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:
408 /* compute mirror function */
409 coord = lp_build_coord_mirror(bld, coord);
411 /* scale coord to length */
412 coord = lp_build_mul(coord_bld, coord, length_f);
413 coord = lp_build_sub(coord_bld, coord, half);
415 offset = lp_build_int_to_float(coord_bld, offset);
416 coord = lp_build_add(coord_bld, coord, offset);
419 /* convert to int, compute lerp weight */
420 lp_build_ifloor_fract(coord_bld, coord, &coord0, &weight);
421 coord1 = lp_build_add(int_coord_bld, coord0, int_coord_bld->one);
423 /* coord0 = max(coord0, 0) */
424 coord0 = lp_build_max(int_coord_bld, coord0, int_coord_bld->zero);
425 /* coord1 = min(coord1, length-1) */
426 coord1 = lp_build_min(int_coord_bld, coord1, length_minus_one);
429 case PIPE_TEX_WRAP_MIRROR_CLAMP:
430 if (bld->static_sampler_state->normalized_coords) {
431 /* scale coord to length */
432 coord = lp_build_mul(coord_bld, coord, length_f);
435 offset = lp_build_int_to_float(coord_bld, offset);
436 coord = lp_build_add(coord_bld, coord, offset);
438 coord = lp_build_abs(coord_bld, coord);
440 /* clamp to [0, length] */
441 coord = lp_build_min(coord_bld, coord, length_f);
443 coord = lp_build_sub(coord_bld, coord, half);
445 /* convert to int, compute lerp weight */
446 lp_build_ifloor_fract(coord_bld, coord, &coord0, &weight);
447 coord1 = lp_build_add(int_coord_bld, coord0, int_coord_bld->one);
450 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
452 struct lp_build_context abs_coord_bld = bld->coord_bld;
453 abs_coord_bld.type.sign = FALSE;
455 if (bld->static_sampler_state->normalized_coords) {
456 /* scale coord to length */
457 coord = lp_build_mul(coord_bld, coord, length_f);
460 offset = lp_build_int_to_float(coord_bld, offset);
461 coord = lp_build_add(coord_bld, coord, offset);
463 coord = lp_build_abs(coord_bld, coord);
465 /* clamp to length max */
466 coord = lp_build_min(coord_bld, coord, length_f);
468 coord = lp_build_sub(coord_bld, coord, half);
469 /* clamp to [0, length - 0.5] */
470 coord = lp_build_max(coord_bld, coord, coord_bld->zero);
472 /* convert to int, compute lerp weight */
473 lp_build_ifloor_fract(&abs_coord_bld, coord, &coord0, &weight);
474 coord1 = lp_build_add(int_coord_bld, coord0, int_coord_bld->one);
475 /* coord1 = min(coord1, length-1) */
476 coord1 = lp_build_min(int_coord_bld, coord1, length_minus_one);
480 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
482 if (bld->static_sampler_state->normalized_coords) {
483 /* scale coord to length */
484 coord = lp_build_mul(coord_bld, coord, length_f);
487 offset = lp_build_int_to_float(coord_bld, offset);
488 coord = lp_build_add(coord_bld, coord, offset);
490 coord = lp_build_abs(coord_bld, coord);
492 /* was: clamp to [-0.5, length + 0.5] then sub 0.5 */
493 /* skip clamp - always positive, and other side
494 only potentially matters for very large coords */
495 coord = lp_build_sub(coord_bld, coord, half);
497 /* convert to int, compute lerp weight */
498 lp_build_ifloor_fract(coord_bld, coord, &coord0, &weight);
499 coord1 = lp_build_add(int_coord_bld, coord0, int_coord_bld->one);
512 *weight_out = weight;
517 * Build LLVM code for texture wrap mode for nearest filtering.
518 * \param coord the incoming texcoord (nominally in [0,1])
519 * \param length the texture size along one dimension, as int vector
520 * \param length_f the texture size along one dimension, as float vector
521 * \param offset texel offset along one dimension (as int vector)
522 * \param is_pot if TRUE, length is a power of two
523 * \param wrap_mode one of PIPE_TEX_WRAP_x
526 lp_build_sample_wrap_nearest(struct lp_build_sample_context *bld,
529 LLVMValueRef length_f,
534 struct lp_build_context *coord_bld = &bld->coord_bld;
535 struct lp_build_context *int_coord_bld = &bld->int_coord_bld;
536 LLVMBuilderRef builder = bld->gallivm->builder;
537 LLVMValueRef length_minus_one = lp_build_sub(int_coord_bld, length, int_coord_bld->one);
541 case PIPE_TEX_WRAP_REPEAT:
543 coord = lp_build_mul(coord_bld, coord, length_f);
544 icoord = lp_build_ifloor(coord_bld, coord);
546 icoord = lp_build_add(int_coord_bld, icoord, offset);
548 icoord = LLVMBuildAnd(builder, icoord, length_minus_one, "");
552 offset = lp_build_int_to_float(coord_bld, offset);
553 offset = lp_build_div(coord_bld, offset, length_f);
554 coord = lp_build_add(coord_bld, coord, offset);
556 /* take fraction, unnormalize */
557 coord = lp_build_fract_safe(coord_bld, coord);
558 coord = lp_build_mul(coord_bld, coord, length_f);
559 icoord = lp_build_itrunc(coord_bld, coord);
563 case PIPE_TEX_WRAP_CLAMP:
564 case PIPE_TEX_WRAP_CLAMP_TO_EDGE:
565 if (bld->static_sampler_state->normalized_coords) {
566 /* scale coord to length */
567 coord = lp_build_mul(coord_bld, coord, length_f);
571 /* use itrunc instead since we clamp to 0 anyway */
572 icoord = lp_build_itrunc(coord_bld, coord);
574 icoord = lp_build_add(int_coord_bld, icoord, offset);
577 /* clamp to [0, length - 1]. */
578 icoord = lp_build_clamp(int_coord_bld, icoord, int_coord_bld->zero,
582 case PIPE_TEX_WRAP_CLAMP_TO_BORDER:
583 if (bld->static_sampler_state->normalized_coords) {
584 /* scale coord to length */
585 coord = lp_build_mul(coord_bld, coord, length_f);
587 /* no clamp necessary, border masking will handle this */
588 icoord = lp_build_ifloor(coord_bld, coord);
590 icoord = lp_build_add(int_coord_bld, icoord, offset);
594 case PIPE_TEX_WRAP_MIRROR_REPEAT:
596 offset = lp_build_int_to_float(coord_bld, offset);
597 offset = lp_build_div(coord_bld, offset, length_f);
598 coord = lp_build_add(coord_bld, coord, offset);
600 /* compute mirror function */
601 coord = lp_build_coord_mirror(bld, coord);
603 /* scale coord to length */
604 assert(bld->static_sampler_state->normalized_coords);
605 coord = lp_build_mul(coord_bld, coord, length_f);
607 /* itrunc == ifloor here */
608 icoord = lp_build_itrunc(coord_bld, coord);
610 /* clamp to [0, length - 1] */
611 icoord = lp_build_min(int_coord_bld, icoord, length_minus_one);
614 case PIPE_TEX_WRAP_MIRROR_CLAMP:
615 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
616 if (bld->static_sampler_state->normalized_coords) {
617 /* scale coord to length */
618 coord = lp_build_mul(coord_bld, coord, length_f);
621 offset = lp_build_int_to_float(coord_bld, offset);
622 coord = lp_build_add(coord_bld, coord, offset);
624 coord = lp_build_abs(coord_bld, coord);
626 /* itrunc == ifloor here */
627 icoord = lp_build_itrunc(coord_bld, coord);
629 /* clamp to [0, length - 1] */
630 icoord = lp_build_min(int_coord_bld, icoord, length_minus_one);
633 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
634 if (bld->static_sampler_state->normalized_coords) {
635 /* scale coord to length */
636 coord = lp_build_mul(coord_bld, coord, length_f);
639 offset = lp_build_int_to_float(coord_bld, offset);
640 coord = lp_build_add(coord_bld, coord, offset);
642 coord = lp_build_abs(coord_bld, coord);
644 /* itrunc == ifloor here */
645 icoord = lp_build_itrunc(coord_bld, coord);
658 * Do shadow test/comparison.
659 * \param p shadow ref value
660 * \param texel the texel to compare against
663 lp_build_sample_comparefunc(struct lp_build_sample_context *bld,
667 struct lp_build_context *texel_bld = &bld->texel_bld;
671 //lp_build_print_value(bld->gallivm, "shadow cmp coord", p);
672 lp_build_print_value(bld->gallivm, "shadow cmp texel", texel);
675 /* result = (p FUNC texel) ? 1 : 0 */
677 * honor d3d10 floating point rules here, which state that comparisons
678 * are ordered except NOT_EQUAL which is unordered.
680 if (bld->static_sampler_state->compare_func != PIPE_FUNC_NOTEQUAL) {
681 res = lp_build_cmp_ordered(texel_bld, bld->static_sampler_state->compare_func,
685 res = lp_build_cmp(texel_bld, bld->static_sampler_state->compare_func,
693 * Generate code to sample a mipmap level with nearest filtering.
694 * If sampling a cube texture, r = cube face in [0,5].
697 lp_build_sample_image_nearest(struct lp_build_sample_context *bld,
699 LLVMValueRef row_stride_vec,
700 LLVMValueRef img_stride_vec,
701 LLVMValueRef data_ptr,
702 LLVMValueRef mipoffsets,
703 LLVMValueRef *coords,
704 const LLVMValueRef *offsets,
705 LLVMValueRef colors_out[4])
707 const unsigned dims = bld->dims;
708 LLVMValueRef width_vec;
709 LLVMValueRef height_vec;
710 LLVMValueRef depth_vec;
711 LLVMValueRef flt_size;
712 LLVMValueRef flt_width_vec;
713 LLVMValueRef flt_height_vec;
714 LLVMValueRef flt_depth_vec;
715 LLVMValueRef x, y = NULL, z = NULL;
717 lp_build_extract_image_sizes(bld,
721 &width_vec, &height_vec, &depth_vec);
723 flt_size = lp_build_int_to_float(&bld->float_size_bld, size);
725 lp_build_extract_image_sizes(bld,
726 &bld->float_size_bld,
729 &flt_width_vec, &flt_height_vec, &flt_depth_vec);
732 * Compute integer texcoords.
734 x = lp_build_sample_wrap_nearest(bld, coords[0], width_vec,
735 flt_width_vec, offsets[0],
736 bld->static_texture_state->pot_width,
737 bld->static_sampler_state->wrap_s);
738 lp_build_name(x, "tex.x.wrapped");
741 y = lp_build_sample_wrap_nearest(bld, coords[1], height_vec,
742 flt_height_vec, offsets[1],
743 bld->static_texture_state->pot_height,
744 bld->static_sampler_state->wrap_t);
745 lp_build_name(y, "tex.y.wrapped");
748 z = lp_build_sample_wrap_nearest(bld, coords[2], depth_vec,
749 flt_depth_vec, offsets[2],
750 bld->static_texture_state->pot_depth,
751 bld->static_sampler_state->wrap_r);
752 lp_build_name(z, "tex.z.wrapped");
755 if (bld->static_texture_state->target == PIPE_TEXTURE_CUBE ||
756 bld->static_texture_state->target == PIPE_TEXTURE_1D_ARRAY ||
757 bld->static_texture_state->target == PIPE_TEXTURE_2D_ARRAY) {
759 lp_build_name(z, "tex.z.layer");
763 * Get texture colors.
765 lp_build_sample_texel_soa(bld,
766 width_vec, height_vec, depth_vec,
768 row_stride_vec, img_stride_vec,
769 data_ptr, mipoffsets, colors_out);
771 if (bld->static_sampler_state->compare_mode != PIPE_TEX_COMPARE_NONE) {
773 cmpval = lp_build_sample_comparefunc(bld, coords[4], colors_out[0]);
774 /* this is really just a AND 1.0, cmpval but llvm is clever enough */
775 colors_out[0] = lp_build_select(&bld->texel_bld, cmpval,
776 bld->texel_bld.one, bld->texel_bld.zero);
777 colors_out[1] = colors_out[2] = colors_out[3] = colors_out[0];
784 * Like a lerp, but inputs are 0/~0 masks, so can simplify slightly.
787 lp_build_masklerp(struct lp_build_context *bld,
792 struct gallivm_state *gallivm = bld->gallivm;
793 LLVMBuilderRef builder = gallivm->builder;
794 LLVMValueRef weight2;
796 weight2 = lp_build_sub(bld, bld->one, weight);
797 weight = LLVMBuildBitCast(builder, weight,
798 lp_build_int_vec_type(gallivm, bld->type), "");
799 weight2 = LLVMBuildBitCast(builder, weight2,
800 lp_build_int_vec_type(gallivm, bld->type), "");
801 weight = LLVMBuildAnd(builder, weight, mask1, "");
802 weight2 = LLVMBuildAnd(builder, weight2, mask0, "");
803 weight = LLVMBuildBitCast(builder, weight, bld->vec_type, "");
804 weight2 = LLVMBuildBitCast(builder, weight2, bld->vec_type, "");
805 return lp_build_add(bld, weight, weight2);
809 * Like a 2d lerp, but inputs are 0/~0 masks, so can simplify slightly.
812 lp_build_masklerp2d(struct lp_build_context *bld,
813 LLVMValueRef weight0,
814 LLVMValueRef weight1,
820 LLVMValueRef val0 = lp_build_masklerp(bld, weight0, mask00, mask01);
821 LLVMValueRef val1 = lp_build_masklerp(bld, weight0, mask10, mask11);
822 return lp_build_lerp(bld, weight1, val0, val1, 0);
826 * this is a bit excessive code for something OpenGL just recommends
827 * but does not require.
829 #define ACCURATE_CUBE_CORNERS 1
832 * Generate code to sample a mipmap level with linear filtering.
833 * If sampling a cube texture, r = cube face in [0,5].
834 * If linear_mask is present, only pixels having their mask set
835 * will receive linear filtering, the rest will use nearest.
838 lp_build_sample_image_linear(struct lp_build_sample_context *bld,
840 LLVMValueRef linear_mask,
841 LLVMValueRef row_stride_vec,
842 LLVMValueRef img_stride_vec,
843 LLVMValueRef data_ptr,
844 LLVMValueRef mipoffsets,
845 LLVMValueRef *coords,
846 const LLVMValueRef *offsets,
847 LLVMValueRef colors_out[4])
849 LLVMBuilderRef builder = bld->gallivm->builder;
850 struct lp_build_context *ivec_bld = &bld->int_coord_bld;
851 struct lp_build_context *coord_bld = &bld->coord_bld;
852 const unsigned dims = bld->dims;
853 LLVMValueRef width_vec;
854 LLVMValueRef height_vec;
855 LLVMValueRef depth_vec;
856 LLVMValueRef flt_size;
857 LLVMValueRef flt_width_vec;
858 LLVMValueRef flt_height_vec;
859 LLVMValueRef flt_depth_vec;
860 LLVMValueRef fall_off[4], have_corners;
861 LLVMValueRef z1 = NULL;
862 LLVMValueRef z00 = NULL, z01 = NULL, z10 = NULL, z11 = NULL;
863 LLVMValueRef x00 = NULL, x01 = NULL, x10 = NULL, x11 = NULL;
864 LLVMValueRef y00 = NULL, y01 = NULL, y10 = NULL, y11 = NULL;
865 LLVMValueRef s_fpart, t_fpart = NULL, r_fpart = NULL;
866 LLVMValueRef xs[4], ys[4], zs[4];
867 LLVMValueRef neighbors[2][2][4];
868 int chan, texel_index;
869 boolean seamless_cube_filter, accurate_cube_corners;
871 seamless_cube_filter = bld->static_texture_state->target == PIPE_TEXTURE_CUBE &&
872 bld->static_sampler_state->seamless_cube_map;
873 accurate_cube_corners = ACCURATE_CUBE_CORNERS && seamless_cube_filter;
875 lp_build_extract_image_sizes(bld,
879 &width_vec, &height_vec, &depth_vec);
881 flt_size = lp_build_int_to_float(&bld->float_size_bld, size);
883 lp_build_extract_image_sizes(bld,
884 &bld->float_size_bld,
887 &flt_width_vec, &flt_height_vec, &flt_depth_vec);
890 * Compute integer texcoords.
893 if (!seamless_cube_filter) {
894 lp_build_sample_wrap_linear(bld, coords[0], width_vec,
895 flt_width_vec, offsets[0],
896 bld->static_texture_state->pot_width,
897 bld->static_sampler_state->wrap_s,
898 &x00, &x01, &s_fpart);
899 lp_build_name(x00, "tex.x0.wrapped");
900 lp_build_name(x01, "tex.x1.wrapped");
905 lp_build_sample_wrap_linear(bld, coords[1], height_vec,
906 flt_height_vec, offsets[1],
907 bld->static_texture_state->pot_height,
908 bld->static_sampler_state->wrap_t,
909 &y00, &y10, &t_fpart);
910 lp_build_name(y00, "tex.y0.wrapped");
911 lp_build_name(y10, "tex.y1.wrapped");
916 lp_build_sample_wrap_linear(bld, coords[2], depth_vec,
917 flt_depth_vec, offsets[2],
918 bld->static_texture_state->pot_depth,
919 bld->static_sampler_state->wrap_r,
920 &z00, &z1, &r_fpart);
921 z01 = z10 = z11 = z00;
922 lp_build_name(z00, "tex.z0.wrapped");
923 lp_build_name(z1, "tex.z1.wrapped");
926 if (bld->static_texture_state->target == PIPE_TEXTURE_CUBE ||
927 bld->static_texture_state->target == PIPE_TEXTURE_1D_ARRAY ||
928 bld->static_texture_state->target == PIPE_TEXTURE_2D_ARRAY) {
929 z00 = z01 = z10 = z11 = z1 = coords[2]; /* cube face or layer */
930 lp_build_name(z00, "tex.z0.layer");
931 lp_build_name(z1, "tex.z1.layer");
935 struct lp_build_if_state edge_if;
937 LLVMValueRef new_faces[4], new_xcoords[4][2], new_ycoords[4][2];
938 LLVMValueRef coord, have_edge, have_corner;
939 LLVMValueRef fall_off_ym_notxm, fall_off_ym_notxp, fall_off_x, fall_off_y;
940 LLVMValueRef fall_off_yp_notxm, fall_off_yp_notxp;
941 LLVMValueRef x0, x1, y0, y1, y0_clamped, y1_clamped;
942 LLVMValueRef face = coords[2];
943 LLVMValueRef half = lp_build_const_vec(bld->gallivm, coord_bld->type, 0.5f);
944 LLVMValueRef length_minus_one = lp_build_sub(ivec_bld, width_vec, ivec_bld->one);
945 /* XXX drop height calcs. Could (should) do this without seamless filtering too */
946 height_vec = width_vec;
947 flt_height_vec = flt_width_vec;
949 /* XXX the overflow logic is actually sort of duplicated with trilinear,
950 * since an overflow in one mip should also have a corresponding overflow
953 /* should always have normalized coords, and offsets are undefined */
954 assert(bld->static_sampler_state->normalized_coords);
955 coord = lp_build_mul(coord_bld, coords[0], flt_width_vec);
956 /* instead of clamp, build mask if overflowed */
957 coord = lp_build_sub(coord_bld, coord, half);
958 /* convert to int, compute lerp weight */
959 /* not ideal with AVX (and no AVX2) */
960 lp_build_ifloor_fract(coord_bld, coord, &x0, &s_fpart);
961 x1 = lp_build_add(ivec_bld, x0, ivec_bld->one);
962 coord = lp_build_mul(coord_bld, coords[1], flt_height_vec);
963 coord = lp_build_sub(coord_bld, coord, half);
964 lp_build_ifloor_fract(coord_bld, coord, &y0, &t_fpart);
965 y1 = lp_build_add(ivec_bld, y0, ivec_bld->one);
967 fall_off[0] = lp_build_cmp(ivec_bld, PIPE_FUNC_LESS, x0, ivec_bld->zero);
968 fall_off[1] = lp_build_cmp(ivec_bld, PIPE_FUNC_GREATER, x1, length_minus_one);
969 fall_off[2] = lp_build_cmp(ivec_bld, PIPE_FUNC_LESS, y0, ivec_bld->zero);
970 fall_off[3] = lp_build_cmp(ivec_bld, PIPE_FUNC_GREATER, y1, length_minus_one);
972 fall_off_x = lp_build_or(ivec_bld, fall_off[0], fall_off[1]);
973 fall_off_y = lp_build_or(ivec_bld, fall_off[2], fall_off[3]);
974 have_edge = lp_build_or(ivec_bld, fall_off_x, fall_off_y);
975 have_edge = lp_build_any_true_range(ivec_bld, ivec_bld->type.length, have_edge);
977 /* needed for accurate corner filtering branch later, rely on 0 init */
978 int1t = LLVMInt1TypeInContext(bld->gallivm->context);
979 have_corners = lp_build_alloca(bld->gallivm, int1t, "have_corner");
981 for (texel_index = 0; texel_index < 4; texel_index++) {
982 xs[texel_index] = lp_build_alloca(bld->gallivm, ivec_bld->vec_type, "xs");
983 ys[texel_index] = lp_build_alloca(bld->gallivm, ivec_bld->vec_type, "ys");
984 zs[texel_index] = lp_build_alloca(bld->gallivm, ivec_bld->vec_type, "zs");
987 lp_build_if(&edge_if, bld->gallivm, have_edge);
989 have_corner = lp_build_and(ivec_bld, fall_off_x, fall_off_y);
990 have_corner = lp_build_any_true_range(ivec_bld, ivec_bld->type.length, have_corner);
991 LLVMBuildStore(builder, have_corner, have_corners);
994 * Need to feed clamped values here for cheap corner handling,
995 * but only for y coord (as when falling off both edges we only
996 * fall off the x one) - this should be sufficient.
998 y0_clamped = lp_build_max(ivec_bld, y0, ivec_bld->zero);
999 y1_clamped = lp_build_min(ivec_bld, y1, length_minus_one);
1002 * Get all possible new coords.
1004 lp_build_cube_new_coords(ivec_bld, face,
1005 x0, x1, y0_clamped, y1_clamped,
1007 new_faces, new_xcoords, new_ycoords);
1009 /* handle fall off x-, x+ direction */
1010 /* determine new coords, face (not both fall_off vars can be true at same time) */
1011 x00 = lp_build_select(ivec_bld, fall_off[0], new_xcoords[0][0], x0);
1012 y00 = lp_build_select(ivec_bld, fall_off[0], new_ycoords[0][0], y0_clamped);
1013 x10 = lp_build_select(ivec_bld, fall_off[0], new_xcoords[0][1], x0);
1014 y10 = lp_build_select(ivec_bld, fall_off[0], new_ycoords[0][1], y1_clamped);
1015 x01 = lp_build_select(ivec_bld, fall_off[1], new_xcoords[1][0], x1);
1016 y01 = lp_build_select(ivec_bld, fall_off[1], new_ycoords[1][0], y0_clamped);
1017 x11 = lp_build_select(ivec_bld, fall_off[1], new_xcoords[1][1], x1);
1018 y11 = lp_build_select(ivec_bld, fall_off[1], new_ycoords[1][1], y1_clamped);
1020 z00 = z10 = lp_build_select(ivec_bld, fall_off[0], new_faces[0], face);
1021 z01 = z11 = lp_build_select(ivec_bld, fall_off[1], new_faces[1], face);
1023 /* handle fall off y-, y+ direction */
1025 * Cheap corner logic: just hack up things so a texel doesn't fall
1026 * off both sides (which means filter weights will be wrong but we'll only
1027 * use valid texels in the filter).
1028 * This means however (y) coords must additionally be clamped (see above).
1029 * This corner handling should be fully OpenGL (but not d3d10) compliant.
1031 fall_off_ym_notxm = lp_build_andnot(ivec_bld, fall_off[2], fall_off[0]);
1032 fall_off_ym_notxp = lp_build_andnot(ivec_bld, fall_off[2], fall_off[1]);
1033 fall_off_yp_notxm = lp_build_andnot(ivec_bld, fall_off[3], fall_off[0]);
1034 fall_off_yp_notxp = lp_build_andnot(ivec_bld, fall_off[3], fall_off[1]);
1036 x00 = lp_build_select(ivec_bld, fall_off_ym_notxm, new_xcoords[2][0], x00);
1037 y00 = lp_build_select(ivec_bld, fall_off_ym_notxm, new_ycoords[2][0], y00);
1038 x01 = lp_build_select(ivec_bld, fall_off_ym_notxp, new_xcoords[2][1], x01);
1039 y01 = lp_build_select(ivec_bld, fall_off_ym_notxp, new_ycoords[2][1], y01);
1040 x10 = lp_build_select(ivec_bld, fall_off_yp_notxm, new_xcoords[3][0], x10);
1041 y10 = lp_build_select(ivec_bld, fall_off_yp_notxm, new_ycoords[3][0], y10);
1042 x11 = lp_build_select(ivec_bld, fall_off_yp_notxp, new_xcoords[3][1], x11);
1043 y11 = lp_build_select(ivec_bld, fall_off_yp_notxp, new_ycoords[3][1], y11);
1045 z00 = lp_build_select(ivec_bld, fall_off_ym_notxm, new_faces[2], z00);
1046 z01 = lp_build_select(ivec_bld, fall_off_ym_notxp, new_faces[2], z01);
1047 z10 = lp_build_select(ivec_bld, fall_off_yp_notxm, new_faces[3], z10);
1048 z11 = lp_build_select(ivec_bld, fall_off_yp_notxp, new_faces[3], z11);
1050 LLVMBuildStore(builder, x00, xs[0]);
1051 LLVMBuildStore(builder, x01, xs[1]);
1052 LLVMBuildStore(builder, x10, xs[2]);
1053 LLVMBuildStore(builder, x11, xs[3]);
1054 LLVMBuildStore(builder, y00, ys[0]);
1055 LLVMBuildStore(builder, y01, ys[1]);
1056 LLVMBuildStore(builder, y10, ys[2]);
1057 LLVMBuildStore(builder, y11, ys[3]);
1058 LLVMBuildStore(builder, z00, zs[0]);
1059 LLVMBuildStore(builder, z01, zs[1]);
1060 LLVMBuildStore(builder, z10, zs[2]);
1061 LLVMBuildStore(builder, z11, zs[3]);
1063 lp_build_else(&edge_if);
1065 LLVMBuildStore(builder, x0, xs[0]);
1066 LLVMBuildStore(builder, x1, xs[1]);
1067 LLVMBuildStore(builder, x0, xs[2]);
1068 LLVMBuildStore(builder, x1, xs[3]);
1069 LLVMBuildStore(builder, y0, ys[0]);
1070 LLVMBuildStore(builder, y0, ys[1]);
1071 LLVMBuildStore(builder, y1, ys[2]);
1072 LLVMBuildStore(builder, y1, ys[3]);
1073 LLVMBuildStore(builder, face, zs[0]);
1074 LLVMBuildStore(builder, face, zs[1]);
1075 LLVMBuildStore(builder, face, zs[2]);
1076 LLVMBuildStore(builder, face, zs[3]);
1078 lp_build_endif(&edge_if);
1080 x00 = LLVMBuildLoad(builder, xs[0], "");
1081 x01 = LLVMBuildLoad(builder, xs[1], "");
1082 x10 = LLVMBuildLoad(builder, xs[2], "");
1083 x11 = LLVMBuildLoad(builder, xs[3], "");
1084 y00 = LLVMBuildLoad(builder, ys[0], "");
1085 y01 = LLVMBuildLoad(builder, ys[1], "");
1086 y10 = LLVMBuildLoad(builder, ys[2], "");
1087 y11 = LLVMBuildLoad(builder, ys[3], "");
1088 z00 = LLVMBuildLoad(builder, zs[0], "");
1089 z01 = LLVMBuildLoad(builder, zs[1], "");
1090 z10 = LLVMBuildLoad(builder, zs[2], "");
1091 z11 = LLVMBuildLoad(builder, zs[3], "");
1096 * Whack filter weights into place. Whatever texel had more weight is
1097 * the one which should have been selected by nearest filtering hence
1098 * just use 100% weight for it.
1100 struct lp_build_context *c_bld = &bld->coord_bld;
1101 LLVMValueRef w1_mask, w1_weight;
1102 LLVMValueRef half = lp_build_const_vec(bld->gallivm, c_bld->type, 0.5f);
1104 w1_mask = lp_build_cmp(c_bld, PIPE_FUNC_GREATER, s_fpart, half);
1105 /* this select is really just a "and" */
1106 w1_weight = lp_build_select(c_bld, w1_mask, c_bld->one, c_bld->zero);
1107 s_fpart = lp_build_select(c_bld, linear_mask, s_fpart, w1_weight);
1109 w1_mask = lp_build_cmp(c_bld, PIPE_FUNC_GREATER, t_fpart, half);
1110 w1_weight = lp_build_select(c_bld, w1_mask, c_bld->one, c_bld->zero);
1111 t_fpart = lp_build_select(c_bld, linear_mask, t_fpart, w1_weight);
1113 w1_mask = lp_build_cmp(c_bld, PIPE_FUNC_GREATER, r_fpart, half);
1114 w1_weight = lp_build_select(c_bld, w1_mask, c_bld->one, c_bld->zero);
1115 r_fpart = lp_build_select(c_bld, linear_mask, r_fpart, w1_weight);
1121 * Get texture colors.
1123 /* get x0/x1 texels */
1124 lp_build_sample_texel_soa(bld,
1125 width_vec, height_vec, depth_vec,
1127 row_stride_vec, img_stride_vec,
1128 data_ptr, mipoffsets, neighbors[0][0]);
1129 lp_build_sample_texel_soa(bld,
1130 width_vec, height_vec, depth_vec,
1132 row_stride_vec, img_stride_vec,
1133 data_ptr, mipoffsets, neighbors[0][1]);
1136 if (bld->static_sampler_state->compare_mode == PIPE_TEX_COMPARE_NONE) {
1137 /* Interpolate two samples from 1D image to produce one color */
1138 for (chan = 0; chan < 4; chan++) {
1139 colors_out[chan] = lp_build_lerp(&bld->texel_bld, s_fpart,
1140 neighbors[0][0][chan],
1141 neighbors[0][1][chan],
1146 LLVMValueRef cmpval0, cmpval1;
1147 cmpval0 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][0][0]);
1148 cmpval1 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][1][0]);
1149 /* simplified lerp, AND mask with weight and add */
1150 colors_out[0] = lp_build_masklerp(&bld->texel_bld, s_fpart,
1152 colors_out[1] = colors_out[2] = colors_out[3] = colors_out[0];
1157 struct lp_build_if_state corner_if;
1158 LLVMValueRef colors0[4], colorss[4];
1160 /* get x0/x1 texels at y1 */
1161 lp_build_sample_texel_soa(bld,
1162 width_vec, height_vec, depth_vec,
1164 row_stride_vec, img_stride_vec,
1165 data_ptr, mipoffsets, neighbors[1][0]);
1166 lp_build_sample_texel_soa(bld,
1167 width_vec, height_vec, depth_vec,
1169 row_stride_vec, img_stride_vec,
1170 data_ptr, mipoffsets, neighbors[1][1]);
1173 * To avoid having to duplicate linear_mask / fetch code use
1174 * another branch (with corner condition though edge would work
1177 if (accurate_cube_corners) {
1178 LLVMValueRef w00, w01, w10, w11, wx0, wy0;
1179 LLVMValueRef c_weight, c00, c01, c10, c11;
1180 LLVMValueRef have_corner, one_third, tmp;
1182 colorss[0] = lp_build_alloca(bld->gallivm, coord_bld->vec_type, "cs");
1183 colorss[1] = lp_build_alloca(bld->gallivm, coord_bld->vec_type, "cs");
1184 colorss[2] = lp_build_alloca(bld->gallivm, coord_bld->vec_type, "cs");
1185 colorss[3] = lp_build_alloca(bld->gallivm, coord_bld->vec_type, "cs");
1187 have_corner = LLVMBuildLoad(builder, have_corners, "");
1189 lp_build_if(&corner_if, bld->gallivm, have_corner);
1192 * we can't use standard 2d lerp as we need per-element weight
1193 * in case of corners, so just calculate bilinear result as
1194 * w00*s00 + w01*s01 + w10*s10 + w11*s11.
1195 * (This is actually less work than using 2d lerp, 7 vs. 9 instructions,
1196 * however calculating the weights needs another 6, so actually probably
1197 * not slower than 2d lerp only for 4 channels as weights only need
1198 * to be calculated once - of course fixing the weights has additional cost.)
1200 wx0 = lp_build_sub(coord_bld, coord_bld->one, s_fpart);
1201 wy0 = lp_build_sub(coord_bld, coord_bld->one, t_fpart);
1202 w00 = lp_build_mul(coord_bld, wx0, wy0);
1203 w01 = lp_build_mul(coord_bld, s_fpart, wy0);
1204 w10 = lp_build_mul(coord_bld, wx0, t_fpart);
1205 w11 = lp_build_mul(coord_bld, s_fpart, t_fpart);
1207 /* find corner weight */
1208 c00 = lp_build_and(ivec_bld, fall_off[0], fall_off[2]);
1209 c_weight = lp_build_select(coord_bld, c00, w00, coord_bld->zero);
1210 c01 = lp_build_and(ivec_bld, fall_off[1], fall_off[2]);
1211 c_weight = lp_build_select(coord_bld, c01, w01, c_weight);
1212 c10 = lp_build_and(ivec_bld, fall_off[0], fall_off[3]);
1213 c_weight = lp_build_select(coord_bld, c10, w10, c_weight);
1214 c11 = lp_build_and(ivec_bld, fall_off[1], fall_off[3]);
1215 c_weight = lp_build_select(coord_bld, c11, w11, c_weight);
1218 * add 1/3 of the corner weight to each of the 3 other samples
1219 * and null out corner weight
1221 one_third = lp_build_const_vec(bld->gallivm, coord_bld->type, 1.0f/3.0f);
1222 c_weight = lp_build_mul(coord_bld, c_weight, one_third);
1223 w00 = lp_build_add(coord_bld, w00, c_weight);
1224 c00 = LLVMBuildBitCast(builder, c00, coord_bld->vec_type, "");
1225 w00 = lp_build_andnot(coord_bld, w00, c00);
1226 w01 = lp_build_add(coord_bld, w01, c_weight);
1227 c01 = LLVMBuildBitCast(builder, c01, coord_bld->vec_type, "");
1228 w01 = lp_build_andnot(coord_bld, w01, c01);
1229 w10 = lp_build_add(coord_bld, w10, c_weight);
1230 c10 = LLVMBuildBitCast(builder, c10, coord_bld->vec_type, "");
1231 w10 = lp_build_andnot(coord_bld, w10, c10);
1232 w11 = lp_build_add(coord_bld, w11, c_weight);
1233 c11 = LLVMBuildBitCast(builder, c11, coord_bld->vec_type, "");
1234 w11 = lp_build_andnot(coord_bld, w11, c11);
1236 if (bld->static_sampler_state->compare_mode == PIPE_TEX_COMPARE_NONE) {
1237 for (chan = 0; chan < 4; chan++) {
1238 colors0[chan] = lp_build_mul(coord_bld, w00, neighbors[0][0][chan]);
1239 tmp = lp_build_mul(coord_bld, w01, neighbors[0][1][chan]);
1240 colors0[chan] = lp_build_add(coord_bld, tmp, colors0[chan]);
1241 tmp = lp_build_mul(coord_bld, w10, neighbors[1][0][chan]);
1242 colors0[chan] = lp_build_add(coord_bld, tmp, colors0[chan]);
1243 tmp = lp_build_mul(coord_bld, w11, neighbors[1][1][chan]);
1244 colors0[chan] = lp_build_add(coord_bld, tmp, colors0[chan]);
1248 LLVMValueRef cmpval00, cmpval01, cmpval10, cmpval11;
1249 cmpval00 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][0][0]);
1250 cmpval01 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][1][0]);
1251 cmpval10 = lp_build_sample_comparefunc(bld, coords[4], neighbors[1][0][0]);
1252 cmpval11 = lp_build_sample_comparefunc(bld, coords[4], neighbors[1][1][0]);
1253 /* inputs to interpolation are just masks so just add masked weights together */
1254 cmpval00 = LLVMBuildBitCast(builder, cmpval00, coord_bld->vec_type, "");
1255 cmpval01 = LLVMBuildBitCast(builder, cmpval01, coord_bld->vec_type, "");
1256 cmpval10 = LLVMBuildBitCast(builder, cmpval10, coord_bld->vec_type, "");
1257 cmpval11 = LLVMBuildBitCast(builder, cmpval11, coord_bld->vec_type, "");
1258 colors0[0] = lp_build_and(coord_bld, w00, cmpval00);
1259 tmp = lp_build_and(coord_bld, w01, cmpval01);
1260 colors0[0] = lp_build_add(coord_bld, tmp, colors0[0]);
1261 tmp = lp_build_and(coord_bld, w10, cmpval10);
1262 colors0[0] = lp_build_add(coord_bld, tmp, colors0[0]);
1263 tmp = lp_build_and(coord_bld, w11, cmpval11);
1264 colors0[0] = lp_build_add(coord_bld, tmp, colors0[0]);
1265 colors0[1] = colors0[2] = colors0[3] = colors0[0];
1268 LLVMBuildStore(builder, colors0[0], colorss[0]);
1269 LLVMBuildStore(builder, colors0[1], colorss[1]);
1270 LLVMBuildStore(builder, colors0[2], colorss[2]);
1271 LLVMBuildStore(builder, colors0[3], colorss[3]);
1273 lp_build_else(&corner_if);
1276 if (bld->static_sampler_state->compare_mode == PIPE_TEX_COMPARE_NONE) {
1277 /* Bilinear interpolate the four samples from the 2D image / 3D slice */
1278 for (chan = 0; chan < 4; chan++) {
1279 colors0[chan] = lp_build_lerp_2d(&bld->texel_bld,
1281 neighbors[0][0][chan],
1282 neighbors[0][1][chan],
1283 neighbors[1][0][chan],
1284 neighbors[1][1][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 colors0[0] = lp_build_masklerp2d(&bld->texel_bld, s_fpart, t_fpart,
1295 cmpval00, cmpval01, cmpval10, cmpval11);
1296 colors0[1] = colors0[2] = colors0[3] = colors0[0];
1299 if (accurate_cube_corners) {
1300 LLVMBuildStore(builder, colors0[0], colorss[0]);
1301 LLVMBuildStore(builder, colors0[1], colorss[1]);
1302 LLVMBuildStore(builder, colors0[2], colorss[2]);
1303 LLVMBuildStore(builder, colors0[3], colorss[3]);
1305 lp_build_endif(&corner_if);
1307 colors0[0] = LLVMBuildLoad(builder, colorss[0], "");
1308 colors0[1] = LLVMBuildLoad(builder, colorss[1], "");
1309 colors0[2] = LLVMBuildLoad(builder, colorss[2], "");
1310 colors0[3] = LLVMBuildLoad(builder, colorss[3], "");
1314 LLVMValueRef neighbors1[2][2][4];
1315 LLVMValueRef colors1[4];
1317 /* get x0/x1/y0/y1 texels at z1 */
1318 lp_build_sample_texel_soa(bld,
1319 width_vec, height_vec, depth_vec,
1321 row_stride_vec, img_stride_vec,
1322 data_ptr, mipoffsets, neighbors1[0][0]);
1323 lp_build_sample_texel_soa(bld,
1324 width_vec, height_vec, depth_vec,
1326 row_stride_vec, img_stride_vec,
1327 data_ptr, mipoffsets, neighbors1[0][1]);
1328 lp_build_sample_texel_soa(bld,
1329 width_vec, height_vec, depth_vec,
1331 row_stride_vec, img_stride_vec,
1332 data_ptr, mipoffsets, neighbors1[1][0]);
1333 lp_build_sample_texel_soa(bld,
1334 width_vec, height_vec, depth_vec,
1336 row_stride_vec, img_stride_vec,
1337 data_ptr, mipoffsets, neighbors1[1][1]);
1339 if (bld->static_sampler_state->compare_mode == PIPE_TEX_COMPARE_NONE) {
1340 /* Bilinear interpolate the four samples from the second Z slice */
1341 for (chan = 0; chan < 4; chan++) {
1342 colors1[chan] = lp_build_lerp_2d(&bld->texel_bld,
1344 neighbors1[0][0][chan],
1345 neighbors1[0][1][chan],
1346 neighbors1[1][0][chan],
1347 neighbors1[1][1][chan],
1350 /* Linearly interpolate the two samples from the two 3D slices */
1351 for (chan = 0; chan < 4; chan++) {
1352 colors_out[chan] = lp_build_lerp(&bld->texel_bld,
1354 colors0[chan], colors1[chan],
1359 LLVMValueRef cmpval00, cmpval01, cmpval10, cmpval11;
1360 cmpval00 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][0][0]);
1361 cmpval01 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][1][0]);
1362 cmpval10 = lp_build_sample_comparefunc(bld, coords[4], neighbors[1][0][0]);
1363 cmpval11 = lp_build_sample_comparefunc(bld, coords[4], neighbors[1][1][0]);
1364 colors1[0] = lp_build_masklerp2d(&bld->texel_bld, s_fpart, t_fpart,
1365 cmpval00, cmpval01, cmpval10, cmpval11);
1366 /* Linearly interpolate the two samples from the two 3D slices */
1367 colors_out[0] = lp_build_lerp(&bld->texel_bld,
1369 colors0[0], colors1[0],
1371 colors_out[1] = colors_out[2] = colors_out[3] = colors_out[0];
1376 for (chan = 0; chan < 4; chan++) {
1377 colors_out[chan] = colors0[chan];
1385 * Sample the texture/mipmap using given image filter and mip filter.
1386 * ilevel0 and ilevel1 indicate the two mipmap levels to sample
1387 * from (vectors or scalars).
1388 * If we're using nearest miplevel sampling the '1' values will be null/unused.
1391 lp_build_sample_mipmap(struct lp_build_sample_context *bld,
1392 unsigned img_filter,
1393 unsigned mip_filter,
1394 LLVMValueRef *coords,
1395 const LLVMValueRef *offsets,
1396 LLVMValueRef ilevel0,
1397 LLVMValueRef ilevel1,
1398 LLVMValueRef lod_fpart,
1399 LLVMValueRef *colors_out)
1401 LLVMBuilderRef builder = bld->gallivm->builder;
1402 LLVMValueRef size0 = NULL;
1403 LLVMValueRef size1 = NULL;
1404 LLVMValueRef row_stride0_vec = NULL;
1405 LLVMValueRef row_stride1_vec = NULL;
1406 LLVMValueRef img_stride0_vec = NULL;
1407 LLVMValueRef img_stride1_vec = NULL;
1408 LLVMValueRef data_ptr0 = NULL;
1409 LLVMValueRef data_ptr1 = NULL;
1410 LLVMValueRef mipoff0 = NULL;
1411 LLVMValueRef mipoff1 = NULL;
1412 LLVMValueRef colors0[4], colors1[4];
1415 /* sample the first mipmap level */
1416 lp_build_mipmap_level_sizes(bld, ilevel0,
1418 &row_stride0_vec, &img_stride0_vec);
1419 if (bld->num_mips == 1) {
1420 data_ptr0 = lp_build_get_mipmap_level(bld, ilevel0);
1423 /* This path should work for num_lods 1 too but slightly less efficient */
1424 data_ptr0 = bld->base_ptr;
1425 mipoff0 = lp_build_get_mip_offsets(bld, ilevel0);
1427 if (img_filter == PIPE_TEX_FILTER_NEAREST) {
1428 lp_build_sample_image_nearest(bld, size0,
1429 row_stride0_vec, img_stride0_vec,
1430 data_ptr0, mipoff0, coords, offsets,
1434 assert(img_filter == PIPE_TEX_FILTER_LINEAR);
1435 lp_build_sample_image_linear(bld, size0, NULL,
1436 row_stride0_vec, img_stride0_vec,
1437 data_ptr0, mipoff0, coords, offsets,
1441 /* Store the first level's colors in the output variables */
1442 for (chan = 0; chan < 4; chan++) {
1443 LLVMBuildStore(builder, colors0[chan], colors_out[chan]);
1446 if (mip_filter == PIPE_TEX_MIPFILTER_LINEAR) {
1447 struct lp_build_if_state if_ctx;
1448 LLVMValueRef need_lerp;
1450 /* need_lerp = lod_fpart > 0 */
1451 if (bld->num_lods == 1) {
1452 need_lerp = LLVMBuildFCmp(builder, LLVMRealUGT,
1453 lod_fpart, bld->lodf_bld.zero,
1458 * We'll do mip filtering if any of the quads (or individual
1459 * pixel in case of per-pixel lod) need it.
1460 * It might be better to split the vectors here and only fetch/filter
1461 * quads which need it (if there's one lod per quad).
1463 need_lerp = lp_build_compare(bld->gallivm, bld->lodf_bld.type,
1465 lod_fpart, bld->lodf_bld.zero);
1466 need_lerp = lp_build_any_true_range(&bld->lodi_bld, bld->num_lods, need_lerp);
1469 lp_build_if(&if_ctx, bld->gallivm, need_lerp);
1472 * We unfortunately need to clamp lod_fpart here since we can get
1473 * negative values which would screw up filtering if not all
1474 * lod_fpart values have same sign.
1476 lod_fpart = lp_build_max(&bld->lodf_bld, lod_fpart,
1477 bld->lodf_bld.zero);
1478 /* sample the second mipmap level */
1479 lp_build_mipmap_level_sizes(bld, ilevel1,
1481 &row_stride1_vec, &img_stride1_vec);
1482 if (bld->num_mips == 1) {
1483 data_ptr1 = lp_build_get_mipmap_level(bld, ilevel1);
1486 data_ptr1 = bld->base_ptr;
1487 mipoff1 = lp_build_get_mip_offsets(bld, ilevel1);
1489 if (img_filter == PIPE_TEX_FILTER_NEAREST) {
1490 lp_build_sample_image_nearest(bld, size1,
1491 row_stride1_vec, img_stride1_vec,
1492 data_ptr1, mipoff1, coords, offsets,
1496 lp_build_sample_image_linear(bld, size1, NULL,
1497 row_stride1_vec, img_stride1_vec,
1498 data_ptr1, mipoff1, coords, offsets,
1502 /* interpolate samples from the two mipmap levels */
1504 if (bld->num_lods != bld->coord_type.length)
1505 lod_fpart = lp_build_unpack_broadcast_aos_scalars(bld->gallivm,
1507 bld->texel_bld.type,
1510 for (chan = 0; chan < 4; chan++) {
1511 colors0[chan] = lp_build_lerp(&bld->texel_bld, lod_fpart,
1512 colors0[chan], colors1[chan],
1514 LLVMBuildStore(builder, colors0[chan], colors_out[chan]);
1517 lp_build_endif(&if_ctx);
1523 * Sample the texture/mipmap using given mip filter, and using
1524 * both nearest and linear filtering at the same time depending
1526 * lod can be per quad but linear_mask is always per pixel.
1527 * ilevel0 and ilevel1 indicate the two mipmap levels to sample
1528 * from (vectors or scalars).
1529 * If we're using nearest miplevel sampling the '1' values will be null/unused.
1532 lp_build_sample_mipmap_both(struct lp_build_sample_context *bld,
1533 LLVMValueRef linear_mask,
1534 unsigned mip_filter,
1535 LLVMValueRef *coords,
1536 const LLVMValueRef *offsets,
1537 LLVMValueRef ilevel0,
1538 LLVMValueRef ilevel1,
1539 LLVMValueRef lod_fpart,
1540 LLVMValueRef lod_positive,
1541 LLVMValueRef *colors_out)
1543 LLVMBuilderRef builder = bld->gallivm->builder;
1544 LLVMValueRef size0 = NULL;
1545 LLVMValueRef size1 = NULL;
1546 LLVMValueRef row_stride0_vec = NULL;
1547 LLVMValueRef row_stride1_vec = NULL;
1548 LLVMValueRef img_stride0_vec = NULL;
1549 LLVMValueRef img_stride1_vec = NULL;
1550 LLVMValueRef data_ptr0 = NULL;
1551 LLVMValueRef data_ptr1 = NULL;
1552 LLVMValueRef mipoff0 = NULL;
1553 LLVMValueRef mipoff1 = NULL;
1554 LLVMValueRef colors0[4], colors1[4];
1557 /* sample the first mipmap level */
1558 lp_build_mipmap_level_sizes(bld, ilevel0,
1560 &row_stride0_vec, &img_stride0_vec);
1561 if (bld->num_mips == 1) {
1562 data_ptr0 = lp_build_get_mipmap_level(bld, ilevel0);
1565 /* This path should work for num_lods 1 too but slightly less efficient */
1566 data_ptr0 = bld->base_ptr;
1567 mipoff0 = lp_build_get_mip_offsets(bld, ilevel0);
1570 lp_build_sample_image_linear(bld, size0, linear_mask,
1571 row_stride0_vec, img_stride0_vec,
1572 data_ptr0, mipoff0, coords, offsets,
1575 /* Store the first level's colors in the output variables */
1576 for (chan = 0; chan < 4; chan++) {
1577 LLVMBuildStore(builder, colors0[chan], colors_out[chan]);
1580 if (mip_filter == PIPE_TEX_MIPFILTER_LINEAR) {
1581 struct lp_build_if_state if_ctx;
1582 LLVMValueRef need_lerp;
1585 * We'll do mip filtering if any of the quads (or individual
1586 * pixel in case of per-pixel lod) need it.
1587 * Note using lod_positive here not lod_fpart since it may be the same
1588 * condition as that used in the outer "if" in the caller hence llvm
1589 * should be able to merge the branches in this case.
1591 need_lerp = lp_build_any_true_range(&bld->lodi_bld, bld->num_lods, lod_positive);
1593 lp_build_if(&if_ctx, bld->gallivm, need_lerp);
1596 * We unfortunately need to clamp lod_fpart here since we can get
1597 * negative values which would screw up filtering if not all
1598 * lod_fpart values have same sign.
1600 lod_fpart = lp_build_max(&bld->lodf_bld, lod_fpart,
1601 bld->lodf_bld.zero);
1602 /* sample the second mipmap level */
1603 lp_build_mipmap_level_sizes(bld, ilevel1,
1605 &row_stride1_vec, &img_stride1_vec);
1606 if (bld->num_mips == 1) {
1607 data_ptr1 = lp_build_get_mipmap_level(bld, ilevel1);
1610 data_ptr1 = bld->base_ptr;
1611 mipoff1 = lp_build_get_mip_offsets(bld, ilevel1);
1614 lp_build_sample_image_linear(bld, size1, linear_mask,
1615 row_stride1_vec, img_stride1_vec,
1616 data_ptr1, mipoff1, coords, offsets,
1619 /* interpolate samples from the two mipmap levels */
1621 if (bld->num_lods != bld->coord_type.length)
1622 lod_fpart = lp_build_unpack_broadcast_aos_scalars(bld->gallivm,
1624 bld->texel_bld.type,
1627 for (chan = 0; chan < 4; chan++) {
1628 colors0[chan] = lp_build_lerp(&bld->texel_bld, lod_fpart,
1629 colors0[chan], colors1[chan],
1631 LLVMBuildStore(builder, colors0[chan], colors_out[chan]);
1634 lp_build_endif(&if_ctx);
1640 * Build (per-coord) layer value.
1641 * Either clamp layer to valid values or fill in optional out_of_bounds
1642 * value and just return value unclamped.
1645 lp_build_layer_coord(struct lp_build_sample_context *bld,
1646 unsigned texture_unit,
1648 LLVMValueRef *out_of_bounds)
1650 LLVMValueRef num_layers;
1651 struct lp_build_context *int_coord_bld = &bld->int_coord_bld;
1653 num_layers = bld->dynamic_state->depth(bld->dynamic_state,
1654 bld->gallivm, texture_unit);
1656 if (out_of_bounds) {
1657 LLVMValueRef out1, out;
1658 num_layers = lp_build_broadcast_scalar(int_coord_bld, num_layers);
1659 out = lp_build_cmp(int_coord_bld, PIPE_FUNC_LESS, layer, int_coord_bld->zero);
1660 out1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_GEQUAL, layer, num_layers);
1661 *out_of_bounds = lp_build_or(int_coord_bld, out, out1);
1665 LLVMValueRef maxlayer;
1666 maxlayer = lp_build_sub(&bld->int_bld, num_layers, bld->int_bld.one);
1667 maxlayer = lp_build_broadcast_scalar(int_coord_bld, maxlayer);
1668 return lp_build_clamp(int_coord_bld, layer, int_coord_bld->zero, maxlayer);
1674 * Calculate cube face, lod, mip levels.
1677 lp_build_sample_common(struct lp_build_sample_context *bld,
1678 unsigned texture_index,
1679 unsigned sampler_index,
1680 LLVMValueRef *coords,
1681 const struct lp_derivatives *derivs, /* optional */
1682 LLVMValueRef lod_bias, /* optional */
1683 LLVMValueRef explicit_lod, /* optional */
1684 LLVMValueRef *lod_pos_or_zero,
1685 LLVMValueRef *lod_fpart,
1686 LLVMValueRef *ilevel0,
1687 LLVMValueRef *ilevel1)
1689 const unsigned mip_filter = bld->static_sampler_state->min_mip_filter;
1690 const unsigned min_filter = bld->static_sampler_state->min_img_filter;
1691 const unsigned mag_filter = bld->static_sampler_state->mag_img_filter;
1692 const unsigned target = bld->static_texture_state->target;
1693 LLVMValueRef first_level, cube_rho = NULL;
1694 LLVMValueRef lod_ipart = NULL;
1695 struct lp_derivatives cube_derivs;
1698 printf("%s mip %d min %d mag %d\n", __FUNCTION__,
1699 mip_filter, min_filter, mag_filter);
1703 * Choose cube face, recompute texcoords for the chosen face and
1704 * compute rho here too (as it requires transform of derivatives).
1706 if (target == PIPE_TEXTURE_CUBE) {
1707 boolean need_derivs;
1708 need_derivs = ((min_filter != mag_filter ||
1709 mip_filter != PIPE_TEX_MIPFILTER_NONE) &&
1710 !bld->static_sampler_state->min_max_lod_equal &&
1712 lp_build_cube_lookup(bld, coords, derivs, &cube_rho, &cube_derivs, need_derivs);
1713 derivs = &cube_derivs;
1715 else if (target == PIPE_TEXTURE_1D_ARRAY ||
1716 target == PIPE_TEXTURE_2D_ARRAY) {
1717 coords[2] = lp_build_iround(&bld->coord_bld, coords[2]);
1718 coords[2] = lp_build_layer_coord(bld, texture_index, coords[2], NULL);
1721 if (bld->static_sampler_state->compare_mode != PIPE_TEX_COMPARE_NONE) {
1723 * Clamp p coords to [0,1] for fixed function depth texture format here.
1724 * Technically this is not entirely correct for unorm depth as the ref value
1725 * should be converted to the depth format (quantization!) and comparison
1726 * then done in texture format. This would actually help performance (since
1727 * only need to do it once and could save the per-sample conversion of texels
1728 * to floats instead), but it would need more messy code (would need to push
1729 * at least some bits down to actual fetch so conversion could be skipped,
1730 * and would have ugly interaction with border color, would need to convert
1731 * border color to that format too or do some other tricks to make it work).
1733 const struct util_format_description *format_desc = bld->format_desc;
1735 /* not entirely sure we couldn't end up with non-valid swizzle here */
1736 chan_type = format_desc->swizzle[0] <= UTIL_FORMAT_SWIZZLE_W ?
1737 format_desc->channel[format_desc->swizzle[0]].type :
1738 UTIL_FORMAT_TYPE_FLOAT;
1739 if (chan_type != UTIL_FORMAT_TYPE_FLOAT) {
1740 coords[4] = lp_build_clamp(&bld->coord_bld, coords[4],
1741 bld->coord_bld.zero, bld->coord_bld.one);
1746 * Compute the level of detail (float).
1748 if (min_filter != mag_filter ||
1749 mip_filter != PIPE_TEX_MIPFILTER_NONE) {
1750 /* Need to compute lod either to choose mipmap levels or to
1751 * distinguish between minification/magnification with one mipmap level.
1753 lp_build_lod_selector(bld, texture_index, sampler_index,
1754 coords[0], coords[1], coords[2], cube_rho,
1755 derivs, lod_bias, explicit_lod,
1757 &lod_ipart, lod_fpart, lod_pos_or_zero);
1759 lod_ipart = bld->lodi_bld.zero;
1760 *lod_pos_or_zero = bld->lodi_bld.zero;
1763 if (bld->num_lods != bld->num_mips) {
1764 /* only makes sense if there's just a single mip level */
1765 assert(bld->num_mips == 1);
1766 lod_ipart = lp_build_extract_range(bld->gallivm, lod_ipart, 0, 1);
1770 * Compute integer mipmap level(s) to fetch texels from: ilevel0, ilevel1
1772 switch (mip_filter) {
1774 assert(0 && "bad mip_filter value in lp_build_sample_soa()");
1776 case PIPE_TEX_MIPFILTER_NONE:
1777 /* always use mip level 0 */
1778 if (HAVE_LLVM == 0x0207 && target == PIPE_TEXTURE_CUBE) {
1779 /* XXX this is a work-around for an apparent bug in LLVM 2.7.
1780 * We should be able to set ilevel0 = const(0) but that causes
1781 * bad x86 code to be emitted.
1784 lp_build_nearest_mip_level(bld, texture_index, lod_ipart, ilevel0, NULL);
1787 first_level = bld->dynamic_state->first_level(bld->dynamic_state,
1788 bld->gallivm, texture_index);
1789 first_level = lp_build_broadcast_scalar(&bld->leveli_bld, first_level);
1790 *ilevel0 = first_level;
1793 case PIPE_TEX_MIPFILTER_NEAREST:
1795 lp_build_nearest_mip_level(bld, texture_index, lod_ipart, ilevel0, NULL);
1797 case PIPE_TEX_MIPFILTER_LINEAR:
1800 lp_build_linear_mip_levels(bld, texture_index,
1801 lod_ipart, lod_fpart,
1808 lp_build_clamp_border_color(struct lp_build_sample_context *bld,
1809 unsigned sampler_unit)
1811 struct gallivm_state *gallivm = bld->gallivm;
1812 LLVMBuilderRef builder = gallivm->builder;
1813 LLVMValueRef border_color_ptr =
1814 bld->dynamic_state->border_color(bld->dynamic_state,
1815 gallivm, sampler_unit);
1816 LLVMValueRef border_color;
1817 const struct util_format_description *format_desc = bld->format_desc;
1818 struct lp_type vec4_type = bld->texel_type;
1819 struct lp_build_context vec4_bld;
1820 LLVMValueRef min_clamp = NULL;
1821 LLVMValueRef max_clamp = NULL;
1824 * For normalized format need to clamp border color (technically
1825 * probably should also quantize the data). Really sucks doing this
1826 * here but can't avoid at least for now since this is part of
1827 * sampler state and texture format is part of sampler_view state.
1828 * GL expects also expects clamping for uint/sint formats too so
1829 * do that as well (d3d10 can't end up here with uint/sint since it
1830 * only supports them with ld).
1832 vec4_type.length = 4;
1833 lp_build_context_init(&vec4_bld, gallivm, vec4_type);
1836 * Vectorized clamping of border color. Loading is a bit of a hack since
1837 * we just cast the pointer to float array to pointer to vec4
1840 border_color_ptr = lp_build_array_get_ptr(gallivm, border_color_ptr,
1841 lp_build_const_int32(gallivm, 0));
1842 border_color_ptr = LLVMBuildBitCast(builder, border_color_ptr,
1843 LLVMPointerType(vec4_bld.vec_type, 0), "");
1844 border_color = LLVMBuildLoad(builder, border_color_ptr, "");
1845 /* we don't have aligned type in the dynamic state unfortunately */
1846 lp_set_load_alignment(border_color, 4);
1849 * Instead of having some incredibly complex logic which will try to figure out
1850 * clamping necessary for each channel, simply use the first channel, and treat
1851 * mixed signed/unsigned normalized formats specially.
1852 * (Mixed non-normalized, which wouldn't work at all here, do not exist for a
1855 if (format_desc->layout == UTIL_FORMAT_LAYOUT_PLAIN) {
1857 /* d/s needs special handling because both present means just sampling depth */
1858 if (util_format_is_depth_and_stencil(format_desc->format)) {
1859 chan = format_desc->swizzle[0];
1862 chan = util_format_get_first_non_void_channel(format_desc->format);
1864 if (chan >= 0 && chan <= UTIL_FORMAT_SWIZZLE_W) {
1865 unsigned chan_type = format_desc->channel[chan].type;
1866 unsigned chan_norm = format_desc->channel[chan].normalized;
1867 unsigned chan_pure = format_desc->channel[chan].pure_integer;
1868 if (chan_type == UTIL_FORMAT_TYPE_SIGNED) {
1870 min_clamp = lp_build_const_vec(gallivm, vec4_type, -1.0F);
1871 max_clamp = vec4_bld.one;
1873 else if (chan_pure) {
1875 * Border color was stored as int, hence need min/max clamp
1876 * only if chan has less than 32 bits..
1878 unsigned chan_size = format_desc->channel[chan].size;
1879 if (chan_size < 32) {
1880 min_clamp = lp_build_const_int_vec(gallivm, vec4_type,
1881 0 - (1 << (chan_size - 1)));
1882 max_clamp = lp_build_const_int_vec(gallivm, vec4_type,
1883 (1 << (chan_size - 1)) - 1);
1886 /* TODO: no idea about non-pure, non-normalized! */
1888 else if (chan_type == UTIL_FORMAT_TYPE_UNSIGNED) {
1890 min_clamp = vec4_bld.zero;
1891 max_clamp = vec4_bld.one;
1894 * Need a ugly hack here, because we don't have Z32_FLOAT_X8X24
1895 * we use Z32_FLOAT_S8X24 to imply sampling depth component
1896 * and ignoring stencil, which will blow up here if we try to
1897 * do a uint clamp in a float texel build...
1898 * And even if we had that format, mesa st also thinks using z24s8
1899 * means depth sampling ignoring stencil.
1901 else if (chan_pure) {
1903 * Border color was stored as uint, hence never need min
1904 * clamp, and only need max clamp if chan has less than 32 bits.
1906 unsigned chan_size = format_desc->channel[chan].size;
1907 if (chan_size < 32) {
1908 max_clamp = lp_build_const_int_vec(gallivm, vec4_type,
1909 (1 << chan_size) - 1);
1911 /* TODO: no idea about non-pure, non-normalized! */
1914 else if (chan_type == UTIL_FORMAT_TYPE_FIXED) {
1915 /* TODO: I have no idea what clamp this would need if any! */
1918 /* mixed plain formats (or different pure size) */
1919 switch (format_desc->format) {
1920 case PIPE_FORMAT_B10G10R10A2_UINT:
1921 case PIPE_FORMAT_R10G10B10A2_UINT:
1923 unsigned max10 = (1 << 10) - 1;
1924 max_clamp = lp_build_const_aos(gallivm, vec4_type, max10, max10,
1925 max10, (1 << 2) - 1, NULL);
1928 case PIPE_FORMAT_R10SG10SB10SA2U_NORM:
1929 min_clamp = lp_build_const_aos(gallivm, vec4_type, -1.0F, -1.0F,
1931 max_clamp = vec4_bld.one;
1933 case PIPE_FORMAT_R8SG8SB8UX8U_NORM:
1934 case PIPE_FORMAT_R5SG5SB6U_NORM:
1935 min_clamp = lp_build_const_aos(gallivm, vec4_type, -1.0F, -1.0F,
1937 max_clamp = vec4_bld.one;
1944 /* cannot figure this out from format description */
1945 if (format_desc->layout == UTIL_FORMAT_LAYOUT_S3TC) {
1946 /* s3tc formats are always unorm */
1947 min_clamp = vec4_bld.zero;
1948 max_clamp = vec4_bld.one;
1950 else if (format_desc->layout == UTIL_FORMAT_LAYOUT_RGTC ||
1951 format_desc->layout == UTIL_FORMAT_LAYOUT_ETC) {
1952 switch (format_desc->format) {
1953 case PIPE_FORMAT_RGTC1_UNORM:
1954 case PIPE_FORMAT_RGTC2_UNORM:
1955 case PIPE_FORMAT_LATC1_UNORM:
1956 case PIPE_FORMAT_LATC2_UNORM:
1957 case PIPE_FORMAT_ETC1_RGB8:
1958 min_clamp = vec4_bld.zero;
1959 max_clamp = vec4_bld.one;
1961 case PIPE_FORMAT_RGTC1_SNORM:
1962 case PIPE_FORMAT_RGTC2_SNORM:
1963 case PIPE_FORMAT_LATC1_SNORM:
1964 case PIPE_FORMAT_LATC2_SNORM:
1965 min_clamp = lp_build_const_vec(gallivm, vec4_type, -1.0F);
1966 max_clamp = vec4_bld.one;
1974 * all others from subsampled/other group, though we don't care
1975 * about yuv (and should not have any from zs here)
1977 else if (format_desc->colorspace != UTIL_FORMAT_COLORSPACE_YUV){
1978 switch (format_desc->format) {
1979 case PIPE_FORMAT_R8G8_B8G8_UNORM:
1980 case PIPE_FORMAT_G8R8_G8B8_UNORM:
1981 case PIPE_FORMAT_G8R8_B8R8_UNORM:
1982 case PIPE_FORMAT_R8G8_R8B8_UNORM:
1983 case PIPE_FORMAT_R1_UNORM: /* doesn't make sense but ah well */
1984 min_clamp = vec4_bld.zero;
1985 max_clamp = vec4_bld.one;
1987 case PIPE_FORMAT_R8G8Bx_SNORM:
1988 min_clamp = lp_build_const_vec(gallivm, vec4_type, -1.0F);
1989 max_clamp = vec4_bld.one;
1992 * Note smallfloat formats usually don't need clamping
1993 * (they still have infinite range) however this is not
1994 * true for r11g11b10 and r9g9b9e5, which can't represent
1995 * negative numbers (and additionally r9g9b9e5 can't represent
1996 * very large numbers). d3d10 seems happy without clamping in
1997 * this case, but gl spec is pretty clear: "for floating
1998 * point and integer formats, border values are clamped to
1999 * the representable range of the format" so do that here.
2001 case PIPE_FORMAT_R11G11B10_FLOAT:
2002 min_clamp = vec4_bld.zero;
2004 case PIPE_FORMAT_R9G9B9E5_FLOAT:
2005 min_clamp = vec4_bld.zero;
2006 max_clamp = lp_build_const_vec(gallivm, vec4_type, MAX_RGB9E5);
2016 border_color = lp_build_max(&vec4_bld, border_color, min_clamp);
2019 border_color = lp_build_min(&vec4_bld, border_color, max_clamp);
2022 bld->border_color_clamped = border_color;
2027 * General texture sampling codegen.
2028 * This function handles texture sampling for all texture targets (1D,
2029 * 2D, 3D, cube) and all filtering modes.
2032 lp_build_sample_general(struct lp_build_sample_context *bld,
2033 unsigned sampler_unit,
2034 LLVMValueRef *coords,
2035 const LLVMValueRef *offsets,
2036 LLVMValueRef lod_positive,
2037 LLVMValueRef lod_fpart,
2038 LLVMValueRef ilevel0,
2039 LLVMValueRef ilevel1,
2040 LLVMValueRef *colors_out)
2042 LLVMBuilderRef builder = bld->gallivm->builder;
2043 const struct lp_static_sampler_state *sampler_state = bld->static_sampler_state;
2044 const unsigned mip_filter = sampler_state->min_mip_filter;
2045 const unsigned min_filter = sampler_state->min_img_filter;
2046 const unsigned mag_filter = sampler_state->mag_img_filter;
2047 LLVMValueRef texels[4];
2050 /* if we need border color, (potentially) clamp it now */
2051 if (lp_sampler_wrap_mode_uses_border_color(sampler_state->wrap_s,
2055 lp_sampler_wrap_mode_uses_border_color(sampler_state->wrap_t,
2059 lp_sampler_wrap_mode_uses_border_color(sampler_state->wrap_r,
2062 lp_build_clamp_border_color(bld, sampler_unit);
2067 * Get/interpolate texture colors.
2070 for (chan = 0; chan < 4; ++chan) {
2071 texels[chan] = lp_build_alloca(bld->gallivm, bld->texel_bld.vec_type, "");
2072 lp_build_name(texels[chan], "sampler%u_texel_%c_var", sampler_unit, "xyzw"[chan]);
2075 if (min_filter == mag_filter) {
2076 /* no need to distinguish between minification and magnification */
2077 lp_build_sample_mipmap(bld, min_filter, mip_filter,
2079 ilevel0, ilevel1, lod_fpart,
2084 * Could also get rid of the if-logic and always use mipmap_both, both
2085 * for the single lod and multi-lod case if nothing really uses this.
2087 if (bld->num_lods == 1) {
2088 /* Emit conditional to choose min image filter or mag image filter
2089 * depending on the lod being > 0 or <= 0, respectively.
2091 struct lp_build_if_state if_ctx;
2093 lod_positive = LLVMBuildTrunc(builder, lod_positive,
2094 LLVMInt1TypeInContext(bld->gallivm->context), "");
2096 lp_build_if(&if_ctx, bld->gallivm, lod_positive);
2098 /* Use the minification filter */
2099 lp_build_sample_mipmap(bld, min_filter, mip_filter,
2101 ilevel0, ilevel1, lod_fpart,
2104 lp_build_else(&if_ctx);
2106 /* Use the magnification filter */
2107 lp_build_sample_mipmap(bld, mag_filter, PIPE_TEX_MIPFILTER_NONE,
2109 ilevel0, NULL, NULL,
2112 lp_build_endif(&if_ctx);
2115 LLVMValueRef need_linear, linear_mask;
2116 unsigned mip_filter_for_nearest;
2117 struct lp_build_if_state if_ctx;
2119 if (min_filter == PIPE_TEX_FILTER_LINEAR) {
2120 linear_mask = lod_positive;
2121 mip_filter_for_nearest = PIPE_TEX_MIPFILTER_NONE;
2124 linear_mask = lp_build_not(&bld->lodi_bld, lod_positive);
2125 mip_filter_for_nearest = mip_filter;
2127 need_linear = lp_build_any_true_range(&bld->lodi_bld, bld->num_lods,
2130 if (bld->num_lods != bld->coord_type.length) {
2131 linear_mask = lp_build_unpack_broadcast_aos_scalars(bld->gallivm,
2133 bld->int_coord_type,
2137 lp_build_if(&if_ctx, bld->gallivm, need_linear);
2140 * Do sampling with both filters simultaneously. This means using
2141 * a linear filter and doing some tricks (with weights) for the pixels
2142 * which need nearest filter.
2143 * Note that it's probably rare some pixels need nearest and some
2144 * linear filter but the fixups required for the nearest pixels
2145 * aren't all that complicated so just always run a combined path
2146 * if at least some pixels require linear.
2148 lp_build_sample_mipmap_both(bld, linear_mask, mip_filter,
2151 lod_fpart, lod_positive,
2154 lp_build_else(&if_ctx);
2157 * All pixels require just nearest filtering, which is way
2158 * cheaper than linear, hence do a separate path for that.
2160 lp_build_sample_mipmap(bld, PIPE_TEX_FILTER_NEAREST,
2161 mip_filter_for_nearest,
2163 ilevel0, ilevel1, lod_fpart,
2166 lp_build_endif(&if_ctx);
2170 for (chan = 0; chan < 4; ++chan) {
2171 colors_out[chan] = LLVMBuildLoad(builder, texels[chan], "");
2172 lp_build_name(colors_out[chan], "sampler%u_texel_%c", sampler_unit, "xyzw"[chan]);
2178 * Texel fetch function.
2179 * In contrast to general sampling there is no filtering, no coord minification,
2180 * lod (if any) is always explicit uint, coords are uints (in terms of texel units)
2181 * directly to be applied to the selected mip level (after adding texel offsets).
2182 * This function handles texel fetch for all targets where texel fetch is supported
2183 * (no cube maps, but 1d, 2d, 3d are supported, arrays and buffers should be too).
2186 lp_build_fetch_texel(struct lp_build_sample_context *bld,
2187 unsigned texture_unit,
2188 const LLVMValueRef *coords,
2189 LLVMValueRef explicit_lod,
2190 const LLVMValueRef *offsets,
2191 LLVMValueRef *colors_out)
2193 struct lp_build_context *perquadi_bld = &bld->lodi_bld;
2194 struct lp_build_context *int_coord_bld = &bld->int_coord_bld;
2195 unsigned dims = bld->dims, chan;
2196 unsigned target = bld->static_texture_state->target;
2197 boolean out_of_bound_ret_zero = TRUE;
2198 LLVMValueRef size, ilevel;
2199 LLVMValueRef row_stride_vec = NULL, img_stride_vec = NULL;
2200 LLVMValueRef x = coords[0], y = coords[1], z = coords[2];
2201 LLVMValueRef width, height, depth, i, j;
2202 LLVMValueRef offset, out_of_bounds, out1;
2204 out_of_bounds = int_coord_bld->zero;
2206 if (explicit_lod && bld->static_texture_state->target != PIPE_BUFFER) {
2207 if (bld->num_mips != int_coord_bld->type.length) {
2208 ilevel = lp_build_pack_aos_scalars(bld->gallivm, int_coord_bld->type,
2209 perquadi_bld->type, explicit_lod, 0);
2212 ilevel = explicit_lod;
2214 lp_build_nearest_mip_level(bld, texture_unit, ilevel, &ilevel,
2215 out_of_bound_ret_zero ? &out_of_bounds : NULL);
2218 assert(bld->num_mips == 1);
2219 if (bld->static_texture_state->target != PIPE_BUFFER) {
2220 ilevel = bld->dynamic_state->first_level(bld->dynamic_state,
2221 bld->gallivm, texture_unit);
2224 ilevel = lp_build_const_int32(bld->gallivm, 0);
2227 lp_build_mipmap_level_sizes(bld, ilevel,
2229 &row_stride_vec, &img_stride_vec);
2230 lp_build_extract_image_sizes(bld, &bld->int_size_bld, int_coord_bld->type,
2231 size, &width, &height, &depth);
2233 if (target == PIPE_TEXTURE_1D_ARRAY ||
2234 target == PIPE_TEXTURE_2D_ARRAY) {
2235 if (out_of_bound_ret_zero) {
2236 z = lp_build_layer_coord(bld, texture_unit, z, &out1);
2237 out_of_bounds = lp_build_or(int_coord_bld, out_of_bounds, out1);
2240 z = lp_build_layer_coord(bld, texture_unit, z, NULL);
2244 /* This is a lot like border sampling */
2247 * coords are really unsigned, offsets are signed, but I don't think
2248 * exceeding 31 bits is possible
2250 x = lp_build_add(int_coord_bld, x, offsets[0]);
2252 out1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_LESS, x, int_coord_bld->zero);
2253 out_of_bounds = lp_build_or(int_coord_bld, out_of_bounds, out1);
2254 out1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_GEQUAL, x, width);
2255 out_of_bounds = lp_build_or(int_coord_bld, out_of_bounds, out1);
2259 y = lp_build_add(int_coord_bld, y, offsets[1]);
2261 out1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_LESS, y, int_coord_bld->zero);
2262 out_of_bounds = lp_build_or(int_coord_bld, out_of_bounds, out1);
2263 out1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_GEQUAL, y, height);
2264 out_of_bounds = lp_build_or(int_coord_bld, out_of_bounds, out1);
2268 z = lp_build_add(int_coord_bld, z, offsets[2]);
2270 out1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_LESS, z, int_coord_bld->zero);
2271 out_of_bounds = lp_build_or(int_coord_bld, out_of_bounds, out1);
2272 out1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_GEQUAL, z, depth);
2273 out_of_bounds = lp_build_or(int_coord_bld, out_of_bounds, out1);
2277 lp_build_sample_offset(int_coord_bld,
2279 x, y, z, row_stride_vec, img_stride_vec,
2282 if (bld->static_texture_state->target != PIPE_BUFFER) {
2283 offset = lp_build_add(int_coord_bld, offset,
2284 lp_build_get_mip_offsets(bld, ilevel));
2287 offset = lp_build_andnot(int_coord_bld, offset, out_of_bounds);
2289 lp_build_fetch_rgba_soa(bld->gallivm,
2292 bld->base_ptr, offset,
2296 if (out_of_bound_ret_zero) {
2298 * Only needed for ARB_robust_buffer_access_behavior and d3d10.
2299 * Could use min/max above instead of out-of-bounds comparisons
2300 * if we don't care about the result returned for out-of-bounds.
2302 for (chan = 0; chan < 4; chan++) {
2303 colors_out[chan] = lp_build_select(&bld->texel_bld, out_of_bounds,
2304 bld->texel_bld.zero, colors_out[chan]);
2311 * Just set texels to white instead of actually sampling the texture.
2315 lp_build_sample_nop(struct gallivm_state *gallivm,
2316 struct lp_type type,
2317 const LLVMValueRef *coords,
2318 LLVMValueRef texel_out[4])
2320 LLVMValueRef one = lp_build_one(gallivm, type);
2323 for (chan = 0; chan < 4; chan++) {
2324 texel_out[chan] = one;
2330 * Build texture sampling code.
2331 * 'texel' will return a vector of four LLVMValueRefs corresponding to
2333 * \param type vector float type to use for coords, etc.
2334 * \param is_fetch if this is a texel fetch instruction.
2335 * \param derivs partial derivatives of (s,t,r,q) with respect to x and y
2338 lp_build_sample_soa(struct gallivm_state *gallivm,
2339 const struct lp_static_texture_state *static_texture_state,
2340 const struct lp_static_sampler_state *static_sampler_state,
2341 struct lp_sampler_dynamic_state *dynamic_state,
2342 struct lp_type type,
2344 unsigned texture_index,
2345 unsigned sampler_index,
2346 const LLVMValueRef *coords,
2347 const LLVMValueRef *offsets,
2348 const struct lp_derivatives *derivs, /* optional */
2349 LLVMValueRef lod_bias, /* optional */
2350 LLVMValueRef explicit_lod, /* optional */
2351 enum lp_sampler_lod_property lod_property,
2352 LLVMValueRef texel_out[4])
2354 unsigned target = static_texture_state->target;
2355 unsigned dims = texture_dims(target);
2356 unsigned num_quads = type.length / 4;
2357 unsigned mip_filter, min_img_filter, mag_img_filter, i;
2358 struct lp_build_sample_context bld;
2359 struct lp_static_sampler_state derived_sampler_state = *static_sampler_state;
2360 LLVMTypeRef i32t = LLVMInt32TypeInContext(gallivm->context);
2361 LLVMBuilderRef builder = gallivm->builder;
2362 LLVMValueRef tex_width, newcoords[5];
2365 enum pipe_format fmt = static_texture_state->format;
2366 debug_printf("Sample from %s\n", util_format_name(fmt));
2369 if (static_texture_state->format == PIPE_FORMAT_NONE) {
2371 * If there's nothing bound, format is NONE, and we must return
2372 * all zero as mandated by d3d10 in this case.
2375 LLVMValueRef zero = lp_build_const_vec(gallivm, type, 0.0F);
2376 for (chan = 0; chan < 4; chan++) {
2377 texel_out[chan] = zero;
2382 assert(type.floating);
2384 /* Setup our build context */
2385 memset(&bld, 0, sizeof bld);
2386 bld.gallivm = gallivm;
2387 bld.static_sampler_state = &derived_sampler_state;
2388 bld.static_texture_state = static_texture_state;
2389 bld.dynamic_state = dynamic_state;
2390 bld.format_desc = util_format_description(static_texture_state->format);
2393 bld.vector_width = lp_type_width(type);
2395 bld.float_type = lp_type_float(32);
2396 bld.int_type = lp_type_int(32);
2397 bld.coord_type = type;
2398 bld.int_coord_type = lp_int_type(type);
2399 bld.float_size_in_type = lp_type_float(32);
2400 bld.float_size_in_type.length = dims > 1 ? 4 : 1;
2401 bld.int_size_in_type = lp_int_type(bld.float_size_in_type);
2402 bld.texel_type = type;
2404 /* always using the first channel hopefully should be safe,
2405 * if not things WILL break in other places anyway.
2407 if (bld.format_desc->colorspace == UTIL_FORMAT_COLORSPACE_RGB &&
2408 bld.format_desc->channel[0].pure_integer) {
2409 if (bld.format_desc->channel[0].type == UTIL_FORMAT_TYPE_SIGNED) {
2410 bld.texel_type = lp_type_int_vec(type.width, type.width * type.length);
2412 else if (bld.format_desc->channel[0].type == UTIL_FORMAT_TYPE_UNSIGNED) {
2413 bld.texel_type = lp_type_uint_vec(type.width, type.width * type.length);
2416 else if (util_format_has_stencil(bld.format_desc) &&
2417 !util_format_has_depth(bld.format_desc)) {
2418 /* for stencil only formats, sample stencil (uint) */
2419 bld.texel_type = lp_type_int_vec(type.width, type.width * type.length);
2422 if (!static_texture_state->level_zero_only) {
2423 derived_sampler_state.min_mip_filter = static_sampler_state->min_mip_filter;
2425 derived_sampler_state.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
2427 mip_filter = derived_sampler_state.min_mip_filter;
2430 debug_printf(" .min_mip_filter = %u\n", derived_sampler_state.min_mip_filter);
2433 if (static_texture_state->target == PIPE_TEXTURE_CUBE ||
2434 static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY)
2437 * Seamless filtering ignores wrap modes.
2438 * Setting to CLAMP_TO_EDGE is correct for nearest filtering, for
2439 * bilinear it's not correct but way better than using for instance repeat.
2440 * Note we even set this for non-seamless. Technically GL allows any wrap
2441 * mode, which made sense when supporting true borders (can get seamless
2442 * effect with border and CLAMP_TO_BORDER), but gallium doesn't support
2443 * borders and d3d9 requires wrap modes to be ignored and it's a pain to fix
2444 * up the sampler state (as it makes it texture dependent).
2446 derived_sampler_state.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
2447 derived_sampler_state.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
2450 min_img_filter = derived_sampler_state.min_img_filter;
2451 mag_img_filter = derived_sampler_state.mag_img_filter;
2455 * This is all a bit complicated different paths are chosen for performance
2457 * Essentially, there can be 1 lod per element, 1 lod per quad or 1 lod for
2458 * everything (the last two options are equivalent for 4-wide case).
2459 * If there's per-quad lod but we split to 4-wide so we can use AoS, per-quad
2460 * lod is calculated then the lod value extracted afterwards so making this
2461 * case basically the same as far as lod handling is concerned for the
2462 * further sample/filter code as the 1 lod for everything case.
2463 * Different lod handling mostly shows up when building mipmap sizes
2464 * (lp_build_mipmap_level_sizes() and friends) and also in filtering
2465 * (getting the fractional part of the lod to the right texels).
2469 * There are other situations where at least the multiple int lods could be
2470 * avoided like min and max lod being equal.
2472 bld.num_mips = bld.num_lods = 1;
2474 if ((gallivm_debug & GALLIVM_DEBUG_NO_QUAD_LOD) &&
2475 (gallivm_debug & GALLIVM_DEBUG_NO_RHO_APPROX) &&
2476 (static_texture_state->target == PIPE_TEXTURE_CUBE) &&
2477 (!is_fetch && mip_filter != PIPE_TEX_MIPFILTER_NONE)) {
2479 * special case for using per-pixel lod even for implicit lod,
2480 * which is generally never required (ok by APIs) except to please
2481 * some (somewhat broken imho) tests (because per-pixel face selection
2482 * can cause derivatives to be different for pixels outside the primitive
2483 * due to the major axis division even if pre-project derivatives are
2486 bld.num_mips = type.length;
2487 bld.num_lods = type.length;
2489 else if (lod_property == LP_SAMPLER_LOD_PER_ELEMENT ||
2490 (explicit_lod || lod_bias || derivs)) {
2491 if ((is_fetch && target != PIPE_BUFFER) ||
2492 (!is_fetch && mip_filter != PIPE_TEX_MIPFILTER_NONE)) {
2493 bld.num_mips = type.length;
2494 bld.num_lods = type.length;
2496 else if (!is_fetch && min_img_filter != mag_img_filter) {
2498 bld.num_lods = type.length;
2501 /* TODO: for true scalar_lod should only use 1 lod value */
2502 else if ((is_fetch && explicit_lod && target != PIPE_BUFFER) ||
2503 (!is_fetch && mip_filter != PIPE_TEX_MIPFILTER_NONE)) {
2504 bld.num_mips = num_quads;
2505 bld.num_lods = num_quads;
2507 else if (!is_fetch && min_img_filter != mag_img_filter) {
2509 bld.num_lods = num_quads;
2513 bld.lodf_type = type;
2514 /* we want native vector size to be able to use our intrinsics */
2515 if (bld.num_lods != type.length) {
2516 /* TODO: this currently always has to be per-quad or per-element */
2517 bld.lodf_type.length = type.length > 4 ? ((type.length + 15) / 16) * 4 : 1;
2519 bld.lodi_type = lp_int_type(bld.lodf_type);
2520 bld.levelf_type = bld.lodf_type;
2521 if (bld.num_mips == 1) {
2522 bld.levelf_type.length = 1;
2524 bld.leveli_type = lp_int_type(bld.levelf_type);
2525 bld.float_size_type = bld.float_size_in_type;
2526 /* Note: size vectors may not be native. They contain minified w/h/d/_ values,
2527 * with per-element lod that is w0/h0/d0/_/w1/h1/d1_/... so up to 8x4f32 */
2528 if (bld.num_mips > 1) {
2529 bld.float_size_type.length = bld.num_mips == type.length ?
2530 bld.num_mips * bld.float_size_in_type.length :
2533 bld.int_size_type = lp_int_type(bld.float_size_type);
2535 lp_build_context_init(&bld.float_bld, gallivm, bld.float_type);
2536 lp_build_context_init(&bld.float_vec_bld, gallivm, type);
2537 lp_build_context_init(&bld.int_bld, gallivm, bld.int_type);
2538 lp_build_context_init(&bld.coord_bld, gallivm, bld.coord_type);
2539 lp_build_context_init(&bld.int_coord_bld, gallivm, bld.int_coord_type);
2540 lp_build_context_init(&bld.int_size_in_bld, gallivm, bld.int_size_in_type);
2541 lp_build_context_init(&bld.float_size_in_bld, gallivm, bld.float_size_in_type);
2542 lp_build_context_init(&bld.int_size_bld, gallivm, bld.int_size_type);
2543 lp_build_context_init(&bld.float_size_bld, gallivm, bld.float_size_type);
2544 lp_build_context_init(&bld.texel_bld, gallivm, bld.texel_type);
2545 lp_build_context_init(&bld.levelf_bld, gallivm, bld.levelf_type);
2546 lp_build_context_init(&bld.leveli_bld, gallivm, bld.leveli_type);
2547 lp_build_context_init(&bld.lodf_bld, gallivm, bld.lodf_type);
2548 lp_build_context_init(&bld.lodi_bld, gallivm, bld.lodi_type);
2550 /* Get the dynamic state */
2551 tex_width = dynamic_state->width(dynamic_state, gallivm, texture_index);
2552 bld.row_stride_array = dynamic_state->row_stride(dynamic_state, gallivm, texture_index);
2553 bld.img_stride_array = dynamic_state->img_stride(dynamic_state, gallivm, texture_index);
2554 bld.base_ptr = dynamic_state->base_ptr(dynamic_state, gallivm, texture_index);
2555 bld.mip_offsets = dynamic_state->mip_offsets(dynamic_state, gallivm, texture_index);
2556 /* Note that mip_offsets is an array[level] of offsets to texture images */
2558 /* width, height, depth as single int vector */
2560 bld.int_size = tex_width;
2563 bld.int_size = LLVMBuildInsertElement(builder, bld.int_size_in_bld.undef,
2564 tex_width, LLVMConstInt(i32t, 0, 0), "");
2566 LLVMValueRef tex_height =
2567 dynamic_state->height(dynamic_state, gallivm, texture_index);
2568 bld.int_size = LLVMBuildInsertElement(builder, bld.int_size,
2569 tex_height, LLVMConstInt(i32t, 1, 0), "");
2571 LLVMValueRef tex_depth =
2572 dynamic_state->depth(dynamic_state, gallivm, texture_index);
2573 bld.int_size = LLVMBuildInsertElement(builder, bld.int_size,
2574 tex_depth, LLVMConstInt(i32t, 2, 0), "");
2579 for (i = 0; i < 5; i++) {
2580 newcoords[i] = coords[i];
2584 /* For debug: no-op texture sampling */
2585 lp_build_sample_nop(gallivm,
2591 else if (is_fetch) {
2592 lp_build_fetch_texel(&bld, texture_index, newcoords,
2593 explicit_lod, offsets,
2598 LLVMValueRef lod_fpart = NULL, lod_positive = NULL;
2599 LLVMValueRef ilevel0 = NULL, ilevel1 = NULL;
2600 boolean use_aos = util_format_fits_8unorm(bld.format_desc) &&
2601 /* not sure this is strictly needed or simply impossible */
2602 derived_sampler_state.compare_mode == PIPE_TEX_COMPARE_NONE &&
2603 lp_is_simple_wrap_mode(derived_sampler_state.wrap_s);
2605 use_aos &= bld.num_lods <= num_quads ||
2606 derived_sampler_state.min_img_filter ==
2607 derived_sampler_state.mag_img_filter;
2609 use_aos &= lp_is_simple_wrap_mode(derived_sampler_state.wrap_t);
2611 use_aos &= lp_is_simple_wrap_mode(derived_sampler_state.wrap_r);
2614 if (static_texture_state->target == PIPE_TEXTURE_CUBE &&
2615 derived_sampler_state.seamless_cube_map &&
2616 (derived_sampler_state.min_img_filter == PIPE_TEX_FILTER_LINEAR ||
2617 derived_sampler_state.mag_img_filter == PIPE_TEX_FILTER_LINEAR)) {
2618 /* theoretically possible with AoS filtering but not implemented (complex!) */
2622 if ((gallivm_debug & GALLIVM_DEBUG_PERF) &&
2623 !use_aos && util_format_fits_8unorm(bld.format_desc)) {
2624 debug_printf("%s: using floating point linear filtering for %s\n",
2625 __FUNCTION__, bld.format_desc->short_name);
2626 debug_printf(" min_img %d mag_img %d mip %d target %d seamless %d"
2627 " wraps %d wrapt %d wrapr %d\n",
2628 derived_sampler_state.min_img_filter,
2629 derived_sampler_state.mag_img_filter,
2630 derived_sampler_state.min_mip_filter,
2631 static_texture_state->target,
2632 derived_sampler_state.seamless_cube_map,
2633 derived_sampler_state.wrap_s,
2634 derived_sampler_state.wrap_t,
2635 derived_sampler_state.wrap_r);
2638 lp_build_sample_common(&bld, texture_index, sampler_index,
2640 derivs, lod_bias, explicit_lod,
2641 &lod_positive, &lod_fpart,
2642 &ilevel0, &ilevel1);
2645 * we only try 8-wide sampling with soa as it appears to
2646 * be a loss with aos with AVX (but it should work, except
2647 * for conformance if min_filter != mag_filter if num_lods > 1).
2648 * (It should be faster if we'd support avx2)
2650 if (num_quads == 1 || !use_aos) {
2652 /* do sampling/filtering with fixed pt arithmetic */
2653 lp_build_sample_aos(&bld, sampler_index,
2654 newcoords[0], newcoords[1],
2656 offsets, lod_positive, lod_fpart,
2662 lp_build_sample_general(&bld, sampler_index,
2664 lod_positive, lod_fpart,
2671 struct lp_build_sample_context bld4;
2672 struct lp_type type4 = type;
2674 LLVMValueRef texelout4[4];
2675 LLVMValueRef texelouttmp[4][LP_MAX_VECTOR_LENGTH/16];
2679 /* Setup our build context */
2680 memset(&bld4, 0, sizeof bld4);
2681 bld4.gallivm = bld.gallivm;
2682 bld4.static_texture_state = bld.static_texture_state;
2683 bld4.static_sampler_state = bld.static_sampler_state;
2684 bld4.dynamic_state = bld.dynamic_state;
2685 bld4.format_desc = bld.format_desc;
2686 bld4.dims = bld.dims;
2687 bld4.row_stride_array = bld.row_stride_array;
2688 bld4.img_stride_array = bld.img_stride_array;
2689 bld4.base_ptr = bld.base_ptr;
2690 bld4.mip_offsets = bld.mip_offsets;
2691 bld4.int_size = bld.int_size;
2693 bld4.vector_width = lp_type_width(type4);
2695 bld4.float_type = lp_type_float(32);
2696 bld4.int_type = lp_type_int(32);
2697 bld4.coord_type = type4;
2698 bld4.int_coord_type = lp_int_type(type4);
2699 bld4.float_size_in_type = lp_type_float(32);
2700 bld4.float_size_in_type.length = dims > 1 ? 4 : 1;
2701 bld4.int_size_in_type = lp_int_type(bld4.float_size_in_type);
2702 bld4.texel_type = bld.texel_type;
2703 bld4.texel_type.length = 4;
2705 bld4.num_mips = bld4.num_lods = 1;
2706 if ((gallivm_debug & GALLIVM_DEBUG_NO_QUAD_LOD) &&
2707 (gallivm_debug & GALLIVM_DEBUG_NO_RHO_APPROX) &&
2708 (static_texture_state->target == PIPE_TEXTURE_CUBE) &&
2709 (!is_fetch && mip_filter != PIPE_TEX_MIPFILTER_NONE)) {
2710 bld4.num_mips = type4.length;
2711 bld4.num_lods = type4.length;
2713 if (lod_property == LP_SAMPLER_LOD_PER_ELEMENT &&
2714 (explicit_lod || lod_bias || derivs)) {
2715 if ((is_fetch && target != PIPE_BUFFER) ||
2716 (!is_fetch && mip_filter != PIPE_TEX_MIPFILTER_NONE)) {
2717 bld4.num_mips = type4.length;
2718 bld4.num_lods = type4.length;
2720 else if (!is_fetch && min_img_filter != mag_img_filter) {
2722 bld4.num_lods = type4.length;
2726 /* we want native vector size to be able to use our intrinsics */
2727 bld4.lodf_type = type4;
2728 if (bld4.num_lods != type4.length) {
2729 bld4.lodf_type.length = 1;
2731 bld4.lodi_type = lp_int_type(bld4.lodf_type);
2732 bld4.levelf_type = type4;
2733 if (bld4.num_mips != type4.length) {
2734 bld4.levelf_type.length = 1;
2736 bld4.leveli_type = lp_int_type(bld4.levelf_type);
2737 bld4.float_size_type = bld4.float_size_in_type;
2738 if (bld4.num_mips > 1) {
2739 bld4.float_size_type.length = bld4.num_mips == type4.length ?
2740 bld4.num_mips * bld4.float_size_in_type.length :
2743 bld4.int_size_type = lp_int_type(bld4.float_size_type);
2745 lp_build_context_init(&bld4.float_bld, gallivm, bld4.float_type);
2746 lp_build_context_init(&bld4.float_vec_bld, gallivm, type4);
2747 lp_build_context_init(&bld4.int_bld, gallivm, bld4.int_type);
2748 lp_build_context_init(&bld4.coord_bld, gallivm, bld4.coord_type);
2749 lp_build_context_init(&bld4.int_coord_bld, gallivm, bld4.int_coord_type);
2750 lp_build_context_init(&bld4.int_size_in_bld, gallivm, bld4.int_size_in_type);
2751 lp_build_context_init(&bld4.float_size_in_bld, gallivm, bld4.float_size_in_type);
2752 lp_build_context_init(&bld4.int_size_bld, gallivm, bld4.int_size_type);
2753 lp_build_context_init(&bld4.float_size_bld, gallivm, bld4.float_size_type);
2754 lp_build_context_init(&bld4.texel_bld, gallivm, bld4.texel_type);
2755 lp_build_context_init(&bld4.levelf_bld, gallivm, bld4.levelf_type);
2756 lp_build_context_init(&bld4.leveli_bld, gallivm, bld4.leveli_type);
2757 lp_build_context_init(&bld4.lodf_bld, gallivm, bld4.lodf_type);
2758 lp_build_context_init(&bld4.lodi_bld, gallivm, bld4.lodi_type);
2760 for (i = 0; i < num_quads; i++) {
2761 LLVMValueRef s4, t4, r4;
2762 LLVMValueRef lod_positive4, lod_fpart4 = NULL;
2763 LLVMValueRef ilevel04, ilevel14 = NULL;
2764 LLVMValueRef offsets4[4] = { NULL };
2765 unsigned num_lods = bld4.num_lods;
2767 s4 = lp_build_extract_range(gallivm, newcoords[0], 4*i, 4);
2768 t4 = lp_build_extract_range(gallivm, newcoords[1], 4*i, 4);
2769 r4 = lp_build_extract_range(gallivm, newcoords[2], 4*i, 4);
2772 offsets4[0] = lp_build_extract_range(gallivm, offsets[0], 4*i, 4);
2774 offsets4[1] = lp_build_extract_range(gallivm, offsets[1], 4*i, 4);
2776 offsets4[2] = lp_build_extract_range(gallivm, offsets[2], 4*i, 4);
2780 lod_positive4 = lp_build_extract_range(gallivm, lod_positive, num_lods * i, num_lods);
2781 ilevel04 = bld.num_mips == 1 ? ilevel0 :
2782 lp_build_extract_range(gallivm, ilevel0, num_lods * i, num_lods);
2783 if (mip_filter == PIPE_TEX_MIPFILTER_LINEAR) {
2784 ilevel14 = lp_build_extract_range(gallivm, ilevel1, num_lods * i, num_lods);
2785 lod_fpart4 = lp_build_extract_range(gallivm, lod_fpart, num_lods * i, num_lods);
2789 /* do sampling/filtering with fixed pt arithmetic */
2790 lp_build_sample_aos(&bld4, sampler_index,
2791 s4, t4, r4, offsets4,
2792 lod_positive4, lod_fpart4,
2798 /* this path is currently unreachable and hence might break easily... */
2799 LLVMValueRef newcoords4[5];
2803 newcoords4[3] = lp_build_extract_range(gallivm, newcoords[3], 4*i, 4);
2804 newcoords4[4] = lp_build_extract_range(gallivm, newcoords[4], 4*i, 4);
2806 lp_build_sample_general(&bld4, sampler_index,
2807 newcoords4, offsets4,
2808 lod_positive4, lod_fpart4,
2812 for (j = 0; j < 4; j++) {
2813 texelouttmp[j][i] = texelout4[j];
2817 for (j = 0; j < 4; j++) {
2818 texel_out[j] = lp_build_concat(gallivm, texelouttmp[j], type4, num_quads);
2823 if (target != PIPE_BUFFER) {
2824 apply_sampler_swizzle(&bld, texel_out);
2828 * texel type can be a (32bit) int/uint (for pure int formats only),
2829 * however we are expected to always return floats (storage is untyped).
2831 if (!bld.texel_type.floating) {
2833 for (chan = 0; chan < 4; chan++) {
2834 texel_out[chan] = LLVMBuildBitCast(builder, texel_out[chan],
2835 lp_build_vec_type(gallivm, type), "");
2841 lp_build_size_query_soa(struct gallivm_state *gallivm,
2842 const struct lp_static_texture_state *static_state,
2843 struct lp_sampler_dynamic_state *dynamic_state,
2844 struct lp_type int_type,
2845 unsigned texture_unit,
2847 boolean is_sviewinfo,
2848 enum lp_sampler_lod_property lod_property,
2849 LLVMValueRef explicit_lod,
2850 LLVMValueRef *sizes_out)
2852 LLVMValueRef lod, level, size;
2853 LLVMValueRef first_level = NULL;
2856 unsigned num_lods = 1;
2857 struct lp_build_context bld_int_vec4;
2859 if (static_state->format == PIPE_FORMAT_NONE) {
2861 * If there's nothing bound, format is NONE, and we must return
2862 * all zero as mandated by d3d10 in this case.
2865 LLVMValueRef zero = lp_build_const_vec(gallivm, int_type, 0.0F);
2866 for (chan = 0; chan < 4; chan++) {
2867 sizes_out[chan] = zero;
2873 * Do some sanity verification about bound texture and shader dcl target.
2874 * Not entirely sure what's possible but assume array/non-array
2875 * always compatible (probably not ok for OpenGL but d3d10 has no
2876 * distinction of arrays at the resource level).
2877 * Everything else looks bogus (though not entirely sure about rect/2d).
2878 * Currently disabled because it causes assertion failures if there's
2879 * nothing bound (or rather a dummy texture, not that this case would
2880 * return the right values).
2882 if (0 && static_state->target != target) {
2883 if (static_state->target == PIPE_TEXTURE_1D)
2884 assert(target == PIPE_TEXTURE_1D_ARRAY);
2885 else if (static_state->target == PIPE_TEXTURE_1D_ARRAY)
2886 assert(target == PIPE_TEXTURE_1D);
2887 else if (static_state->target == PIPE_TEXTURE_2D)
2888 assert(target == PIPE_TEXTURE_2D_ARRAY);
2889 else if (static_state->target == PIPE_TEXTURE_2D_ARRAY)
2890 assert(target == PIPE_TEXTURE_2D);
2891 else if (static_state->target == PIPE_TEXTURE_CUBE)
2892 assert(target == PIPE_TEXTURE_CUBE_ARRAY);
2893 else if (static_state->target == PIPE_TEXTURE_CUBE_ARRAY)
2894 assert(target == PIPE_TEXTURE_CUBE);
2899 dims = texture_dims(target);
2902 case PIPE_TEXTURE_1D_ARRAY:
2903 case PIPE_TEXTURE_2D_ARRAY:
2911 assert(!int_type.floating);
2913 lp_build_context_init(&bld_int_vec4, gallivm, lp_type_int_vec(32, 128));
2916 /* FIXME: this needs to honor per-element lod */
2917 lod = LLVMBuildExtractElement(gallivm->builder, explicit_lod, lp_build_const_int32(gallivm, 0), "");
2918 first_level = dynamic_state->first_level(dynamic_state, gallivm, texture_unit);
2919 level = LLVMBuildAdd(gallivm->builder, lod, first_level, "level");
2920 lod = lp_build_broadcast_scalar(&bld_int_vec4, level);
2922 lod = bld_int_vec4.zero;
2925 size = bld_int_vec4.undef;
2927 size = LLVMBuildInsertElement(gallivm->builder, size,
2928 dynamic_state->width(dynamic_state, gallivm, texture_unit),
2929 lp_build_const_int32(gallivm, 0), "");
2932 size = LLVMBuildInsertElement(gallivm->builder, size,
2933 dynamic_state->height(dynamic_state, gallivm, texture_unit),
2934 lp_build_const_int32(gallivm, 1), "");
2938 size = LLVMBuildInsertElement(gallivm->builder, size,
2939 dynamic_state->depth(dynamic_state, gallivm, texture_unit),
2940 lp_build_const_int32(gallivm, 2), "");
2943 size = lp_build_minify(&bld_int_vec4, size, lod, TRUE);
2946 size = LLVMBuildInsertElement(gallivm->builder, size,
2947 dynamic_state->depth(dynamic_state, gallivm, texture_unit),
2948 lp_build_const_int32(gallivm, dims), "");
2951 * d3d10 requires zero for x/y/z values (but not w, i.e. mip levels)
2952 * if level is out of bounds (note this can't cover unbound texture
2953 * here, which also requires returning zero).
2955 if (explicit_lod && is_sviewinfo) {
2956 LLVMValueRef last_level, out, out1;
2957 struct lp_build_context leveli_bld;
2959 /* everything is scalar for now */
2960 lp_build_context_init(&leveli_bld, gallivm, lp_type_int_vec(32, 32));
2961 last_level = dynamic_state->last_level(dynamic_state, gallivm, texture_unit);
2963 out = lp_build_cmp(&leveli_bld, PIPE_FUNC_LESS, level, first_level);
2964 out1 = lp_build_cmp(&leveli_bld, PIPE_FUNC_GREATER, level, last_level);
2965 out = lp_build_or(&leveli_bld, out, out1);
2966 if (num_lods == 1) {
2967 out = lp_build_broadcast_scalar(&bld_int_vec4, out);
2973 size = lp_build_andnot(&bld_int_vec4, size, out);
2975 for (i = 0; i < dims + (has_array ? 1 : 0); i++) {
2976 sizes_out[i] = lp_build_extract_broadcast(gallivm, bld_int_vec4.type, int_type,
2978 lp_build_const_int32(gallivm, i));
2981 for (; i < 4; i++) {
2982 sizes_out[i] = lp_build_const_vec(gallivm, int_type, 0.0);
2987 * if there's no explicit_lod (buffers, rects) queries requiring nr of
2988 * mips would be illegal.
2990 if (is_sviewinfo && explicit_lod) {
2991 struct lp_build_context bld_int_scalar;
2992 LLVMValueRef num_levels;
2993 lp_build_context_init(&bld_int_scalar, gallivm, lp_type_int(32));
2995 if (static_state->level_zero_only) {
2996 num_levels = bld_int_scalar.one;
2999 LLVMValueRef last_level;
3001 last_level = dynamic_state->last_level(dynamic_state, gallivm, texture_unit);
3002 num_levels = lp_build_sub(&bld_int_scalar, last_level, first_level);
3003 num_levels = lp_build_add(&bld_int_scalar, num_levels, bld_int_scalar.one);
3005 sizes_out[3] = lp_build_broadcast(gallivm, lp_build_vec_type(gallivm, int_type),