y00, "tex.y0.wrapped");
929 lp_build_name(y10, "tex.y1.wrapped");
934 lp_build_sample_wrap_linear(bld, coords[2], depth_vec,
935 flt_depth_vec, offsets[2],
936 bld->static_texture_state->pot_depth,
937 bld->static_sampler_state->wrap_r,
938 &z00, &z1, &r_fpart);
939 z01 = z10 = z11 = z00;
940 lp_build_name(z00, "tex.z0.wrapped");
941 lp_build_name(z1, "tex.z1.wrapped");
944 if (has_layer_coord(bld->static_texture_state->target)) {
945 if (bld->static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY) {
946 /* add cube layer to face */
947 z00 = z01 = z10 = z11 = z1 =
948 lp_build_add(&bld->int_coord_bld, coords[2], coords[3]);
951 z00 = z01 = z10 = z11 = z1 = coords[2]; /* cube face or layer */
953 lp_build_name(z00, "tex.z0.layer");
954 lp_build_name(z1, "tex.z1.layer");
958 struct lp_build_if_state edge_if;
960 LLVMValueRef new_faces[4], new_xcoords[4][2], new_ycoords[4][2];
961 LLVMValueRef coord, have_edge, have_corner;
962 LLVMValueRef fall_off_ym_notxm, fall_off_ym_notxp, fall_off_x, fall_off_y;
963 LLVMValueRef fall_off_yp_notxm, fall_off_yp_notxp;
964 LLVMValueRef x0, x1, y0, y1, y0_clamped, y1_clamped;
965 LLVMValueRef face = coords[2];
966 LLVMValueRef half = lp_build_const_vec(bld->gallivm, coord_bld->type, 0.5f);
967 LLVMValueRef length_minus_one = lp_build_sub(ivec_bld, width_vec, ivec_bld->one);
968 /* XXX drop height calcs. Could (should) do this without seamless filtering too */
969 height_vec = width_vec;
970 flt_height_vec = flt_width_vec;
972 /* XXX the overflow logic is actually sort of duplicated with trilinear,
973 * since an overflow in one mip should also have a corresponding overflow
976 /* should always have normalized coords, and offsets are undefined */
977 assert(bld->static_sampler_state->normalized_coords);
978 coord = lp_build_mul(coord_bld, coords[0], flt_width_vec);
979 /* instead of clamp, build mask if overflowed */
980 coord = lp_build_sub(coord_bld, coord, half);
981 /* convert to int, compute lerp weight */
982 /* not ideal with AVX (and no AVX2) */
983 lp_build_ifloor_fract(coord_bld, coord, &x0, &s_fpart);
984 x1 = lp_build_add(ivec_bld, x0, ivec_bld->one);
985 coord = lp_build_mul(coord_bld, coords[1], flt_height_vec);
986 coord = lp_build_sub(coord_bld, coord, half);
987 lp_build_ifloor_fract(coord_bld, coord, &y0, &t_fpart);
988 y1 = lp_build_add(ivec_bld, y0, ivec_bld->one);
990 fall_off[0] = lp_build_cmp(ivec_bld, PIPE_FUNC_LESS, x0, ivec_bld->zero);
991 fall_off[1] = lp_build_cmp(ivec_bld, PIPE_FUNC_GREATER, x1, length_minus_one);
992 fall_off[2] = lp_build_cmp(ivec_bld, PIPE_FUNC_LESS, y0, ivec_bld->zero);
993 fall_off[3] = lp_build_cmp(ivec_bld, PIPE_FUNC_GREATER, y1, length_minus_one);
995 fall_off_x = lp_build_or(ivec_bld, fall_off[0], fall_off[1]);
996 fall_off_y = lp_build_or(ivec_bld, fall_off[2], fall_off[3]);
997 have_edge = lp_build_or(ivec_bld, fall_off_x, fall_off_y);
998 have_edge = lp_build_any_true_range(ivec_bld, ivec_bld->type.length, have_edge);
1000 /* needed for accurate corner filtering branch later, rely on 0 init */
1001 int1t = LLVMInt1TypeInContext(bld->gallivm->context);
1002 have_corners = lp_build_alloca(bld->gallivm, int1t, "have_corner");
1004 for (texel_index = 0; texel_index < 4; texel_index++) {
1005 xs[texel_index] = lp_build_alloca(bld->gallivm, ivec_bld->vec_type, "xs");
1006 ys[texel_index] = lp_build_alloca(bld->gallivm, ivec_bld->vec_type, "ys");
1007 zs[texel_index] = lp_build_alloca(bld->gallivm, ivec_bld->vec_type, "zs");
1010 lp_build_if(&edge_if, bld->gallivm, have_edge);
1012 have_corner = lp_build_and(ivec_bld, fall_off_x, fall_off_y);
1013 have_corner = lp_build_any_true_range(ivec_bld, ivec_bld->type.length, have_corner);
1014 LLVMBuildStore(builder, have_corner, have_corners);
1017 * Need to feed clamped values here for cheap corner handling,
1018 * but only for y coord (as when falling off both edges we only
1019 * fall off the x one) - this should be sufficient.
1021 y0_clamped = lp_build_max(ivec_bld, y0, ivec_bld->zero);
1022 y1_clamped = lp_build_min(ivec_bld, y1, length_minus_one);
1025 * Get all possible new coords.
1027 lp_build_cube_new_coords(ivec_bld, face,
1028 x0, x1, y0_clamped, y1_clamped,
1030 new_faces, new_xcoords, new_ycoords);
1032 /* handle fall off x-, x+ direction */
1033 /* determine new coords, face (not both fall_off vars can be true at same time) */
1034 x00 = lp_build_select(ivec_bld, fall_off[0], new_xcoords[0][0], x0);
1035 y00 = lp_build_select(ivec_bld, fall_off[0], new_ycoords[0][0], y0_clamped);
1036 x10 = lp_build_select(ivec_bld, fall_off[0], new_xcoords[0][1], x0);
1037 y10 = lp_build_select(ivec_bld, fall_off[0], new_ycoords[0][1], y1_clamped);
1038 x01 = lp_build_select(ivec_bld, fall_off[1], new_xcoords[1][0], x1);
1039 y01 = lp_build_select(ivec_bld, fall_off[1], new_ycoords[1][0], y0_clamped);
1040 x11 = lp_build_select(ivec_bld, fall_off[1], new_xcoords[1][1], x1);
1041 y11 = lp_build_select(ivec_bld, fall_off[1], new_ycoords[1][1], y1_clamped);
1043 z00 = z10 = lp_build_select(ivec_bld, fall_off[0], new_faces[0], face);
1044 z01 = z11 = lp_build_select(ivec_bld, fall_off[1], new_faces[1], face);
1046 /* handle fall off y-, y+ direction */
1048 * Cheap corner logic: just hack up things so a texel doesn't fall
1049 * off both sides (which means filter weights will be wrong but we'll only
1050 * use valid texels in the filter).
1051 * This means however (y) coords must additionally be clamped (see above).
1052 * This corner handling should be fully OpenGL (but not d3d10) compliant.
1054 fall_off_ym_notxm = lp_build_andnot(ivec_bld, fall_off[2], fall_off[0]);
1055 fall_off_ym_notxp = lp_build_andnot(ivec_bld, fall_off[2], fall_off[1]);
1056 fall_off_yp_notxm = lp_build_andnot(ivec_bld, fall_off[3], fall_off[0]);
1057 fall_off_yp_notxp = lp_build_andnot(ivec_bld, fall_off[3], fall_off[1]);
1059 x00 = lp_build_select(ivec_bld, fall_off_ym_notxm, new_xcoords[2][0], x00);
1060 y00 = lp_build_select(ivec_bld, fall_off_ym_notxm, new_ycoords[2][0], y00);
1061 x01 = lp_build_select(ivec_bld, fall_off_ym_notxp, new_xcoords[2][1], x01);
1062 y01 = lp_build_select(ivec_bld, fall_off_ym_notxp, new_ycoords[2][1], y01);
1063 x10 = lp_build_select(ivec_bld, fall_off_yp_notxm, new_xcoords[3][0], x10);
1064 y10 = lp_build_select(ivec_bld, fall_off_yp_notxm, new_ycoords[3][0], y10);
1065 x11 = lp_build_select(ivec_bld, fall_off_yp_notxp, new_xcoords[3][1], x11);
1066 y11 = lp_build_select(ivec_bld, fall_off_yp_notxp, new_ycoords[3][1], y11);
1068 z00 = lp_build_select(ivec_bld, fall_off_ym_notxm, new_faces[2], z00);
1069 z01 = lp_build_select(ivec_bld, fall_off_ym_notxp, new_faces[2], z01);
1070 z10 = lp_build_select(ivec_bld, fall_off_yp_notxm, new_faces[3], z10);
1071 z11 = lp_build_select(ivec_bld, fall_off_yp_notxp, new_faces[3], z11);
1073 if (bld->static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY) {
1074 /* now can add cube layer to face (per sample) */
1075 z00 = lp_build_add(ivec_bld, z00, coords[3]);
1076 z01 = lp_build_add(ivec_bld, z01, coords[3]);
1077 z10 = lp_build_add(ivec_bld, z10, coords[3]);
1078 z11 = lp_build_add(ivec_bld, z11, coords[3]);
1081 LLVMBuildStore(builder, x00, xs[0]);
1082 LLVMBuildStore(builder, x01, xs[1]);
1083 LLVMBuildStore(builder, x10, xs[2]);
1084 LLVMBuildStore(builder, x11, xs[3]);
1085 LLVMBuildStore(builder, y00, ys[0]);
1086 LLVMBuildStore(builder, y01, ys[1]);
1087 LLVMBuildStore(builder, y10, ys[2]);
1088 LLVMBuildStore(builder, y11, ys[3]);
1089 LLVMBuildStore(builder, z00, zs[0]);
1090 LLVMBuildStore(builder, z01, zs[1]);
1091 LLVMBuildStore(builder, z10, zs[2]);
1092 LLVMBuildStore(builder, z11, zs[3]);
1094 lp_build_else(&edge_if);
1096 LLVMBuildStore(builder, x0, xs[0]);
1097 LLVMBuildStore(builder, x1, xs[1]);
1098 LLVMBuildStore(builder, x0, xs[2]);
1099 LLVMBuildStore(builder, x1, xs[3]);
1100 LLVMBuildStore(builder, y0, ys[0]);
1101 LLVMBuildStore(builder, y0, ys[1]);
1102 LLVMBuildStore(builder, y1, ys[2]);
1103 LLVMBuildStore(builder, y1, ys[3]);
1104 if (bld->static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY) {
1105 LLVMValueRef cube_layer = lp_build_add(ivec_bld, face, coords[3]);
1106 LLVMBuildStore(builder, cube_layer, zs[0]);
1107 LLVMBuildStore(builder, cube_layer, zs[1]);
1108 LLVMBuildStore(builder, cube_layer, zs[2]);
1109 LLVMBuildStore(builder, cube_layer, zs[3]);
1112 LLVMBuildStore(builder, face, zs[0]);
1113 LLVMBuildStore(builder, face, zs[1]);
1114 LLVMBuildStore(builder, face, zs[2]);
1115 LLVMBuildStore(builder, face, zs[3]);
1118 lp_build_endif(&edge_if);
1120 x00 = LLVMBuildLoad(builder, xs[0], "");
1121 x01 = LLVMBuildLoad(builder, xs[1], "");
1122 x10 = LLVMBuildLoad(builder, xs[2], "");
1123 x11 = LLVMBuildLoad(builder, xs[3], "");
1124 y00 = LLVMBuildLoad(builder, ys[0], "");
1125 y01 = LLVMBuildLoad(builder, ys[1], "");
1126 y10 = LLVMBuildLoad(builder, ys[2], "");
1127 y11 = LLVMBuildLoad(builder, ys[3], "");
1128 z00 = LLVMBuildLoad(builder, zs[0], "");
1129 z01 = LLVMBuildLoad(builder, zs[1], "");
1130 z10 = LLVMBuildLoad(builder, zs[2], "");
1131 z11 = LLVMBuildLoad(builder, zs[3], "");
1136 * Whack filter weights into place. Whatever texel had more weight is
1137 * the one which should have been selected by nearest filtering hence
1138 * just use 100% weight for it.
1140 struct lp_build_context *c_bld = &bld->coord_bld;
1141 LLVMValueRef w1_mask, w1_weight;
1142 LLVMValueRef half = lp_build_const_vec(bld->gallivm, c_bld->type, 0.5f);
1144 w1_mask = lp_build_cmp(c_bld, PIPE_FUNC_GREATER, s_fpart, half);
1145 /* this select is really just a "and" */
1146 w1_weight = lp_build_select(c_bld, w1_mask, c_bld->one, c_bld->zero);
1147 s_fpart = lp_build_select(c_bld, linear_mask, s_fpart, w1_weight);
1149 w1_mask = lp_build_cmp(c_bld, PIPE_FUNC_GREATER, t_fpart, half);
1150 w1_weight = lp_build_select(c_bld, w1_mask, c_bld->one, c_bld->zero);
1151 t_fpart = lp_build_select(c_bld, linear_mask, t_fpart, w1_weight);
1153 w1_mask = lp_build_cmp(c_bld, PIPE_FUNC_GREATER, r_fpart, half);
1154 w1_weight = lp_build_select(c_bld, w1_mask, c_bld->one, c_bld->zero);
1155 r_fpart = lp_build_select(c_bld, linear_mask, r_fpart, w1_weight);
1161 * Get texture colors.
1163 /* get x0/x1 texels */
1164 lp_build_sample_texel_soa(bld,
1165 width_vec, height_vec, depth_vec,
1167 row_stride_vec, img_stride_vec,
1168 data_ptr, mipoffsets, neighbors[0][0]);
1169 lp_build_sample_texel_soa(bld,
1170 width_vec, height_vec, depth_vec,
1172 row_stride_vec, img_stride_vec,
1173 data_ptr, mipoffsets, neighbors[0][1]);
1177 if (bld->static_sampler_state->compare_mode == PIPE_TEX_COMPARE_NONE) {
1178 /* Interpolate two samples from 1D image to produce one color */
1179 for (chan = 0; chan < 4; chan++) {
1180 colors_out[chan] = lp_build_lerp(texel_bld, s_fpart,
1181 neighbors[0][0][chan],
1182 neighbors[0][1][chan],
1187 LLVMValueRef cmpval0, cmpval1;
1188 cmpval0 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][0][0]);
1189 cmpval1 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][1][0]);
1190 /* simplified lerp, AND mask with weight and add */
1191 colors_out[0] = lp_build_masklerp(texel_bld, s_fpart,
1193 colors_out[1] = colors_out[2] = colors_out[3] = colors_out[0];
1198 struct lp_build_if_state corner_if;
1199 LLVMValueRef colors0[4], colorss[4];
1201 /* get x0/x1 texels at y1 */
1202 lp_build_sample_texel_soa(bld,
1203 width_vec, height_vec, depth_vec,
1205 row_stride_vec, img_stride_vec,
1206 data_ptr, mipoffsets, neighbors[1][0]);
1207 lp_build_sample_texel_soa(bld,
1208 width_vec, height_vec, depth_vec,
1210 row_stride_vec, img_stride_vec,
1211 data_ptr, mipoffsets, neighbors[1][1]);
1214 * To avoid having to duplicate linear_mask / fetch code use
1215 * another branch (with corner condition though edge would work
1218 if (accurate_cube_corners) {
1219 LLVMValueRef w00, w01, w10, w11, wx0, wy0;
1220 LLVMValueRef c_weight, c00, c01, c10, c11;
1221 LLVMValueRef have_corner, one_third, tmp;
1223 colorss[0] = lp_build_alloca(bld->gallivm, coord_bld->vec_type, "cs");
1224 colorss[1] = lp_build_alloca(bld->gallivm, coord_bld->vec_type, "cs");
1225 colorss[2] = lp_build_alloca(bld->gallivm, coord_bld->vec_type, "cs");
1226 colorss[3] = lp_build_alloca(bld->gallivm, coord_bld->vec_type, "cs");
1228 have_corner = LLVMBuildLoad(builder, have_corners, "");
1230 lp_build_if(&corner_if, bld->gallivm, have_corner);
1233 * we can't use standard 2d lerp as we need per-element weight
1234 * in case of corners, so just calculate bilinear result as
1235 * w00*s00 + w01*s01 + w10*s10 + w11*s11.
1236 * (This is actually less work than using 2d lerp, 7 vs. 9 instructions,
1237 * however calculating the weights needs another 6, so actually probably
1238 * not slower than 2d lerp only for 4 channels as weights only need
1239 * to be calculated once - of course fixing the weights has additional cost.)
1241 wx0 = lp_build_sub(coord_bld, coord_bld->one, s_fpart);
1242 wy0 = lp_build_sub(coord_bld, coord_bld->one, t_fpart);
1243 w00 = lp_build_mul(coord_bld, wx0, wy0);
1244 w01 = lp_build_mul(coord_bld, s_fpart, wy0);
1245 w10 = lp_build_mul(coord_bld, wx0, t_fpart);
1246 w11 = lp_build_mul(coord_bld, s_fpart, t_fpart);
1248 /* find corner weight */
1249 c00 = lp_build_and(ivec_bld, fall_off[0], fall_off[2]);
1250 c_weight = lp_build_select(coord_bld, c00, w00, coord_bld->zero);
1251 c01 = lp_build_and(ivec_bld, fall_off[1], fall_off[2]);
1252 c_weight = lp_build_select(coord_bld, c01, w01, c_weight);
1253 c10 = lp_build_and(ivec_bld, fall_off[0], fall_off[3]);
1254 c_weight = lp_build_select(coord_bld, c10, w10, c_weight);
1255 c11 = lp_build_and(ivec_bld, fall_off[1], fall_off[3]);
1256 c_weight = lp_build_select(coord_bld, c11, w11, c_weight);
1259 * add 1/3 of the corner weight to each of the 3 other samples
1260 * and null out corner weight
1262 one_third = lp_build_const_vec(bld->gallivm, coord_bld->type, 1.0f/3.0f);
1263 c_weight = lp_build_mul(coord_bld, c_weight, one_third);
1264 w00 = lp_build_add(coord_bld, w00, c_weight);
1265 c00 = LLVMBuildBitCast(builder, c00, coord_bld->vec_type, "");
1266 w00 = lp_build_andnot(coord_bld, w00, c00);
1267 w01 = lp_build_add(coord_bld, w01, c_weight);
1268 c01 = LLVMBuildBitCast(builder, c01, coord_bld->vec_type, "");
1269 w01 = lp_build_andnot(coord_bld, w01, c01);
1270 w10 = lp_build_add(coord_bld, w10, c_weight);
1271 c10 = LLVMBuildBitCast(builder, c10, coord_bld->vec_type, "");
1272 w10 = lp_build_andnot(coord_bld, w10, c10);
1273 w11 = lp_build_add(coord_bld, w11, c_weight);
1274 c11 = LLVMBuildBitCast(builder, c11, coord_bld->vec_type, "");
1275 w11 = lp_build_andnot(coord_bld, w11, c11);
1277 if (bld->static_sampler_state->compare_mode == PIPE_TEX_COMPARE_NONE) {
1278 for (chan = 0; chan < 4; chan++) {
1279 colors0[chan] = lp_build_mul(coord_bld, w00, neighbors[0][0][chan]);
1280 tmp = lp_build_mul(coord_bld, w01, neighbors[0][1][chan]);
1281 colors0[chan] = lp_build_add(coord_bld, tmp, colors0[chan]);
1282 tmp = lp_build_mul(coord_bld, w10, neighbors[1][0][chan]);
1283 colors0[chan] = lp_build_add(coord_bld, tmp, colors0[chan]);
1284 tmp = lp_build_mul(coord_bld, w11, neighbors[1][1][chan]);
1285 colors0[chan] = lp_build_add(coord_bld, tmp, colors0[chan]);
1289 LLVMValueRef cmpval00, cmpval01, cmpval10, cmpval11;
1290 cmpval00 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][0][0]);
1291 cmpval01 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][1][0]);
1292 cmpval10 = lp_build_sample_comparefunc(bld, coords[4], neighbors[1][0][0]);
1293 cmpval11 = lp_build_sample_comparefunc(bld, coords[4], neighbors[1][1][0]);
1294 /* inputs to interpolation are just masks so just add masked weights together */
1295 cmpval00 = LLVMBuildBitCast(builder, cmpval00, coord_bld->vec_type, "");
1296 cmpval01 = LLVMBuildBitCast(builder, cmpval01, coord_bld->vec_type, "");
1297 cmpval10 = LLVMBuildBitCast(builder, cmpval10, coord_bld->vec_type, "");
1298 cmpval11 = LLVMBuildBitCast(builder, cmpval11, coord_bld->vec_type, "");
1299 colors0[0] = lp_build_and(coord_bld, w00, cmpval00);
1300 tmp = lp_build_and(coord_bld, w01, cmpval01);
1301 colors0[0] = lp_build_add(coord_bld, tmp, colors0[0]);
1302 tmp = lp_build_and(coord_bld, w10, cmpval10);
1303 colors0[0] = lp_build_add(coord_bld, tmp, colors0[0]);
1304 tmp = lp_build_and(coord_bld, w11, cmpval11);
1305 colors0[0] = lp_build_add(coord_bld, tmp, colors0[0]);
1306 colors0[1] = colors0[2] = colors0[3] = colors0[0];
1309 LLVMBuildStore(builder, colors0[0], colorss[0]);
1310 LLVMBuildStore(builder, colors0[1], colorss[1]);
1311 LLVMBuildStore(builder, colors0[2], colorss[2]);
1312 LLVMBuildStore(builder, colors0[3], colorss[3]);
1314 lp_build_else(&corner_if);
1317 if (bld->static_sampler_state->compare_mode == PIPE_TEX_COMPARE_NONE) {
1320 * Just assign the red channel (no component selection yet).
1321 * This is a bit hackish, we usually do the swizzle at the
1322 * end of sampling (much less values to swizzle), but this
1323 * obviously cannot work when using gather.
1325 unsigned chan_swiz = bld->static_texture_state->swizzle_r;
1326 colors0[0] = lp_build_swizzle_soa_channel(texel_bld,
1329 colors0[1] = lp_build_swizzle_soa_channel(texel_bld,
1332 colors0[2] = lp_build_swizzle_soa_channel(texel_bld,
1335 colors0[3] = lp_build_swizzle_soa_channel(texel_bld,
1340 /* Bilinear interpolate the four samples from the 2D image / 3D slice */
1341 for (chan = 0; chan < 4; chan++) {
1342 colors0[chan] = lp_build_lerp_2d(texel_bld,
1344 neighbors[0][0][chan],
1345 neighbors[0][1][chan],
1346 neighbors[1][0][chan],
1347 neighbors[1][1][chan],
1353 LLVMValueRef cmpval00, cmpval01, cmpval10, cmpval11;
1354 cmpval00 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][0][0]);
1355 cmpval01 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][1][0]);
1356 cmpval10 = lp_build_sample_comparefunc(bld, coords[4], neighbors[1][0][0]);
1357 cmpval11 = lp_build_sample_comparefunc(bld, coords[4], neighbors[1][1][0]);
1360 /* more hacks for swizzling, should be X, ONE or ZERO... */
1361 unsigned chan_swiz = bld->static_texture_state->swizzle_r;
1362 if (chan_swiz <= PIPE_SWIZZLE_ALPHA) {
1363 colors0[0] = lp_build_select(texel_bld, cmpval10,
1364 texel_bld->one, texel_bld->zero);
1365 colors0[1] = lp_build_select(texel_bld, cmpval11,
1366 texel_bld->one, texel_bld->zero);
1367 colors0[2] = lp_build_select(texel_bld, cmpval01,
1368 texel_bld->one, texel_bld->zero);
1369 colors0[3] = lp_build_select(texel_bld, cmpval00,
1370 texel_bld->one, texel_bld->zero);
1372 else if (chan_swiz == PIPE_SWIZZLE_ZERO) {
1373 colors0[0] = colors0[1] = colors0[2] = colors0[3] =
1377 colors0[0] = colors0[1] = colors0[2] = colors0[3] =
1382 colors0[0] = lp_build_masklerp2d(texel_bld, s_fpart, t_fpart,
1383 cmpval00, cmpval01, cmpval10, cmpval11);
1384 colors0[1] = colors0[2] = colors0[3] = colors0[0];
1388 if (accurate_cube_corners) {
1389 LLVMBuildStore(builder, colors0[0], colorss[0]);
1390 LLVMBuildStore(builder, colors0[1], colorss[1]);
1391 LLVMBuildStore(builder, colors0[2], colorss[2]);
1392 LLVMBuildStore(builder, colors0[3], colorss[3]);
1394 lp_build_endif(&corner_if);
1396 colors0[0] = LLVMBuildLoad(builder, colorss[0], "");
1397 colors0[1] = LLVMBuildLoad(builder, colorss[1], "");
1398 colors0[2] = LLVMBuildLoad(builder, colorss[2], "");
1399 colors0[3] = LLVMBuildLoad(builder, colorss[3], "");
1403 LLVMValueRef neighbors1[2][2][4];
1404 LLVMValueRef colors1[4];
1408 /* get x0/x1/y0/y1 texels at z1 */
1409 lp_build_sample_texel_soa(bld,
1410 width_vec, height_vec, depth_vec,
1412 row_stride_vec, img_stride_vec,
1413 data_ptr, mipoffsets, neighbors1[0][0]);
1414 lp_build_sample_texel_soa(bld,
1415 width_vec, height_vec, depth_vec,
1417 row_stride_vec, img_stride_vec,
1418 data_ptr, mipoffsets, neighbors1[0][1]);
1419 lp_build_sample_texel_soa(bld,
1420 width_vec, height_vec, depth_vec,
1422 row_stride_vec, img_stride_vec,
1423 data_ptr, mipoffsets, neighbors1[1][0]);
1424 lp_build_sample_texel_soa(bld,
1425 width_vec, height_vec, depth_vec,
1427 row_stride_vec, img_stride_vec,
1428 data_ptr, mipoffsets, neighbors1[1][1]);
1430 if (bld->static_sampler_state->compare_mode == PIPE_TEX_COMPARE_NONE) {
1431 /* Bilinear interpolate the four samples from the second Z slice */
1432 for (chan = 0; chan < 4; chan++) {
1433 colors1[chan] = lp_build_lerp_2d(texel_bld,
1435 neighbors1[0][0][chan],
1436 neighbors1[0][1][chan],
1437 neighbors1[1][0][chan],
1438 neighbors1[1][1][chan],
1441 /* Linearly interpolate the two samples from the two 3D slices */
1442 for (chan = 0; chan < 4; chan++) {
1443 colors_out[chan] = lp_build_lerp(texel_bld,
1445 colors0[chan], colors1[chan],
1450 LLVMValueRef cmpval00, cmpval01, cmpval10, cmpval11;
1451 cmpval00 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][0][0]);
1452 cmpval01 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][1][0]);
1453 cmpval10 = lp_build_sample_comparefunc(bld, coords[4], neighbors[1][0][0]);
1454 cmpval11 = lp_build_sample_comparefunc(bld, coords[4], neighbors[1][1][0]);
1455 colors1[0] = lp_build_masklerp2d(texel_bld, s_fpart, t_fpart,
1456 cmpval00, cmpval01, cmpval10, cmpval11);
1457 /* Linearly interpolate the two samples from the two 3D slices */
1458 colors_out[0] = lp_build_lerp(texel_bld,
1460 colors0[0], colors1[0],
1462 colors_out[1] = colors_out[2] = colors_out[3] = colors_out[0];
1467 for (chan = 0; chan < 4; chan++) {
1468 colors_out[chan] = colors0[chan];
1476 * Sample the texture/mipmap using given image filter and mip filter.
1477 * ilevel0 and ilevel1 indicate the two mipmap levels to sample
1478 * from (vectors or scalars).
1479 * If we're using nearest miplevel sampling the '1' values will be null/unused.
1482 lp_build_sample_mipmap(struct lp_build_sample_context *bld,
1483 unsigned img_filter,
1484 unsigned mip_filter,
1486 LLVMValueRef *coords,
1487 const LLVMValueRef *offsets,
1488 LLVMValueRef ilevel0,
1489 LLVMValueRef ilevel1,
1490 LLVMValueRef lod_fpart,
1491 LLVMValueRef *colors_out)
1493 LLVMBuilderRef builder = bld->gallivm->builder;
1494 LLVMValueRef size0 = NULL;
1495 LLVMValueRef size1 = NULL;
1496 LLVMValueRef row_stride0_vec = NULL;
1497 LLVMValueRef row_stride1_vec = NULL;
1498 LLVMValueRef img_stride0_vec = NULL;
1499 LLVMValueRef img_stride1_vec = NULL;
1500 LLVMValueRef data_ptr0 = NULL;
1501 LLVMValueRef data_ptr1 = NULL;
1502 LLVMValueRef mipoff0 = NULL;
1503 LLVMValueRef mipoff1 = NULL;
1504 LLVMValueRef colors0[4], colors1[4];
1507 /* sample the first mipmap level */
1508 lp_build_mipmap_level_sizes(bld, ilevel0,
1510 &row_stride0_vec, &img_stride0_vec);
1511 if (bld->num_mips == 1) {
1512 data_ptr0 = lp_build_get_mipmap_level(bld, ilevel0);
1515 /* This path should work for num_lods 1 too but slightly less efficient */
1516 data_ptr0 = bld->base_ptr;
1517 mipoff0 = lp_build_get_mip_offsets(bld, ilevel0);
1519 if (img_filter == PIPE_TEX_FILTER_NEAREST) {
1520 lp_build_sample_image_nearest(bld, size0,
1521 row_stride0_vec, img_stride0_vec,
1522 data_ptr0, mipoff0, coords, offsets,
1526 assert(img_filter == PIPE_TEX_FILTER_LINEAR);
1527 lp_build_sample_image_linear(bld, is_gather, size0, NULL,
1528 row_stride0_vec, img_stride0_vec,
1529 data_ptr0, mipoff0, coords, offsets,
1533 /* Store the first level's colors in the output variables */
1534 for (chan = 0; chan < 4; chan++) {
1535 LLVMBuildStore(builder, colors0[chan], colors_out[chan]);
1538 if (mip_filter == PIPE_TEX_MIPFILTER_LINEAR) {
1539 struct lp_build_if_state if_ctx;
1540 LLVMValueRef need_lerp;
1542 /* need_lerp = lod_fpart > 0 */
1543 if (bld->num_lods == 1) {
1544 need_lerp = LLVMBuildFCmp(builder, LLVMRealUGT,
1545 lod_fpart, bld->lodf_bld.zero,
1550 * We'll do mip filtering if any of the quads (or individual
1551 * pixel in case of per-pixel lod) need it.
1552 * It might be better to split the vectors here and only fetch/filter
1553 * quads which need it (if there's one lod per quad).
1555 need_lerp = lp_build_compare(bld->gallivm, bld->lodf_bld.type,
1557 lod_fpart, bld->lodf_bld.zero);
1558 need_lerp = lp_build_any_true_range(&bld->lodi_bld, bld->num_lods, need_lerp);
1561 lp_build_if(&if_ctx, bld->gallivm, need_lerp);
1564 * We unfortunately need to clamp lod_fpart here since we can get
1565 * negative values which would screw up filtering if not all
1566 * lod_fpart values have same sign.
1568 lod_fpart = lp_build_max(&bld->lodf_bld, lod_fpart,
1569 bld->lodf_bld.zero);
1570 /* sample the second mipmap level */
1571 lp_build_mipmap_level_sizes(bld, ilevel1,
1573 &row_stride1_vec, &img_stride1_vec);
1574 if (bld->num_mips == 1) {
1575 data_ptr1 = lp_build_get_mipmap_level(bld, ilevel1);
1578 data_ptr1 = bld->base_ptr;
1579 mipoff1 = lp_build_get_mip_offsets(bld, ilevel1);
1581 if (img_filter == PIPE_TEX_FILTER_NEAREST) {
1582 lp_build_sample_image_nearest(bld, size1,
1583 row_stride1_vec, img_stride1_vec,
1584 data_ptr1, mipoff1, coords, offsets,
1588 lp_build_sample_image_linear(bld, FALSE, size1, NULL,
1589 row_stride1_vec, img_stride1_vec,
1590 data_ptr1, mipoff1, coords, offsets,
1594 /* interpolate samples from the two mipmap levels */
1596 if (bld->num_lods != bld->coord_type.length)
1597 lod_fpart = lp_build_unpack_broadcast_aos_scalars(bld->gallivm,
1599 bld->texel_bld.type,
1602 for (chan = 0; chan < 4; chan++) {
1603 colors0[chan] = lp_build_lerp(&bld->texel_bld, lod_fpart,
1604 colors0[chan], colors1[chan],
1606 LLVMBuildStore(builder, colors0[chan], colors_out[chan]);
1609 lp_build_endif(&if_ctx);
1615 * Sample the texture/mipmap using given mip filter, and using
1616 * both nearest and linear filtering at the same time depending
1618 * lod can be per quad but linear_mask is always per pixel.
1619 * ilevel0 and ilevel1 indicate the two mipmap levels to sample
1620 * from (vectors or scalars).
1621 * If we're using nearest miplevel sampling the '1' values will be null/unused.
1624 lp_build_sample_mipmap_both(struct lp_build_sample_context *bld,
1625 LLVMValueRef linear_mask,
1626 unsigned mip_filter,
1627 LLVMValueRef *coords,
1628 const LLVMValueRef *offsets,
1629 LLVMValueRef ilevel0,
1630 LLVMValueRef ilevel1,
1631 LLVMValueRef lod_fpart,
1632 LLVMValueRef lod_positive,
1633 LLVMValueRef *colors_out)
1635 LLVMBuilderRef builder = bld->gallivm->builder;
1636 LLVMValueRef size0 = NULL;
1637 LLVMValueRef size1 = NULL;
1638 LLVMValueRef row_stride0_vec = NULL;
1639 LLVMValueRef row_stride1_vec = NULL;
1640 LLVMValueRef img_stride0_vec = NULL;
1641 LLVMValueRef img_stride1_vec = NULL;
1642 LLVMValueRef data_ptr0 = NULL;
1643 LLVMValueRef data_ptr1 = NULL;
1644 LLVMValueRef mipoff0 = NULL;
1645 LLVMValueRef mipoff1 = NULL;
1646 LLVMValueRef colors0[4], colors1[4];
1649 /* sample the first mipmap level */
1650 lp_build_mipmap_level_sizes(bld, ilevel0,
1652 &row_stride0_vec, &img_stride0_vec);
1653 if (bld->num_mips == 1) {
1654 data_ptr0 = lp_build_get_mipmap_level(bld, ilevel0);
1657 /* This path should work for num_lods 1 too but slightly less efficient */
1658 data_ptr0 = bld->base_ptr;
1659 mipoff0 = lp_build_get_mip_offsets(bld, ilevel0);
1662 lp_build_sample_image_linear(bld, FALSE, size0, linear_mask,
1663 row_stride0_vec, img_stride0_vec,
1664 data_ptr0, mipoff0, coords, offsets,
1667 /* Store the first level's colors in the output variables */
1668 for (chan = 0; chan < 4; chan++) {
1669 LLVMBuildStore(builder, colors0[chan], colors_out[chan]);
1672 if (mip_filter == PIPE_TEX_MIPFILTER_LINEAR) {
1673 struct lp_build_if_state if_ctx;
1674 LLVMValueRef need_lerp;
1677 * We'll do mip filtering if any of the quads (or individual
1678 * pixel in case of per-pixel lod) need it.
1679 * Note using lod_positive here not lod_fpart since it may be the same
1680 * condition as that used in the outer "if" in the caller hence llvm
1681 * should be able to merge the branches in this case.
1683 need_lerp = lp_build_any_true_range(&bld->lodi_bld, bld->num_lods, lod_positive);
1685 lp_build_if(&if_ctx, bld->gallivm, need_lerp);
1688 * We unfortunately need to clamp lod_fpart here since we can get
1689 * negative values which would screw up filtering if not all
1690 * lod_fpart values have same sign.
1692 lod_fpart = lp_build_max(&bld->lodf_bld, lod_fpart,
1693 bld->lodf_bld.zero);
1694 /* sample the second mipmap level */
1695 lp_build_mipmap_level_sizes(bld, ilevel1,
1697 &row_stride1_vec, &img_stride1_vec);
1698 if (bld->num_mips == 1) {
1699 data_ptr1 = lp_build_get_mipmap_level(bld, ilevel1);
1702 data_ptr1 = bld->base_ptr;
1703 mipoff1 = lp_build_get_mip_offsets(bld, ilevel1);
1706 lp_build_sample_image_linear(bld, FALSE, size1, linear_mask,
1707 row_stride1_vec, img_stride1_vec,
1708 data_ptr1, mipoff1, coords, offsets,
1711 /* interpolate samples from the two mipmap levels */
1713 if (bld->num_lods != bld->coord_type.length)
1714 lod_fpart = lp_build_unpack_broadcast_aos_scalars(bld->gallivm,
1716 bld->texel_bld.type,
1719 for (chan = 0; chan < 4; chan++) {
1720 colors0[chan] = lp_build_lerp(&bld->texel_bld, lod_fpart,
1721 colors0[chan], colors1[chan],
1723 LLVMBuildStore(builder, colors0[chan], colors_out[chan]);
1726 lp_build_endif(&if_ctx);
1732 * Build (per-coord) layer value.
1733 * Either clamp layer to valid values or fill in optional out_of_bounds
1734 * value and just return value unclamped.
1737 lp_build_layer_coord(struct lp_build_sample_context *bld,
1738 unsigned texture_unit,
1739 boolean is_cube_array,
1741 LLVMValueRef *out_of_bounds)
1743 LLVMValueRef num_layers;
1744 struct lp_build_context *int_coord_bld = &bld->int_coord_bld;
1746 num_layers = bld->dynamic_state->depth(bld->dynamic_state, bld->gallivm,
1747 bld->context_ptr, texture_unit);
1749 if (out_of_bounds) {
1750 LLVMValueRef out1, out;
1751 assert(!is_cube_array);
1752 num_layers = lp_build_broadcast_scalar(int_coord_bld, num_layers);
1753 out = lp_build_cmp(int_coord_bld, PIPE_FUNC_LESS, layer, int_coord_bld->zero);
1754 out1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_GEQUAL, layer, num_layers);
1755 *out_of_bounds = lp_build_or(int_coord_bld, out, out1);
1759 LLVMValueRef maxlayer;
1760 LLVMValueRef s = is_cube_array ? lp_build_const_int32(bld->gallivm, 6) :
1762 maxlayer = lp_build_sub(&bld->int_bld, num_layers, s);
1763 maxlayer = lp_build_broadcast_scalar(int_coord_bld, maxlayer);
1764 return lp_build_clamp(int_coord_bld, layer, int_coord_bld->zero, maxlayer);
1770 * Calculate cube face, lod, mip levels.
1773 lp_build_sample_common(struct lp_build_sample_context *bld,
1774 unsigned texture_index,
1775 unsigned sampler_index,
1776 LLVMValueRef *coords,
1777 const struct lp_derivatives *derivs, /* optional */
1778 LLVMValueRef lod_bias, /* optional */
1779 LLVMValueRef explicit_lod, /* optional */
1780 LLVMValueRef *lod_pos_or_zero,
1781 LLVMValueRef *lod_fpart,
1782 LLVMValueRef *ilevel0,
1783 LLVMValueRef *ilevel1)
1785 const unsigned mip_filter = bld->static_sampler_state->min_mip_filter;
1786 const unsigned min_filter = bld->static_sampler_state->min_img_filter;
1787 const unsigned mag_filter = bld->static_sampler_state->mag_img_filter;
1788 const unsigned target = bld->static_texture_state->target;
1789 LLVMValueRef first_level, cube_rho = NULL;
1790 LLVMValueRef lod_ipart = NULL;
1791 struct lp_derivatives cube_derivs;
1794 printf("%s mip %d min %d mag %d\n", __FUNCTION__,
1795 mip_filter, min_filter, mag_filter);
1799 * Choose cube face, recompute texcoords for the chosen face and
1800 * compute rho here too (as it requires transform of derivatives).
1802 if (target == PIPE_TEXTURE_CUBE || target == PIPE_TEXTURE_CUBE_ARRAY) {
1803 boolean need_derivs;
1804 need_derivs = ((min_filter != mag_filter ||
1805 mip_filter != PIPE_TEX_MIPFILTER_NONE) &&
1806 !bld->static_sampler_state->min_max_lod_equal &&
1808 lp_build_cube_lookup(bld, coords, derivs, &cube_rho, &cube_derivs, need_derivs);
1809 derivs = &cube_derivs;
1810 if (target == PIPE_TEXTURE_CUBE_ARRAY) {
1811 /* calculate cube layer coord now */
1812 LLVMValueRef layer = lp_build_iround(&bld->coord_bld, coords[3]);
1813 LLVMValueRef six = lp_build_const_int_vec(bld->gallivm, bld->int_coord_type, 6);
1814 layer = lp_build_mul(&bld->int_coord_bld, layer, six);
1815 coords[3] = lp_build_layer_coord(bld, texture_index, TRUE, layer, NULL);
1816 /* because of seamless filtering can't add it to face (coords[2]) here. */
1819 else if (target == PIPE_TEXTURE_1D_ARRAY ||
1820 target == PIPE_TEXTURE_2D_ARRAY) {
1821 coords[2] = lp_build_iround(&bld->coord_bld, coords[2]);
1822 coords[2] = lp_build_layer_coord(bld, texture_index, FALSE, coords[2], NULL);
1825 if (bld->static_sampler_state->compare_mode != PIPE_TEX_COMPARE_NONE) {
1827 * Clamp p coords to [0,1] for fixed function depth texture format here.
1828 * Technically this is not entirely correct for unorm depth as the ref value
1829 * should be converted to the depth format (quantization!) and comparison
1830 * then done in texture format. This would actually help performance (since
1831 * only need to do it once and could save the per-sample conversion of texels
1832 * to floats instead), but it would need more messy code (would need to push
1833 * at least some bits down to actual fetch so conversion could be skipped,
1834 * and would have ugly interaction with border color, would need to convert
1835 * border color to that format too or do some other tricks to make it work).
1837 const struct util_format_description *format_desc = bld->format_desc;
1839 /* not entirely sure we couldn't end up with non-valid swizzle here */
1840 chan_type = format_desc->swizzle[0] <= UTIL_FORMAT_SWIZZLE_W ?
1841 format_desc->channel[format_desc->swizzle[0]].type :
1842 UTIL_FORMAT_TYPE_FLOAT;
1843 if (chan_type != UTIL_FORMAT_TYPE_FLOAT) {
1844 coords[4] = lp_build_clamp(&bld->coord_bld, coords[4],
1845 bld->coord_bld.zero, bld->coord_bld.one);
1850 * Compute the level of detail (float).
1852 if (min_filter != mag_filter ||
1853 mip_filter != PIPE_TEX_MIPFILTER_NONE) {
1854 /* Need to compute lod either to choose mipmap levels or to
1855 * distinguish between minification/magnification with one mipmap level.
1857 lp_build_lod_selector(bld, texture_index, sampler_index,
1858 coords[0], coords[1], coords[2], cube_rho,
1859 derivs, lod_bias, explicit_lod,
1861 &lod_ipart, lod_fpart, lod_pos_or_zero);
1863 lod_ipart = bld->lodi_bld.zero;
1864 *lod_pos_or_zero = bld->lodi_bld.zero;
1867 if (bld->num_lods != bld->num_mips) {
1868 /* only makes sense if there's just a single mip level */
1869 assert(bld->num_mips == 1);
1870 lod_ipart = lp_build_extract_range(bld->gallivm, lod_ipart, 0, 1);
1874 * Compute integer mipmap level(s) to fetch texels from: ilevel0, ilevel1
1876 switch (mip_filter) {
1878 assert(0 && "bad mip_filter value in lp_build_sample_soa()");
1880 case PIPE_TEX_MIPFILTER_NONE:
1881 /* always use mip level 0 */
1882 first_level = bld->dynamic_state->first_level(bld->dynamic_state,
1883 bld->gallivm, bld->context_ptr,
1885 first_level = lp_build_broadcast_scalar(&bld->leveli_bld, first_level);
1886 *ilevel0 = first_level;
1888 case PIPE_TEX_MIPFILTER_NEAREST:
1890 lp_build_nearest_mip_level(bld, texture_index, lod_ipart, ilevel0, NULL);
1892 case PIPE_TEX_MIPFILTER_LINEAR:
1895 lp_build_linear_mip_levels(bld, texture_index,
1896 lod_ipart, lod_fpart,
1903 lp_build_clamp_border_color(struct lp_build_sample_context *bld,
1904 unsigned sampler_unit)
1906 struct gallivm_state *gallivm = bld->gallivm;
1907 LLVMBuilderRef builder = gallivm->builder;
1908 LLVMValueRef border_color_ptr =
1909 bld->dynamic_state->border_color(bld->dynamic_state, gallivm,
1910 bld->context_ptr, sampler_unit);
1911 LLVMValueRef border_color;
1912 const struct util_format_description *format_desc = bld->format_desc;
1913 struct lp_type vec4_type = bld->texel_type;
1914 struct lp_build_context vec4_bld;
1915 LLVMValueRef min_clamp = NULL;
1916 LLVMValueRef max_clamp = NULL;
1919 * For normalized format need to clamp border color (technically
1920 * probably should also quantize the data). Really sucks doing this
1921 * here but can't avoid at least for now since this is part of
1922 * sampler state and texture format is part of sampler_view state.
1923 * GL expects also expects clamping for uint/sint formats too so
1924 * do that as well (d3d10 can't end up here with uint/sint since it
1925 * only supports them with ld).
1927 vec4_type.length = 4;
1928 lp_build_context_init(&vec4_bld, gallivm, vec4_type);
1931 * Vectorized clamping of border color. Loading is a bit of a hack since
1932 * we just cast the pointer to float array to pointer to vec4
1935 border_color_ptr = lp_build_array_get_ptr(gallivm, border_color_ptr,
1936 lp_build_const_int32(gallivm, 0));
1937 border_color_ptr = LLVMBuildBitCast(builder, border_color_ptr,
1938 LLVMPointerType(vec4_bld.vec_type, 0), "");
1939 border_color = LLVMBuildLoad(builder, border_color_ptr, "");
1940 /* we don't have aligned type in the dynamic state unfortunately */
1941 lp_set_load_alignment(border_color, 4);
1944 * Instead of having some incredibly complex logic which will try to figure out
1945 * clamping necessary for each channel, simply use the first channel, and treat
1946 * mixed signed/unsigned normalized formats specially.
1947 * (Mixed non-normalized, which wouldn't work at all here, do not exist for a
1950 if (format_desc->layout == UTIL_FORMAT_LAYOUT_PLAIN) {
1952 /* d/s needs special handling because both present means just sampling depth */
1953 if (util_format_is_depth_and_stencil(format_desc->format)) {
1954 chan = format_desc->swizzle[0];
1957 chan = util_format_get_first_non_void_channel(format_desc->format);
1959 if (chan >= 0 && chan <= UTIL_FORMAT_SWIZZLE_W) {
1960 unsigned chan_type = format_desc->channel[chan].type;
1961 unsigned chan_norm = format_desc->channel[chan].normalized;
1962 unsigned chan_pure = format_desc->channel[chan].pure_integer;
1963 if (chan_type == UTIL_FORMAT_TYPE_SIGNED) {
1965 min_clamp = lp_build_const_vec(gallivm, vec4_type, -1.0F);
1966 max_clamp = vec4_bld.one;
1968 else if (chan_pure) {
1970 * Border color was stored as int, hence need min/max clamp
1971 * only if chan has less than 32 bits..
1973 unsigned chan_size = format_desc->channel[chan].size;
1974 if (chan_size < 32) {
1975 min_clamp = lp_build_const_int_vec(gallivm, vec4_type,
1976 0 - (1 << (chan_size - 1)));
1977 max_clamp = lp_build_const_int_vec(gallivm, vec4_type,
1978 (1 << (chan_size - 1)) - 1);
1981 /* TODO: no idea about non-pure, non-normalized! */
1983 else if (chan_type == UTIL_FORMAT_TYPE_UNSIGNED) {
1985 min_clamp = vec4_bld.zero;
1986 max_clamp = vec4_bld.one;
1989 * Need a ugly hack here, because we don't have Z32_FLOAT_X8X24
1990 * we use Z32_FLOAT_S8X24 to imply sampling depth component
1991 * and ignoring stencil, which will blow up here if we try to
1992 * do a uint clamp in a float texel build...
1993 * And even if we had that format, mesa st also thinks using z24s8
1994 * means depth sampling ignoring stencil.
1996 else if (chan_pure) {
1998 * Border color was stored as uint, hence never need min
1999 * clamp, and only need max clamp if chan has less than 32 bits.
2001 unsigned chan_size = format_desc->channel[chan].size;
2002 if (chan_size < 32) {
2003 max_clamp = lp_build_const_int_vec(gallivm, vec4_type,
2004 (1 << chan_size) - 1);
2006 /* TODO: no idea about non-pure, non-normalized! */
2009 else if (chan_type == UTIL_FORMAT_TYPE_FIXED) {
2010 /* TODO: I have no idea what clamp this would need if any! */
2013 /* mixed plain formats (or different pure size) */
2014 switch (format_desc->format) {
2015 case PIPE_FORMAT_B10G10R10A2_UINT:
2016 case PIPE_FORMAT_R10G10B10A2_UINT:
2018 unsigned max10 = (1 << 10) - 1;
2019 max_clamp = lp_build_const_aos(gallivm, vec4_type, max10, max10,
2020 max10, (1 << 2) - 1, NULL);
2023 case PIPE_FORMAT_R10SG10SB10SA2U_NORM:
2024 min_clamp = lp_build_const_aos(gallivm, vec4_type, -1.0F, -1.0F,
2026 max_clamp = vec4_bld.one;
2028 case PIPE_FORMAT_R8SG8SB8UX8U_NORM:
2029 case PIPE_FORMAT_R5SG5SB6U_NORM:
2030 min_clamp = lp_build_const_aos(gallivm, vec4_type, -1.0F, -1.0F,
2032 max_clamp = vec4_bld.one;
2039 /* cannot figure this out from format description */
2040 if (format_desc->layout == UTIL_FORMAT_LAYOUT_S3TC) {
2041 /* s3tc formats are always unorm */
2042 min_clamp = vec4_bld.zero;
2043 max_clamp = vec4_bld.one;
2045 else if (format_desc->layout == UTIL_FORMAT_LAYOUT_RGTC ||
2046 format_desc->layout == UTIL_FORMAT_LAYOUT_ETC) {
2047 switch (format_desc->format) {
2048 case PIPE_FORMAT_RGTC1_UNORM:
2049 case PIPE_FORMAT_RGTC2_UNORM:
2050 case PIPE_FORMAT_LATC1_UNORM:
2051 case PIPE_FORMAT_LATC2_UNORM:
2052 case PIPE_FORMAT_ETC1_RGB8:
2053 min_clamp = vec4_bld.zero;
2054 max_clamp = vec4_bld.one;
2056 case PIPE_FORMAT_RGTC1_SNORM:
2057 case PIPE_FORMAT_RGTC2_SNORM:
2058 case PIPE_FORMAT_LATC1_SNORM:
2059 case PIPE_FORMAT_LATC2_SNORM:
2060 min_clamp = lp_build_const_vec(gallivm, vec4_type, -1.0F);
2061 max_clamp = vec4_bld.one;
2069 * all others from subsampled/other group, though we don't care
2070 * about yuv (and should not have any from zs here)
2072 else if (format_desc->colorspace != UTIL_FORMAT_COLORSPACE_YUV){
2073 switch (format_desc->format) {
2074 case PIPE_FORMAT_R8G8_B8G8_UNORM:
2075 case PIPE_FORMAT_G8R8_G8B8_UNORM:
2076 case PIPE_FORMAT_G8R8_B8R8_UNORM:
2077 case PIPE_FORMAT_R8G8_R8B8_UNORM:
2078 case PIPE_FORMAT_R1_UNORM: /* doesn't make sense but ah well */
2079 min_clamp = vec4_bld.zero;
2080 max_clamp = vec4_bld.one;
2082 case PIPE_FORMAT_R8G8Bx_SNORM:
2083 min_clamp = lp_build_const_vec(gallivm, vec4_type, -1.0F);
2084 max_clamp = vec4_bld.one;
2087 * Note smallfloat formats usually don't need clamping
2088 * (they still have infinite range) however this is not
2089 * true for r11g11b10 and r9g9b9e5, which can't represent
2090 * negative numbers (and additionally r9g9b9e5 can't represent
2091 * very large numbers). d3d10 seems happy without clamping in
2092 * this case, but gl spec is pretty clear: "for floating
2093 * point and integer formats, border values are clamped to
2094 * the representable range of the format" so do that here.
2096 case PIPE_FORMAT_R11G11B10_FLOAT:
2097 min_clamp = vec4_bld.zero;
2099 case PIPE_FORMAT_R9G9B9E5_FLOAT:
2100 min_clamp = vec4_bld.zero;
2101 max_clamp = lp_build_const_vec(gallivm, vec4_type, MAX_RGB9E5);
2111 border_color = lp_build_max(&vec4_bld, border_color, min_clamp);
2114 border_color = lp_build_min(&vec4_bld, border_color, max_clamp);
2117 bld->border_color_clamped = border_color;
2122 * General texture sampling codegen.
2123 * This function handles texture sampling for all texture targets (1D,
2124 * 2D, 3D, cube) and all filtering modes.
2127 lp_build_sample_general(struct lp_build_sample_context *bld,
2128 unsigned sampler_unit,
2130 LLVMValueRef *coords,
2131 const LLVMValueRef *offsets,
2132 LLVMValueRef lod_positive,
2133 LLVMValueRef lod_fpart,
2134 LLVMValueRef ilevel0,
2135 LLVMValueRef ilevel1,
2136 LLVMValueRef *colors_out)
2138 LLVMBuilderRef builder = bld->gallivm->builder;
2139 const struct lp_static_sampler_state *sampler_state = bld->static_sampler_state;
2140 const unsigned mip_filter = sampler_state->min_mip_filter;
2141 const unsigned min_filter = sampler_state->min_img_filter;
2142 const unsigned mag_filter = sampler_state->mag_img_filter;
2143 LLVMValueRef texels[4];
2146 /* if we need border color, (potentially) clamp it now */
2147 if (lp_sampler_wrap_mode_uses_border_color(sampler_state->wrap_s,
2151 lp_sampler_wrap_mode_uses_border_color(sampler_state->wrap_t,
2155 lp_sampler_wrap_mode_uses_border_color(sampler_state->wrap_r,
2158 lp_build_clamp_border_color(bld, sampler_unit);
2163 * Get/interpolate texture colors.
2166 for (chan = 0; chan < 4; ++chan) {
2167 texels[chan] = lp_build_alloca(bld->gallivm, bld->texel_bld.vec_type, "");
2168 lp_build_name(texels[chan], "sampler%u_texel_%c_var", sampler_unit, "xyzw"[chan]);
2171 if (min_filter == mag_filter) {
2172 /* no need to distinguish between minification and magnification */
2173 lp_build_sample_mipmap(bld, min_filter, mip_filter,
2176 ilevel0, ilevel1, lod_fpart,
2181 * Could also get rid of the if-logic and always use mipmap_both, both
2182 * for the single lod and multi-lod case if nothing really uses this.
2184 if (bld->num_lods == 1) {
2185 /* Emit conditional to choose min image filter or mag image filter
2186 * depending on the lod being > 0 or <= 0, respectively.
2188 struct lp_build_if_state if_ctx;
2190 lod_positive = LLVMBuildTrunc(builder, lod_positive,
2191 LLVMInt1TypeInContext(bld->gallivm->context), "");
2193 lp_build_if(&if_ctx, bld->gallivm, lod_positive);
2195 /* Use the minification filter */
2196 lp_build_sample_mipmap(bld, min_filter, mip_filter, FALSE,
2198 ilevel0, ilevel1, lod_fpart,
2201 lp_build_else(&if_ctx);
2203 /* Use the magnification filter */
2204 lp_build_sample_mipmap(bld, mag_filter, PIPE_TEX_MIPFILTER_NONE,
2207 ilevel0, NULL, NULL,
2210 lp_build_endif(&if_ctx);
2213 LLVMValueRef need_linear, linear_mask;
2214 unsigned mip_filter_for_nearest;
2215 struct lp_build_if_state if_ctx;
2217 if (min_filter == PIPE_TEX_FILTER_LINEAR) {
2218 linear_mask = lod_positive;
2219 mip_filter_for_nearest = PIPE_TEX_MIPFILTER_NONE;
2222 linear_mask = lp_build_not(&bld->lodi_bld, lod_positive);
2223 mip_filter_for_nearest = mip_filter;
2225 need_linear = lp_build_any_true_range(&bld->lodi_bld, bld->num_lods,
2228 if (bld->num_lods != bld->coord_type.length) {
2229 linear_mask = lp_build_unpack_broadcast_aos_scalars(bld->gallivm,
2231 bld->int_coord_type,
2235 lp_build_if(&if_ctx, bld->gallivm, need_linear);
2238 * Do sampling with both filters simultaneously. This means using
2239 * a linear filter and doing some tricks (with weights) for the pixels
2240 * which need nearest filter.
2241 * Note that it's probably rare some pixels need nearest and some
2242 * linear filter but the fixups required for the nearest pixels
2243 * aren't all that complicated so just always run a combined path
2244 * if at least some pixels require linear.
2246 lp_build_sample_mipmap_both(bld, linear_mask, mip_filter,
2249 lod_fpart, lod_positive,
2252 lp_build_else(&if_ctx);
2255 * All pixels require just nearest filtering, which is way
2256 * cheaper than linear, hence do a separate path for that.
2258 lp_build_sample_mipmap(bld, PIPE_TEX_FILTER_NEAREST, FALSE,
2259 mip_filter_for_nearest,
2261 ilevel0, ilevel1, lod_fpart,
2264 lp_build_endif(&if_ctx);
2268 for (chan = 0; chan < 4; ++chan) {
2269 colors_out[chan] = LLVMBuildLoad(builder, texels[chan], "");
2270 lp_build_name(colors_out[chan], "sampler%u_texel_%c", sampler_unit, "xyzw"[chan]);
2276 * Texel fetch function.
2277 * In contrast to general sampling there is no filtering, no coord minification,
2278 * lod (if any) is always explicit uint, coords are uints (in terms of texel units)
2279 * directly to be applied to the selected mip level (after adding texel offsets).
2280 * This function handles texel fetch for all targets where texel fetch is supported
2281 * (no cube maps, but 1d, 2d, 3d are supported, arrays and buffers should be too).
2284 lp_build_fetch_texel(struct lp_build_sample_context *bld,
2285 unsigned texture_unit,
2286 const LLVMValueRef *coords,
2287 LLVMValueRef explicit_lod,
2288 const LLVMValueRef *offsets,
2289 LLVMValueRef *colors_out)
2291 struct lp_build_context *perquadi_bld = &bld->lodi_bld;
2292 struct lp_build_context *int_coord_bld = &bld->int_coord_bld;
2293 unsigned dims = bld->dims, chan;
2294 unsigned target = bld->static_texture_state->target;
2295 boolean out_of_bound_ret_zero = TRUE;
2296 LLVMValueRef size, ilevel;
2297 LLVMValueRef row_stride_vec = NULL, img_stride_vec = NULL;
2298 LLVMValueRef x = coords[0], y = coords[1], z = coords[2];
2299 LLVMValueRef width, height, depth, i, j;
2300 LLVMValueRef offset, out_of_bounds, out1;
2302 out_of_bounds = int_coord_bld->zero;
2304 if (explicit_lod && bld->static_texture_state->target != PIPE_BUFFER) {
2305 if (bld->num_mips != int_coord_bld->type.length) {
2306 ilevel = lp_build_pack_aos_scalars(bld->gallivm, int_coord_bld->type,
2307 perquadi_bld->type, explicit_lod, 0);
2310 ilevel = explicit_lod;
2312 lp_build_nearest_mip_level(bld, texture_unit, ilevel, &ilevel,
2313 out_of_bound_ret_zero ? &out_of_bounds : NULL);
2316 assert(bld->num_mips == 1);
2317 if (bld->static_texture_state->target != PIPE_BUFFER) {
2318 ilevel = bld->dynamic_state->first_level(bld->dynamic_state, bld->gallivm,
2319 bld->context_ptr, texture_unit);
2322 ilevel = lp_build_const_int32(bld->gallivm, 0);
2325 lp_build_mipmap_level_sizes(bld, ilevel,
2327 &row_stride_vec, &img_stride_vec);
2328 lp_build_extract_image_sizes(bld, &bld->int_size_bld, int_coord_bld->type,
2329 size, &width, &height, &depth);
2331 if (target == PIPE_TEXTURE_1D_ARRAY ||
2332 target == PIPE_TEXTURE_2D_ARRAY) {
2333 if (out_of_bound_ret_zero) {
2334 z = lp_build_layer_coord(bld, texture_unit, FALSE, z, &out1);
2335 out_of_bounds = lp_build_or(int_coord_bld, out_of_bounds, out1);
2338 z = lp_build_layer_coord(bld, texture_unit, FALSE, z, NULL);
2342 /* This is a lot like border sampling */
2345 * coords are really unsigned, offsets are signed, but I don't think
2346 * exceeding 31 bits is possible
2348 x = lp_build_add(int_coord_bld, x, offsets[0]);
2350 out1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_LESS, x, int_coord_bld->zero);
2351 out_of_bounds = lp_build_or(int_coord_bld, out_of_bounds, out1);
2352 out1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_GEQUAL, x, width);
2353 out_of_bounds = lp_build_or(int_coord_bld, out_of_bounds, out1);
2357 y = lp_build_add(int_coord_bld, y, offsets[1]);
2359 out1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_LESS, y, int_coord_bld->zero);
2360 out_of_bounds = lp_build_or(int_coord_bld, out_of_bounds, out1);
2361 out1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_GEQUAL, y, height);
2362 out_of_bounds = lp_build_or(int_coord_bld, out_of_bounds, out1);
2366 z = lp_build_add(int_coord_bld, z, offsets[2]);
2368 out1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_LESS, z, int_coord_bld->zero);
2369 out_of_bounds = lp_build_or(int_coord_bld, out_of_bounds, out1);
2370 out1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_GEQUAL, z, depth);
2371 out_of_bounds = lp_build_or(int_coord_bld, out_of_bounds, out1);
2375 lp_build_sample_offset(int_coord_bld,
2377 x, y, z, row_stride_vec, img_stride_vec,
2380 if (bld->static_texture_state->target != PIPE_BUFFER) {
2381 offset = lp_build_add(int_coord_bld, offset,
2382 lp_build_get_mip_offsets(bld, ilevel));
2385 offset = lp_build_andnot(int_coord_bld, offset, out_of_bounds);
2387 lp_build_fetch_rgba_soa(bld->gallivm,
2390 bld->base_ptr, offset,
2394 if (out_of_bound_ret_zero) {
2396 * Only needed for ARB_robust_buffer_access_behavior and d3d10.
2397 * Could use min/max above instead of out-of-bounds comparisons
2398 * if we don't care about the result returned for out-of-bounds.
2400 for (chan = 0; chan < 4; chan++) {
2401 colors_out[chan] = lp_build_select(&bld->texel_bld, out_of_bounds,
2402 bld->texel_bld.zero, colors_out[chan]);
2409 * Just set texels to white instead of actually sampling the texture.
2413 lp_build_sample_nop(struct gallivm_state *gallivm,
2414 struct lp_type type,
2415 const LLVMValueRef *coords,
2416 LLVMValueRef texel_out[4])
2418 LLVMValueRef one = lp_build_one(gallivm, type);
2421 for (chan = 0; chan < 4; chan++) {
2422 texel_out[chan] = one;
2428 * Build the actual texture sampling code.
2429 * 'texel' will return a vector of four LLVMValueRefs corresponding to
2431 * \param type vector float type to use for coords, etc.
2433 * \param derivs partial derivatives of (s,t,r,q) with respect to x and y
2436 lp_build_sample_soa_code(struct gallivm_state *gallivm,
2437 const struct lp_static_texture_state *static_texture_state,
2438 const struct lp_static_sampler_state *static_sampler_state,
2439 struct lp_sampler_dynamic_state *dynamic_state,
2440 struct lp_type type,
2441 unsigned sample_key,
2442 unsigned texture_index,
2443 unsigned sampler_index,
2444 LLVMValueRef context_ptr,
2445 const LLVMValueRef *coords,
2446 const LLVMValueRef *offsets,
2447 const struct lp_derivatives *derivs, /* optional */
2448 LLVMValueRef lod, /* optional */
2449 LLVMValueRef texel_out[4])
2451 unsigned target = static_texture_state->target;
2452 unsigned dims = texture_dims(target);
2453 unsigned num_quads = type.length / 4;
2454 unsigned mip_filter, min_img_filter, mag_img_filter, i;
2455 struct lp_build_sample_context bld;
2456 struct lp_static_sampler_state derived_sampler_state = *static_sampler_state;
2457 LLVMTypeRef i32t = LLVMInt32TypeInContext(gallivm->context);
2458 LLVMBuilderRef builder = gallivm->builder;
2459 LLVMValueRef tex_width, newcoords[5];
2460 enum lp_sampler_lod_property lod_property;
2461 enum lp_sampler_lod_control lod_control;
2462 enum lp_sampler_op_type op_type;
2463 LLVMValueRef lod_bias = NULL;
2464 LLVMValueRef explicit_lod = NULL;
2468 enum pipe_format fmt = static_texture_state->format;
2469 debug_printf("Sample from %s\n", util_format_name(fmt));
2472 lod_property = (sample_key & LP_SAMPLER_LOD_PROPERTY_MASK) >>
2473 LP_SAMPLER_LOD_PROPERTY_SHIFT;
2474 lod_control = (sample_key & LP_SAMPLER_LOD_CONTROL_MASK) >>
2475 LP_SAMPLER_LOD_CONTROL_SHIFT;
2476 op_type = (sample_key & LP_SAMPLER_OP_TYPE_MASK) >>
2477 LP_SAMPLER_OP_TYPE_SHIFT;
2479 op_is_tex = op_type == LP_SAMPLER_OP_TEXTURE;
2481 if (lod_control == LP_SAMPLER_LOD_BIAS) {
2484 assert(derivs == NULL);
2486 else if (lod_control == LP_SAMPLER_LOD_EXPLICIT) {
2489 assert(derivs == NULL);
2491 else if (lod_control == LP_SAMPLER_LOD_DERIVATIVES) {
2493 assert(lod == NULL);
2496 assert(derivs == NULL);
2497 assert(lod == NULL);
2500 if (static_texture_state->format == PIPE_FORMAT_NONE) {
2502 * If there's nothing bound, format is NONE, and we must return
2503 * all zero as mandated by d3d10 in this case.
2506 LLVMValueRef zero = lp_build_zero(gallivm, type);
2507 for (chan = 0; chan < 4; chan++) {
2508 texel_out[chan] = zero;
2513 assert(type.floating);
2515 /* Setup our build context */
2516 memset(&bld, 0, sizeof bld);
2517 bld.gallivm = gallivm;
2518 bld.context_ptr = context_ptr;
2519 bld.static_sampler_state = &derived_sampler_state;
2520 bld.static_texture_state = static_texture_state;
2521 bld.dynamic_state = dynamic_state;
2522 bld.format_desc = util_format_description(static_texture_state->format);
2525 bld.vector_width = lp_type_width(type);
2527 bld.float_type = lp_type_float(32);
2528 bld.int_type = lp_type_int(32);
2529 bld.coord_type = type;
2530 bld.int_coord_type = lp_int_type(type);
2531 bld.float_size_in_type = lp_type_float(32);
2532 bld.float_size_in_type.length = dims > 1 ? 4 : 1;
2533 bld.int_size_in_type = lp_int_type(bld.float_size_in_type);
2534 bld.texel_type = type;
2536 /* always using the first channel hopefully should be safe,
2537 * if not things WILL break in other places anyway.
2539 if (bld.format_desc->colorspace == UTIL_FORMAT_COLORSPACE_RGB &&
2540 bld.format_desc->channel[0].pure_integer) {
2541 if (bld.format_desc->channel[0].type == UTIL_FORMAT_TYPE_SIGNED) {
2542 bld.texel_type = lp_type_int_vec(type.width, type.width * type.length);
2544 else if (bld.format_desc->channel[0].type == UTIL_FORMAT_TYPE_UNSIGNED) {
2545 bld.texel_type = lp_type_uint_vec(type.width, type.width * type.length);
2548 else if (util_format_has_stencil(bld.format_desc) &&
2549 !util_format_has_depth(bld.format_desc)) {
2550 /* for stencil only formats, sample stencil (uint) */
2551 bld.texel_type = lp_type_int_vec(type.width, type.width * type.length);
2554 if (!static_texture_state->level_zero_only) {
2555 derived_sampler_state.min_mip_filter = static_sampler_state->min_mip_filter;
2557 derived_sampler_state.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
2559 if (op_type == LP_SAMPLER_OP_GATHER) {
2561 * gather4 is exactly like GL_LINEAR filtering but in the end skipping
2562 * the actual filtering. Using mostly the same paths, so cube face
2563 * selection, coord wrapping etc. all naturally uses the same code.
2565 derived_sampler_state.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
2566 derived_sampler_state.min_img_filter = PIPE_TEX_FILTER_LINEAR;
2567 derived_sampler_state.mag_img_filter = PIPE_TEX_FILTER_LINEAR;
2569 mip_filter = derived_sampler_state.min_mip_filter;
2572 debug_printf(" .min_mip_filter = %u\n", derived_sampler_state.min_mip_filter);
2575 if (static_texture_state->target == PIPE_TEXTURE_CUBE ||
2576 static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY)
2579 * Seamless filtering ignores wrap modes.
2580 * Setting to CLAMP_TO_EDGE is correct for nearest filtering, for
2581 * bilinear it's not correct but way better than using for instance repeat.
2582 * Note we even set this for non-seamless. Technically GL allows any wrap
2583 * mode, which made sense when supporting true borders (can get seamless
2584 * effect with border and CLAMP_TO_BORDER), but gallium doesn't support
2585 * borders and d3d9 requires wrap modes to be ignored and it's a pain to fix
2586 * up the sampler state (as it makes it texture dependent).
2588 derived_sampler_state.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
2589 derived_sampler_state.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
2592 * We could force CLAMP to CLAMP_TO_EDGE here if min/mag filter is nearest,
2593 * so AoS path could be used. Not sure it's worth the trouble...
2596 min_img_filter = derived_sampler_state.min_img_filter;
2597 mag_img_filter = derived_sampler_state.mag_img_filter;
2601 * This is all a bit complicated different paths are chosen for performance
2603 * Essentially, there can be 1 lod per element, 1 lod per quad or 1 lod for
2604 * everything (the last two options are equivalent for 4-wide case).
2605 * If there's per-quad lod but we split to 4-wide so we can use AoS, per-quad
2606 * lod is calculated then the lod value extracted afterwards so making this
2607 * case basically the same as far as lod handling is concerned for the
2608 * further sample/filter code as the 1 lod for everything case.
2609 * Different lod handling mostly shows up when building mipmap sizes
2610 * (lp_build_mipmap_level_sizes() and friends) and also in filtering
2611 * (getting the fractional part of the lod to the right texels).
2615 * There are other situations where at least the multiple int lods could be
2616 * avoided like min and max lod being equal.
2618 bld.num_mips = bld.num_lods = 1;
2620 if ((gallivm_debug & GALLIVM_DEBUG_NO_QUAD_LOD) &&
2621 (gallivm_debug & GALLIVM_DEBUG_NO_RHO_APPROX) &&
2622 (static_texture_state->target == PIPE_TEXTURE_CUBE ||
2623 static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY) &&
2624 (op_is_tex && mip_filter != PIPE_TEX_MIPFILTER_NONE)) {
2626 * special case for using per-pixel lod even for implicit lod,
2627 * which is generally never required (ok by APIs) except to please
2628 * some (somewhat broken imho) tests (because per-pixel face selection
2629 * can cause derivatives to be different for pixels outside the primitive
2630 * due to the major axis division even if pre-project derivatives are
2633 bld.num_mips = type.length;
2634 bld.num_lods = type.length;
2636 else if (lod_property == LP_SAMPLER_LOD_PER_ELEMENT ||
2637 (explicit_lod || lod_bias || derivs)) {
2638 if ((!op_is_tex && target != PIPE_BUFFER) ||
2639 (op_is_tex && mip_filter != PIPE_TEX_MIPFILTER_NONE)) {
2640 bld.num_mips = type.length;
2641 bld.num_lods = type.length;
2643 else if (op_is_tex && min_img_filter != mag_img_filter) {
2645 bld.num_lods = type.length;
2648 /* TODO: for true scalar_lod should only use 1 lod value */
2649 else if ((!op_is_tex && explicit_lod && target != PIPE_BUFFER) ||
2650 (op_is_tex && mip_filter != PIPE_TEX_MIPFILTER_NONE)) {
2651 bld.num_mips = num_quads;
2652 bld.num_lods = num_quads;
2654 else if (op_is_tex && min_img_filter != mag_img_filter) {
2656 bld.num_lods = num_quads;
2660 bld.lodf_type = type;
2661 /* we want native vector size to be able to use our intrinsics */
2662 if (bld.num_lods != type.length) {
2663 /* TODO: this currently always has to be per-quad or per-element */
2664 bld.lodf_type.length = type.length > 4 ? ((type.length + 15) / 16) * 4 : 1;
2666 bld.lodi_type = lp_int_type(bld.lodf_type);
2667 bld.levelf_type = bld.lodf_type;
2668 if (bld.num_mips == 1) {
2669 bld.levelf_type.length = 1;
2671 bld.leveli_type = lp_int_type(bld.levelf_type);
2672 bld.float_size_type = bld.float_size_in_type;
2673 /* Note: size vectors may not be native. They contain minified w/h/d/_ values,
2674 * with per-element lod that is w0/h0/d0/_/w1/h1/d1_/... so up to 8x4f32 */
2675 if (bld.num_mips > 1) {
2676 bld.float_size_type.length = bld.num_mips == type.length ?
2677 bld.num_mips * bld.float_size_in_type.length :
2680 bld.int_size_type = lp_int_type(bld.float_size_type);
2682 lp_build_context_init(&bld.float_bld, gallivm, bld.float_type);
2683 lp_build_context_init(&bld.float_vec_bld, gallivm, type);
2684 lp_build_context_init(&bld.int_bld, gallivm, bld.int_type);
2685 lp_build_context_init(&bld.coord_bld, gallivm, bld.coord_type);
2686 lp_build_context_init(&bld.int_coord_bld, gallivm, bld.int_coord_type);
2687 lp_build_context_init(&bld.int_size_in_bld, gallivm, bld.int_size_in_type);
2688 lp_build_context_init(&bld.float_size_in_bld, gallivm, bld.float_size_in_type);
2689 lp_build_context_init(&bld.int_size_bld, gallivm, bld.int_size_type);
2690 lp_build_context_init(&bld.float_size_bld, gallivm, bld.float_size_type);
2691 lp_build_context_init(&bld.texel_bld, gallivm, bld.texel_type);
2692 lp_build_context_init(&bld.levelf_bld, gallivm, bld.levelf_type);
2693 lp_build_context_init(&bld.leveli_bld, gallivm, bld.leveli_type);
2694 lp_build_context_init(&bld.lodf_bld, gallivm, bld.lodf_type);
2695 lp_build_context_init(&bld.lodi_bld, gallivm, bld.lodi_type);
2697 /* Get the dynamic state */
2698 tex_width = dynamic_state->width(dynamic_state, gallivm,
2699 context_ptr, texture_index);
2700 bld.row_stride_array = dynamic_state->row_stride(dynamic_state, gallivm,
2701 context_ptr, texture_index);
2702 bld.img_stride_array = dynamic_state->img_stride(dynamic_state, gallivm,
2703 context_ptr, texture_index);
2704 bld.base_ptr = dynamic_state->base_ptr(dynamic_state, gallivm,
2705 context_ptr, texture_index);
2706 bld.mip_offsets = dynamic_state->mip_offsets(dynamic_state, gallivm,
2707 context_ptr, texture_index);
2708 /* Note that mip_offsets is an array[level] of offsets to texture images */
2710 /* width, height, depth as single int vector */
2712 bld.int_size = tex_width;
2715 bld.int_size = LLVMBuildInsertElement(builder, bld.int_size_in_bld.undef,
2717 LLVMConstInt(i32t, 0, 0), "");
2719 LLVMValueRef tex_height =
2720 dynamic_state->height(dynamic_state, gallivm,
2721 context_ptr, texture_index);
2722 bld.int_size = LLVMBuildInsertElement(builder, bld.int_size,
2724 LLVMConstInt(i32t, 1, 0), "");
2726 LLVMValueRef tex_depth =
2727 dynamic_state->depth(dynamic_state, gallivm, context_ptr,
2729 bld.int_size = LLVMBuildInsertElement(builder, bld.int_size,
2731 LLVMConstInt(i32t, 2, 0), "");
2736 for (i = 0; i < 5; i++) {
2737 newcoords[i] = coords[i];
2741 /* For debug: no-op texture sampling */
2742 lp_build_sample_nop(gallivm,
2748 else if (op_type == LP_SAMPLER_OP_FETCH) {
2749 lp_build_fetch_texel(&bld, texture_index, newcoords,
2755 LLVMValueRef lod_fpart = NULL, lod_positive = NULL;
2756 LLVMValueRef ilevel0 = NULL, ilevel1 = NULL;
2759 if (util_format_is_pure_integer(static_texture_state->format) &&
2760 !util_format_has_depth(bld.format_desc) &&
2761 (static_sampler_state->min_mip_filter == PIPE_TEX_MIPFILTER_LINEAR ||
2762 static_sampler_state->min_img_filter == PIPE_TEX_FILTER_LINEAR ||
2763 static_sampler_state->mag_img_filter == PIPE_TEX_FILTER_LINEAR)) {
2765 * Bail if impossible filtering is specified (the awkard additional
2766 * depth check is because it is legal in gallium to have things like S8Z24
2767 * here which would say it's pure int despite such formats should sample
2768 * the depth component).
2769 * In GL such filters make the texture incomplete, this makes it robust
2770 * against state trackers which set this up regardless (we'd crash in the
2771 * lerp later (except for gather)).
2772 * Must do this after fetch_texel code since with GL state tracker we'll
2773 * get some junk sampler for buffer textures.
2776 LLVMValueRef zero = lp_build_zero(gallivm, type);
2777 for (chan = 0; chan < 4; chan++) {
2778 texel_out[chan] = zero;
2783 use_aos = util_format_fits_8unorm(bld.format_desc) &&
2785 /* not sure this is strictly needed or simply impossible */
2786 derived_sampler_state.compare_mode == PIPE_TEX_COMPARE_NONE &&
2787 lp_is_simple_wrap_mode(derived_sampler_state.wrap_s);
2789 use_aos &= bld.num_lods <= num_quads ||
2790 derived_sampler_state.min_img_filter ==
2791 derived_sampler_state.mag_img_filter;
2793 use_aos &= lp_is_simple_wrap_mode(derived_sampler_state.wrap_t);
2795 use_aos &= lp_is_simple_wrap_mode(derived_sampler_state.wrap_r);
2798 if ((static_texture_state->target == PIPE_TEXTURE_CUBE ||
2799 static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY) &&
2800 derived_sampler_state.seamless_cube_map &&
2801 (derived_sampler_state.min_img_filter == PIPE_TEX_FILTER_LINEAR ||
2802 derived_sampler_state.mag_img_filter == PIPE_TEX_FILTER_LINEAR)) {
2803 /* theoretically possible with AoS filtering but not implemented (complex!) */
2807 if ((gallivm_debug & GALLIVM_DEBUG_PERF) &&
2808 !use_aos && util_format_fits_8unorm(bld.format_desc)) {
2809 debug_printf("%s: using floating point linear filtering for %s\n",
2810 __FUNCTION__, bld.format_desc->short_name);
2811 debug_printf(" min_img %d mag_img %d mip %d target %d seamless %d"
2812 " wraps %d wrapt %d wrapr %d\n",
2813 derived_sampler_state.min_img_filter,
2814 derived_sampler_state.mag_img_filter,
2815 derived_sampler_state.min_mip_filter,
2816 static_texture_state->target,
2817 derived_sampler_state.seamless_cube_map,
2818 derived_sampler_state.wrap_s,
2819 derived_sampler_state.wrap_t,
2820 derived_sampler_state.wrap_r);
2823 lp_build_sample_common(&bld, texture_index, sampler_index,
2825 derivs, lod_bias, explicit_lod,
2826 &lod_positive, &lod_fpart,
2827 &ilevel0, &ilevel1);
2829 if (use_aos && static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY) {
2830 /* The aos path doesn't do seamless filtering so simply add cube layer
2833 newcoords[2] = lp_build_add(&bld.int_coord_bld, newcoords[2], newcoords[3]);
2837 * we only try 8-wide sampling with soa as it appears to
2838 * be a loss with aos with AVX (but it should work, except
2839 * for conformance if min_filter != mag_filter if num_lods > 1).
2840 * (It should be faster if we'd support avx2)
2842 if (num_quads == 1 || !use_aos) {
2844 /* do sampling/filtering with fixed pt arithmetic */
2845 lp_build_sample_aos(&bld, sampler_index,
2846 newcoords[0], newcoords[1],
2848 offsets, lod_positive, lod_fpart,
2854 lp_build_sample_general(&bld, sampler_index,
2855 op_type == LP_SAMPLER_OP_GATHER,
2857 lod_positive, lod_fpart,
2864 struct lp_build_sample_context bld4;
2865 struct lp_type type4 = type;
2867 LLVMValueRef texelout4[4];
2868 LLVMValueRef texelouttmp[4][LP_MAX_VECTOR_LENGTH/16];
2872 /* Setup our build context */
2873 memset(&bld4, 0, sizeof bld4);
2874 bld4.gallivm = bld.gallivm;
2875 bld4.context_ptr = bld.context_ptr;
2876 bld4.static_texture_state = bld.static_texture_state;
2877 bld4.static_sampler_state = bld.static_sampler_state;
2878 bld4.dynamic_state = bld.dynamic_state;
2879 bld4.format_desc = bld.format_desc;
2880 bld4.dims = bld.dims;
2881 bld4.row_stride_array = bld.row_stride_array;
2882 bld4.img_stride_array = bld.img_stride_array;
2883 bld4.base_ptr = bld.base_ptr;
2884 bld4.mip_offsets = bld.mip_offsets;
2885 bld4.int_size = bld.int_size;
2887 bld4.vector_width = lp_type_width(type4);
2889 bld4.float_type = lp_type_float(32);
2890 bld4.int_type = lp_type_int(32);
2891 bld4.coord_type = type4;
2892 bld4.int_coord_type = lp_int_type(type4);
2893 bld4.float_size_in_type = lp_type_float(32);
2894 bld4.float_size_in_type.length = dims > 1 ? 4 : 1;
2895 bld4.int_size_in_type = lp_int_type(bld4.float_size_in_type);
2896 bld4.texel_type = bld.texel_type;
2897 bld4.texel_type.length = 4;
2899 bld4.num_mips = bld4.num_lods = 1;
2900 if ((gallivm_debug & GALLIVM_DEBUG_NO_QUAD_LOD) &&
2901 (gallivm_debug & GALLIVM_DEBUG_NO_RHO_APPROX) &&
2902 (static_texture_state->target == PIPE_TEXTURE_CUBE ||
2903 static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY) &&
2904 (op_is_tex && mip_filter != PIPE_TEX_MIPFILTER_NONE)) {
2905 bld4.num_mips = type4.length;
2906 bld4.num_lods = type4.length;
2908 if (lod_property == LP_SAMPLER_LOD_PER_ELEMENT &&
2909 (explicit_lod || lod_bias || derivs)) {
2910 if ((!op_is_tex && target != PIPE_BUFFER) ||
2911 (op_is_tex && mip_filter != PIPE_TEX_MIPFILTER_NONE)) {
2912 bld4.num_mips = type4.length;
2913 bld4.num_lods = type4.length;
2915 else if (op_is_tex && min_img_filter != mag_img_filter) {
2917 bld4.num_lods = type4.length;
2921 /* we want native vector size to be able to use our intrinsics */
2922 bld4.lodf_type = type4;
2923 if (bld4.num_lods != type4.length) {
2924 bld4.lodf_type.length = 1;
2926 bld4.lodi_type = lp_int_type(bld4.lodf_type);
2927 bld4.levelf_type = type4;
2928 if (bld4.num_mips != type4.length) {
2929 bld4.levelf_type.length = 1;
2931 bld4.leveli_type = lp_int_type(bld4.levelf_type);
2932 bld4.float_size_type = bld4.float_size_in_type;
2933 if (bld4.num_mips > 1) {
2934 bld4.float_size_type.length = bld4.num_mips == type4.length ?
2935 bld4.num_mips * bld4.float_size_in_type.length :
2938 bld4.int_size_type = lp_int_type(bld4.float_size_type);
2940 lp_build_context_init(&bld4.float_bld, gallivm, bld4.float_type);
2941 lp_build_context_init(&bld4.float_vec_bld, gallivm, type4);
2942 lp_build_context_init(&bld4.int_bld, gallivm, bld4.int_type);
2943 lp_build_context_init(&bld4.coord_bld, gallivm, bld4.coord_type);
2944 lp_build_context_init(&bld4.int_coord_bld, gallivm, bld4.int_coord_type);
2945 lp_build_context_init(&bld4.int_size_in_bld, gallivm, bld4.int_size_in_type);
2946 lp_build_context_init(&bld4.float_size_in_bld, gallivm, bld4.float_size_in_type);
2947 lp_build_context_init(&bld4.int_size_bld, gallivm, bld4.int_size_type);
2948 lp_build_context_init(&bld4.float_size_bld, gallivm, bld4.float_size_type);
2949 lp_build_context_init(&bld4.texel_bld, gallivm, bld4.texel_type);
2950 lp_build_context_init(&bld4.levelf_bld, gallivm, bld4.levelf_type);
2951 lp_build_context_init(&bld4.leveli_bld, gallivm, bld4.leveli_type);
2952 lp_build_context_init(&bld4.lodf_bld, gallivm, bld4.lodf_type);
2953 lp_build_context_init(&bld4.lodi_bld, gallivm, bld4.lodi_type);
2955 for (i = 0; i < num_quads; i++) {
2956 LLVMValueRef s4, t4, r4;
2957 LLVMValueRef lod_positive4, lod_fpart4 = NULL;
2958 LLVMValueRef ilevel04, ilevel14 = NULL;
2959 LLVMValueRef offsets4[4] = { NULL };
2960 unsigned num_lods = bld4.num_lods;
2962 s4 = lp_build_extract_range(gallivm, newcoords[0], 4*i, 4);
2963 t4 = lp_build_extract_range(gallivm, newcoords[1], 4*i, 4);
2964 r4 = lp_build_extract_range(gallivm, newcoords[2], 4*i, 4);
2967 offsets4[0] = lp_build_extract_range(gallivm, offsets[0], 4*i, 4);
2969 offsets4[1] = lp_build_extract_range(gallivm, offsets[1], 4*i, 4);
2971 offsets4[2] = lp_build_extract_range(gallivm, offsets[2], 4*i, 4);
2975 lod_positive4 = lp_build_extract_range(gallivm, lod_positive, num_lods * i, num_lods);
2976 ilevel04 = bld.num_mips == 1 ? ilevel0 :
2977 lp_build_extract_range(gallivm, ilevel0, num_lods * i, num_lods);
2978 if (mip_filter == PIPE_TEX_MIPFILTER_LINEAR) {
2979 ilevel14 = lp_build_extract_range(gallivm, ilevel1, num_lods * i, num_lods);
2980 lod_fpart4 = lp_build_extract_range(gallivm, lod_fpart, num_lods * i, num_lods);
2984 /* do sampling/filtering with fixed pt arithmetic */
2985 lp_build_sample_aos(&bld4, sampler_index,
2986 s4, t4, r4, offsets4,
2987 lod_positive4, lod_fpart4,
2993 /* this path is currently unreachable and hence might break easily... */
2994 LLVMValueRef newcoords4[5];
2998 newcoords4[3] = lp_build_extract_range(gallivm, newcoords[3], 4*i, 4);
2999 newcoords4[4] = lp_build_extract_range(gallivm, newcoords[4], 4*i, 4);
3001 lp_build_sample_general(&bld4, sampler_index,
3002 op_type == LP_SAMPLER_OP_GATHER,
3003 newcoords4, offsets4,
3004 lod_positive4, lod_fpart4,
3008 for (j = 0; j < 4; j++) {
3009 texelouttmp[j][i] = texelout4[j];
3013 for (j = 0; j < 4; j++) {
3014 texel_out[j] = lp_build_concat(gallivm, texelouttmp[j], type4, num_quads);
3019 if (target != PIPE_BUFFER && op_type != LP_SAMPLER_OP_GATHER) {
3020 apply_sampler_swizzle(&bld, texel_out);
3024 * texel type can be a (32bit) int/uint (for pure int formats only),
3025 * however we are expected to always return floats (storage is untyped).
3027 if (!bld.texel_type.floating) {
3029 for (chan = 0; chan < 4; chan++) {
3030 texel_out[chan] = LLVMBuildBitCast(builder, texel_out[chan],
3031 lp_build_vec_type(gallivm, type), "");
3037 #define USE_TEX_FUNC_CALL 1
3039 #define LP_MAX_TEX_FUNC_ARGS 32
3042 get_target_info(enum pipe_texture_target target,
3043 unsigned *num_coords, unsigned *num_derivs,
3044 unsigned *num_offsets, unsigned *layer)
3046 unsigned dims = texture_dims(target);
3048 *num_offsets = dims;
3049 *num_derivs = (target == PIPE_TEXTURE_CUBE ||
3050 target == PIPE_TEXTURE_CUBE_ARRAY) ? 3 : dims;
3051 *layer = has_layer_coord(target) ? 2: 0;
3052 if (target == PIPE_TEXTURE_CUBE_ARRAY) {
3054 * dims doesn't include r coord for cubes - this is handled
3055 * by layer instead, but need to fix up for cube arrays...
3064 * Generate the function body for a texture sampling function.
3067 lp_build_sample_gen_func(struct gallivm_state *gallivm,
3068 const struct lp_static_texture_state *static_texture_state,
3069 const struct lp_static_sampler_state *static_sampler_state,
3070 struct lp_sampler_dynamic_state *dynamic_state,
3071 struct lp_type type,
3072 unsigned texture_index,
3073 unsigned sampler_index,
3074 LLVMValueRef function,
3076 unsigned sample_key)
3078 LLVMBuilderRef old_builder;
3079 LLVMBasicBlockRef block;
3080 LLVMValueRef coords[5];
3081 LLVMValueRef offsets[3] = { NULL };
3082 LLVMValueRef lod = NULL;
3083 LLVMValueRef context_ptr;
3084 LLVMValueRef texel_out[4];
3085 struct lp_derivatives derivs;
3086 struct lp_derivatives *deriv_ptr = NULL;
3087 unsigned num_param = 0;
3088 unsigned i, num_coords, num_derivs, num_offsets, layer;
3089 enum lp_sampler_lod_control lod_control;
3091 lod_control = (sample_key & LP_SAMPLER_LOD_CONTROL_MASK) >>
3092 LP_SAMPLER_LOD_CONTROL_SHIFT;
3094 get_target_info(static_texture_state->target,
3095 &num_coords, &num_derivs, &num_offsets, &layer);
3097 /* "unpack" arguments */
3098 context_ptr = LLVMGetParam(function, num_param++);
3099 for (i = 0; i < num_coords; i++) {
3100 coords[i] = LLVMGetParam(function, num_param++);
3102 for (i = num_coords; i < 5; i++) {
3103 /* This is rather unfortunate... */
3104 coords[i] = lp_build_undef(gallivm, type);
3107 coords[layer] = LLVMGetParam(function, num_param++);
3109 if (sample_key & LP_SAMPLER_SHADOW) {
3110 coords[4] = LLVMGetParam(function, num_param++);
3112 if (sample_key & LP_SAMPLER_OFFSETS) {
3113 for (i = 0; i < num_offsets; i++) {
3114 offsets[i] = LLVMGetParam(function, num_param++);
3117 if (lod_control == LP_SAMPLER_LOD_BIAS ||
3118 lod_control == LP_SAMPLER_LOD_EXPLICIT) {
3119 lod = LLVMGetParam(function, num_param++);
3121 else if (lod_control == LP_SAMPLER_LOD_DERIVATIVES) {
3122 for (i = 0; i < num_derivs; i++) {
3123 derivs.ddx[i] = LLVMGetParam(function, num_param++);
3124 derivs.ddy[i] = LLVMGetParam(function, num_param++);
3126 deriv_ptr = &derivs;
3129 assert(num_args == num_param);
3135 old_builder = gallivm->builder;
3136 block = LLVMAppendBasicBlockInContext(gallivm->context, function, "entry");
3137 gallivm->builder = LLVMCreateBuilderInContext(gallivm->context);
3138 LLVMPositionBuilderAtEnd(gallivm->builder, block);
3140 lp_build_sample_soa_code(gallivm,
3141 static_texture_state,
3142 static_sampler_state,
3155 LLVMBuildAggregateRet(gallivm->builder, texel_out, 4);
3157 LLVMDisposeBuilder(gallivm->builder);
3158 gallivm->builder = old_builder;
3160 gallivm_verify_function(gallivm, function);
3165 * Call the matching function for texture sampling.
3166 * If there's no match, generate a new one.
3169 lp_build_sample_soa_func(struct gallivm_state *gallivm,
3170 const struct lp_static_texture_state *static_texture_state,
3171 const struct lp_static_sampler_state *static_sampler_state,
3172 struct lp_sampler_dynamic_state *dynamic_state,
3173 const struct lp_sampler_params *params)
3175 LLVMBuilderRef builder = gallivm->builder;
3176 LLVMModuleRef module = LLVMGetGlobalParent(LLVMGetBasicBlockParent(
3177 LLVMGetInsertBlock(builder)));
3178 LLVMValueRef function, inst;
3179 LLVMValueRef args[LP_MAX_TEX_FUNC_ARGS];
3180 LLVMBasicBlockRef bb;
3181 LLVMValueRef tex_ret;
3182 unsigned num_args = 0;
3184 unsigned i, num_coords, num_derivs, num_offsets, layer;
3185 unsigned texture_index = params->texture_index;
3186 unsigned sampler_index = params->sampler_index;
3187 unsigned sample_key = params->sample_key;
3188 const LLVMValueRef *coords = params->coords;
3189 const LLVMValueRef *offsets = params->offsets;
3190 const struct lp_derivatives *derivs = params->derivs;
3191 enum lp_sampler_lod_control lod_control;
3193 lod_control = (sample_key & LP_SAMPLER_LOD_CONTROL_MASK) >>
3194 LP_SAMPLER_LOD_CONTROL_SHIFT;
3196 get_target_info(static_texture_state->target,
3197 &num_coords, &num_derivs, &num_offsets, &layer);
3200 * texture function matches are found by name.
3201 * Thus the name has to include both the texture and sampler unit
3202 * (which covers all static state) plus the actual texture function
3203 * (including things like offsets, shadow coord, lod control).
3204 * Additionally lod_property has to be included too.
3207 util_snprintf(func_name, sizeof(func_name), "texfunc_res_%d_sam_%d_%x",
3208 texture_index, sampler_index, sample_key);
3210 function = LLVMGetNamedFunction(module, func_name);
3213 LLVMTypeRef arg_types[LP_MAX_TEX_FUNC_ARGS];
3214 LLVMTypeRef ret_type;
3215 LLVMTypeRef function_type;
3216 LLVMTypeRef val_type[4];
3217 unsigned num_param = 0;
3220 * Generate the function prototype.
3223 arg_types[num_param++] = LLVMTypeOf(params->context_ptr);
3224 for (i = 0; i < num_coords; i++) {
3225 arg_types[num_param++] = LLVMTypeOf(coords[0]);
3226 assert(LLVMTypeOf(coords[0]) == LLVMTypeOf(coords[i]));
3229 arg_types[num_param++] = LLVMTypeOf(coords[layer]);
3230 assert(LLVMTypeOf(coords[0]) == LLVMTypeOf(coords[layer]));
3232 if (sample_key & LP_SAMPLER_SHADOW) {
3233 arg_types[num_param++] = LLVMTypeOf(coords[0]);
3235 if (sample_key & LP_SAMPLER_OFFSETS) {
3236 for (i = 0; i < num_offsets; i++) {
3237 arg_types[num_param++] = LLVMTypeOf(offsets[0]);
3238 assert(LLVMTypeOf(offsets[0]) == LLVMTypeOf(offsets[i]));
3241 if (lod_control == LP_SAMPLER_LOD_BIAS ||
3242 lod_control == LP_SAMPLER_LOD_EXPLICIT) {
3243 arg_types[num_param++] = LLVMTypeOf(params->lod);
3245 else if (lod_control == LP_SAMPLER_LOD_DERIVATIVES) {
3246 for (i = 0; i < num_derivs; i++) {
3247 arg_types[num_param++] = LLVMTypeOf(derivs->ddx[i]);
3248 arg_types[num_param++] = LLVMTypeOf(derivs->ddy[i]);
3249 assert(LLVMTypeOf(derivs->ddx[0]) == LLVMTypeOf(derivs->ddx[i]));
3250 assert(LLVMTypeOf(derivs->ddy[0]) == LLVMTypeOf(derivs->ddy[i]));
3254 val_type[0] = val_type[1] = val_type[2] = val_type[3] =
3255 lp_build_vec_type(gallivm, params->type);
3256 ret_type = LLVMStructTypeInContext(gallivm->context, val_type, 4, 0);
3257 function_type = LLVMFunctionType(ret_type, arg_types, num_param, 0);
3258 function = LLVMAddFunction(module, func_name, function_type);
3260 for (i = 0; i < num_param; ++i) {
3261 if(LLVMGetTypeKind(arg_types[i]) == LLVMPointerTypeKind) {
3262 LLVMAddAttribute(LLVMGetParam(function, i), LLVMNoAliasAttribute);
3266 LLVMSetFunctionCallConv(function, LLVMFastCallConv);
3267 LLVMSetLinkage(function, LLVMPrivateLinkage);
3269 lp_build_sample_gen_func(gallivm,
3270 static_texture_state,
3271 static_sampler_state,
3282 args[num_args++] = params->context_ptr;
3283 for (i = 0; i < num_coords; i++) {
3284 args[num_args++] = coords[i];
3287 args[num_args++] = coords[layer];
3289 if (sample_key & LP_SAMPLER_SHADOW) {
3290 args[num_args++] = coords[4];
3292 if (sample_key & LP_SAMPLER_OFFSETS) {
3293 for (i = 0; i < num_offsets; i++) {
3294 args[num_args++] = offsets[i];
3297 if (lod_control == LP_SAMPLER_LOD_BIAS ||
3298 lod_control == LP_SAMPLER_LOD_EXPLICIT) {
3299 args[num_args++] = params->lod;
3301 else if (lod_control == LP_SAMPLER_LOD_DERIVATIVES) {
3302 for (i = 0; i < num_derivs; i++) {
3303 args[num_args++] = derivs->ddx[i];
3304 args[num_args++] = derivs->ddy[i];
3308 assert(num_args <= LP_MAX_TEX_FUNC_ARGS);
3310 tex_ret = LLVMBuildCall(builder, function, args, num_args, "");
3311 bb = LLVMGetInsertBlock(builder);
3312 inst = LLVMGetLastInstruction(bb);
3313 LLVMSetInstructionCallConv(inst, LLVMFastCallConv);
3315 for (i = 0; i < 4; i++) {
3316 params->texel[i] = LLVMBuildExtractValue(gallivm->builder, tex_ret, i, "");
3322 * Build texture sampling code.
3323 * Either via a function call or inline it directly.
3326 lp_build_sample_soa(const struct lp_static_texture_state *static_texture_state,
3327 const struct lp_static_sampler_state *static_sampler_state,
3328 struct lp_sampler_dynamic_state *dynamic_state,
3329 struct gallivm_state *gallivm,
3330 const struct lp_sampler_params *params)
3332 boolean use_tex_func = FALSE;
3335 * Do not use a function call if the sampling is "simple enough".
3338 * b) no mips (either one level only or no mip filter)
3339 * No mips will definitely make the code smaller, though
3340 * the format requirement is a bit iffy - there's some (SoA) formats
3341 * which definitely generate less code. This does happen to catch
3342 * some important cases though which are hurt quite a bit by using
3343 * a call (though not really because of the call overhead but because
3344 * they are reusing the same texture unit with some of the same
3346 * Ideally we'd let llvm recognize this stuff by doing IPO passes.
3349 if (USE_TEX_FUNC_CALL) {
3350 const struct util_format_description *format_desc;
3351 boolean simple_format;
3353 enum lp_sampler_op_type op_type;
3354 format_desc = util_format_description(static_texture_state->format);
3355 simple_format = !format_desc ||
3356 (util_format_is_rgba8_variant(format_desc) &&
3357 format_desc->colorspace == UTIL_FORMAT_COLORSPACE_RGB);
3359 op_type = (params->sample_key & LP_SAMPLER_OP_TYPE_MASK) >>
3360 LP_SAMPLER_OP_TYPE_SHIFT;
3362 op_type != LP_SAMPLER_OP_TEXTURE ||
3363 ((static_sampler_state->min_mip_filter == PIPE_TEX_MIPFILTER_NONE ||
3364 static_texture_state->level_zero_only == TRUE) &&
3365 static_sampler_state->min_img_filter == static_sampler_state->mag_img_filter);
3367 use_tex_func = format_desc && !(simple_format && simple_tex);
3371 lp_build_sample_soa_func(gallivm,
3372 static_texture_state,
3373 static_sampler_state,
3378 lp_build_sample_soa_code(gallivm,
3379 static_texture_state,
3380 static_sampler_state,
3384 params->texture_index,
3385 params->sampler_index,
3386 params->context_ptr,
3397 lp_build_size_query_soa(struct gallivm_state *gallivm,
3398 const struct lp_static_texture_state *static_state,
3399 struct lp_sampler_dynamic_state *dynamic_state,
3400 struct lp_type int_type,
3401 unsigned texture_unit,
3403 LLVMValueRef context_ptr,
3404 boolean is_sviewinfo,
3405 enum lp_sampler_lod_property lod_property,
3406 LLVMValueRef explicit_lod,
3407 LLVMValueRef *sizes_out)
3409 LLVMValueRef lod, level, size;
3410 LLVMValueRef first_level = NULL;
3413 unsigned num_lods = 1;
3414 struct lp_build_context bld_int_vec4;
3416 if (static_state->format == PIPE_FORMAT_NONE) {
3418 * If there's nothing bound, format is NONE, and we must return
3419 * all zero as mandated by d3d10 in this case.
3422 LLVMValueRef zero = lp_build_const_vec(gallivm, int_type, 0.0F);
3423 for (chan = 0; chan < 4; chan++) {
3424 sizes_out[chan] = zero;
3430 * Do some sanity verification about bound texture and shader dcl target.
3431 * Not entirely sure what's possible but assume array/non-array
3432 * always compatible (probably not ok for OpenGL but d3d10 has no
3433 * distinction of arrays at the resource level).
3434 * Everything else looks bogus (though not entirely sure about rect/2d).
3435 * Currently disabled because it causes assertion failures if there's
3436 * nothing bound (or rather a dummy texture, not that this case would
3437 * return the right values).
3439 if (0 && static_state->target != target) {
3440 if (static_state->target == PIPE_TEXTURE_1D)
3441 assert(target == PIPE_TEXTURE_1D_ARRAY);
3442 else if (static_state->target == PIPE_TEXTURE_1D_ARRAY)
3443 assert(target == PIPE_TEXTURE_1D);
3444 else if (static_state->target == PIPE_TEXTURE_2D)
3445 assert(target == PIPE_TEXTURE_2D_ARRAY);
3446 else if (static_state->target == PIPE_TEXTURE_2D_ARRAY)
3447 assert(target == PIPE_TEXTURE_2D);
3448 else if (static_state->target == PIPE_TEXTURE_CUBE)
3449 assert(target == PIPE_TEXTURE_CUBE_ARRAY);
3450 else if (static_state->target == PIPE_TEXTURE_CUBE_ARRAY)
3451 assert(target == PIPE_TEXTURE_CUBE);
3456 dims = texture_dims(target);
3459 case PIPE_TEXTURE_1D_ARRAY:
3460 case PIPE_TEXTURE_2D_ARRAY:
3461 case PIPE_TEXTURE_CUBE_ARRAY:
3469 assert(!int_type.floating);
3471 lp_build_context_init(&bld_int_vec4, gallivm, lp_type_int_vec(32, 128));
3474 /* FIXME: this needs to honor per-element lod */
3475 lod = LLVMBuildExtractElement(gallivm->builder, explicit_lod,
3476 lp_build_const_int32(gallivm, 0), "");
3477 first_level = dynamic_state->first_level(dynamic_state, gallivm,
3478 context_ptr, texture_unit);
3479 level = LLVMBuildAdd(gallivm->builder, lod, first_level, "level");
3480 lod = lp_build_broadcast_scalar(&bld_int_vec4, level);
3482 lod = bld_int_vec4.zero;
3485 size = bld_int_vec4.undef;
3487 size = LLVMBuildInsertElement(gallivm->builder, size,
3488 dynamic_state->width(dynamic_state, gallivm,
3489 context_ptr, texture_unit),
3490 lp_build_const_int32(gallivm, 0), "");
3493 size = LLVMBuildInsertElement(gallivm->builder, size,
3494 dynamic_state->height(dynamic_state, gallivm,
3495 context_ptr, texture_unit),
3496 lp_build_const_int32(gallivm, 1), "");
3500 size = LLVMBuildInsertElement(gallivm->builder, size,
3501 dynamic_state->depth(dynamic_state, gallivm,
3502 context_ptr, texture_unit),
3503 lp_build_const_int32(gallivm, 2), "");
3506 size = lp_build_minify(&bld_int_vec4, size, lod, TRUE);
3509 LLVMValueRef layers = dynamic_state->depth(dynamic_state, gallivm,
3510 context_ptr, texture_unit);
3511 if (target == PIPE_TEXTURE_CUBE_ARRAY) {
3513 * It looks like GL wants number of cubes, d3d10.1 has it undefined?
3514 * Could avoid this by passing in number of cubes instead of total
3515 * number of layers (might make things easier elsewhere too).
3517 LLVMValueRef six = lp_build_const_int32(gallivm, 6);
3518 layers = LLVMBuildSDiv(gallivm->builder, layers, six, "");
3520 size = LLVMBuildInsertElement(gallivm->builder, size, layers,
3521 lp_build_const_int32(gallivm, dims), "");
3525 * d3d10 requires zero for x/y/z values (but not w, i.e. mip levels)
3526 * if level is out of bounds (note this can't cover unbound texture
3527 * here, which also requires returning zero).
3529 if (explicit_lod && is_sviewinfo) {
3530 LLVMValueRef last_level, out, out1;
3531 struct lp_build_context leveli_bld;
3533 /* everything is scalar for now */
3534 lp_build_context_init(&leveli_bld, gallivm, lp_type_int_vec(32, 32));
3535 last_level = dynamic_state->last_level(dynamic_state, gallivm,
3536 context_ptr, texture_unit);
3538 out = lp_build_cmp(&leveli_bld, PIPE_FUNC_LESS, level, first_level);
3539 out1 = lp_build_cmp(&leveli_bld, PIPE_FUNC_GREATER, level, last_level);
3540 out = lp_build_or(&leveli_bld, out, out1);
3541 if (num_lods == 1) {
3542 out = lp_build_broadcast_scalar(&bld_int_vec4, out);
3548 size = lp_build_andnot(&bld_int_vec4, size, out);
3550 for (i = 0; i < dims + (has_array ? 1 : 0); i++) {
3551 sizes_out[i] = lp_build_extract_broadcast(gallivm, bld_int_vec4.type, int_type,
3553 lp_build_const_int32(gallivm, i));
3556 for (; i < 4; i++) {
3557 sizes_out[i] = lp_build_const_vec(gallivm, int_type, 0.0);
3562 * if there's no explicit_lod (buffers, rects) queries requiring nr of
3563 * mips would be illegal.
3565 if (is_sviewinfo && explicit_lod) {
3566 struct lp_build_context bld_int_scalar;
3567 LLVMValueRef num_levels;
3568 lp_build_context_init(&bld_int_scalar, gallivm, lp_type_int(32));
3570 if (static_state->level_zero_only) {
3571 num_levels = bld_int_scalar.one;
3574 LLVMValueRef last_level;
3576 last_level = dynamic_state->last_level(dynamic_state, gallivm,
3577 context_ptr, texture_unit);
3578 num_levels = lp_build_sub(&bld_int_scalar, last_level, first_level);
3579 num_levels = lp_build_add(&bld_int_scalar, num_levels, bld_int_scalar.one);
3581 sizes_out[3] = lp_build_broadcast(gallivm, lp_build_vec_type(gallivm, int_type),