-// SwiftShader Software Renderer\r
-//\r
-// Copyright(c) 2005-2012 TransGaming Inc.\r
-//\r
-// All rights reserved. No part of this software may be copied, distributed, transmitted,\r
-// transcribed, stored in a retrieval system, translated into any human or computer\r
-// language by any means, or disclosed to third parties without the explicit written\r
-// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express\r
-// or implied, including but not limited to any patent rights, are granted to you.\r
-//\r
-\r
-#ifndef sw_SamplerCore_hpp\r
-#define sw_SamplerCore_hpp\r
-\r
-#include "PixelRoutine.hpp"\r
-#include "Reactor/Nucleus.hpp"\r
-\r
-namespace sw\r
-{\r
- class SamplerCore\r
- {\r
- public:\r
- SamplerCore(Pointer<Byte> &r, const Sampler::State &state);\r
-\r
- void sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool bias = false, bool gradients = false, bool lodProvided = false, bool fixed12 = true);\r
- void sampleTexture(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool bias = false, bool gradients = false, bool lodProvided = false);\r
-\r
- private:\r
- void border(Short4 &mask, Float4 &coordinates);\r
- void border(Int4 &mask, Float4 &coordinates);\r
- Short4 offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, int count, Float &lod);\r
- void sampleFilter(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool lodProvided);\r
- void sampleAniso(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, bool lodProvided);\r
- void sampleQuad(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Int face[4], bool secondLOD);\r
- void sampleQuad2D(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Int face[4], bool secondLOD);\r
- void sample3D(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, bool secondLOD);\r
- void sampleFloatFilter(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool lodProvided);\r
- void sampleFloatAniso(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, bool lodProvided);\r
- void sampleFloat(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Int face[4], bool secondLOD);\r
- void sampleFloat2D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Int face[4], bool secondLOD);\r
- void sampleFloat3D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, bool secondLOD);\r
- void computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &u, Float4 &v, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, bool bias, bool gradients, bool lodProvided);\r
- void computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, bool bias, bool gradients, bool lodProvided);\r
- void cubeFace(Int face[4], Float4 &U, Float4 &V, Float4 &lodU, Float4 &lodV, Float4 &x, Float4 &y, Float4 &z);\r
- void computeIndices(Int index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, const Pointer<Byte> &mipmap);\r
- void sampleTexel(Vector4s &c, Short4 &u, Short4 &v, Short4 &s, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4]);\r
- void sampleTexel(Vector4f &c, Short4 &u, Short4 &v, Short4 &s, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4]);\r
- void selectMipmap(Pointer<Byte> &texture, Pointer<Byte> buffer[4], Pointer<Byte> &mipmap, Float &lod, Int face[4], bool secondLOD);\r
- Short4 address(Float4 &uw, AddressingMode addressingMode, Pointer<Byte>& mipmap);\r
-\r
- void convertFixed12(Short4 &ci, Float4 &cf);\r
- void convertFixed12(Vector4s &cs, Vector4f &cf);\r
- void convertSigned12(Float4 &cf, Short4 &ci);\r
- void convertSigned15(Float4 &cf, Short4 &ci);\r
- void convertUnsigned16(Float4 &cf, Short4 &ci);\r
- void sRGBtoLinear16_8_12(Short4 &c);\r
- void sRGBtoLinear16_6_12(Short4 &c);\r
- void sRGBtoLinear16_5_12(Short4 &c);\r
-\r
- bool hasFloatTexture() const;\r
- bool hasUnsignedTextureComponent(int component) const;\r
- int textureComponentCount() const;\r
- bool has16bitTextureFormat() const;\r
- bool has8bitTextureComponents() const;\r
- bool has16bitTextureComponents() const;\r
- bool hasYuvFormat() const;\r
- bool isRGBComponent(int component) const;\r
-\r
- Pointer<Byte> &constants;\r
- const Sampler::State &state;\r
- };\r
-}\r
-\r
-#endif // sw_SamplerCore_hpp\r
+// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
+//
+// Licensed under the Apache License, Version 2.0 (the "License");
+// you may not use this file except in compliance with the License.
+// You may obtain a copy of the License at
+//
+// http://www.apache.org/licenses/LICENSE-2.0
+//
+// Unless required by applicable law or agreed to in writing, software
+// distributed under the License is distributed on an "AS IS" BASIS,
+// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+// See the License for the specific language governing permissions and
+// limitations under the License.
+
+#ifndef sw_SamplerCore_hpp
+#define sw_SamplerCore_hpp
+
+#include "PixelRoutine.hpp"
+#include "Reactor/Reactor.hpp"
+
+namespace sw
+{
+ enum SamplerMethod
+ {
+ Implicit,
+ Bias,
+ Lod,
+ Grad,
+ Fetch
+ };
+
+ enum SamplerOption
+ {
+ None,
+ Offset
+ };
+
+ struct SamplerFunction
+ {
+ SamplerFunction(SamplerMethod method, SamplerOption option = None) : method(method), option(option) {}
+ operator SamplerMethod() { return method; }
+
+ const SamplerMethod method;
+ const SamplerOption option;
+ };
+
+ class SamplerCore
+ {
+ public:
+ SamplerCore(Pointer<Byte> &r, const Sampler::State &state);
+
+ void sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy);
+ void sampleTexture(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function);
+ void textureSize(Pointer<Byte> &mipmap, Vector4f &size, Float4 &lod);
+
+ private:
+ void sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function, bool fixed12);
+
+ void border(Short4 &mask, Float4 &coordinates);
+ void border(Int4 &mask, Float4 &coordinates);
+ Short4 offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, int count, Float &lod);
+ void sampleFilter(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerFunction function);
+ void sampleAniso(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerFunction function);
+ void sampleQuad(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function);
+ void sampleQuad2D(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function);
+ void sample3D(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function);
+ void sampleFloatFilter(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerFunction function);
+ void sampleFloatAniso(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerFunction function);
+ void sampleFloat(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function);
+ void sampleFloat2D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function);
+ void sampleFloat3D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function);
+ Float log2sqrt(Float lod);
+ void computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &u, Float4 &v, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerFunction function);
+ void computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &x, Float4 &y, Float4 &z, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerFunction function);
+ void computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerFunction function);
+ void cubeFace(Int face[4], Float4 &U, Float4 &V, Float4 &lodX, Float4 &lodY, Float4 &lodZ, Float4 &x, Float4 &y, Float4 &z);
+ Short4 applyOffset(Short4 &uvw, Float4 &offset, const Int4 &whd, AddressingMode mode);
+ void computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, const Pointer<Byte> &mipmap, SamplerFunction function);
+ void computeIndices(UInt index[4], Int4& uuuu, Int4& vvvv, Int4& wwww, const Pointer<Byte> &mipmap, SamplerFunction function);
+ Vector4s sampleTexel(Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function);
+ Vector4f sampleTexel(Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function);
+ Vector4s sampleTexel(UInt index[4], Pointer<Byte> buffer[4]);
+ Vector4f sampleTexel(Int4 &u, Int4 &v, Int4 &s, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function);
+ void selectMipmap(Pointer<Byte> &texture, Pointer<Byte> buffer[4], Pointer<Byte> &mipmap, Float &lod, Int face[4], bool secondLOD);
+ Short4 address(Float4 &uw, AddressingMode addressingMode, Pointer<Byte>& mipmap);
+ void address(Float4 &uw, Int4& xyz0, Int4& xyz1, Float4& f, Pointer<Byte>& mipmap, Float4 &texOffset, Int4 &filter, int whd, AddressingMode addressingMode, SamplerFunction function);
+ Int4 computeFilterOffset(Float &lod);
+
+ void convertFixed12(Short4 &ci, Float4 &cf);
+ void convertFixed12(Vector4s &cs, Vector4f &cf);
+ void convertSigned12(Float4 &cf, Short4 &ci);
+ void convertSigned15(Float4 &cf, Short4 &ci);
+ void convertUnsigned16(Float4 &cf, Short4 &ci);
+ void sRGBtoLinear16_8_12(Short4 &c);
+ void sRGBtoLinear16_6_12(Short4 &c);
+ void sRGBtoLinear16_5_12(Short4 &c);
+
+ bool hasFloatTexture() const;
+ bool hasUnnormalizedIntegerTexture() const;
+ bool hasUnsignedTextureComponent(int component) const;
+ int textureComponentCount() const;
+ bool hasThirdCoordinate() const;
+ bool has16bitTextureFormat() const;
+ bool has8bitTextureComponents() const;
+ bool has16bitTextureComponents() const;
+ bool has32bitIntegerTextureComponents() const;
+ bool hasYuvFormat() const;
+ bool isRGBComponent(int component) const;
+
+ Pointer<Byte> &constants;
+ const Sampler::State &state;
+ };
+}
+
+#endif // sw_SamplerCore_hpp