}
}
- void PixelProgram::sampleTexture(Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, bool project, SamplerMethod method, bool hasOffset)
+ void PixelProgram::sampleTexture(Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerMethod method, unsigned int options)
{
Vector4f tmp;
if(sampler.type == Shader::PARAMETER_SAMPLER && sampler.rel.type == Shader::PARAMETER_VOID)
{
- sampleTexture(tmp, sampler.index, u, v, w, q, dsx, dsy, offset, project, method, hasOffset);
+ sampleTexture(tmp, sampler.index, u, v, w, q, dsx, dsy, offset, method, options);
}
else
{
{
If(index == i)
{
- sampleTexture(tmp, i, u, v, w, q, dsx, dsy, offset, project, method, hasOffset);
+ sampleTexture(tmp, i, u, v, w, q, dsx, dsy, offset, method, options);
// FIXME: When the sampler states are the same, we could use one sampler and just index the texture
}
}
c.w = tmp[(sampler.swizzle >> 6) & 0x3];
}
- void PixelProgram::sampleTexture(Vector4f &c, int samplerIndex, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, bool project, SamplerMethod method, bool hasOffset)
+ void PixelProgram::sampleTexture(Vector4f &c, int samplerIndex, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerMethod method, unsigned int options)
{
#if PERF_PROFILE
Long texTime = Ticks();
Pointer<Byte> texture = data + OFFSET(DrawData, mipmap) + samplerIndex * sizeof(Texture);
- if(!project)
+ if(!(options & Project))
{
- sampler[samplerIndex]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, offset, method, hasOffset);
+ sampler[samplerIndex]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, offset, options, method);
}
else
{
Float4 v_q = v * rq;
Float4 w_q = w * rq;
- sampler[samplerIndex]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, offset, method, hasOffset);
+ sampler[samplerIndex]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, offset, options, method);
}
#if PERF_PROFILE
void PixelProgram::TEXLD(Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
{
- sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, src0, project, bias ? Bias : Implicit, false);
+ sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, src0, bias ? Bias : Implicit, project ? Project : None);
}
void PixelProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, bool project, bool bias)
{
- sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, src2, project, bias ? Bias : Implicit, true);
+ sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, src2, bias ? Bias : Implicit, project ? (Project | Offset) : Offset);
}
void PixelProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &offset, bool project, bool bias)
{
- sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, offset, project, Lod, true);
+ sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, offset, Lod, project ? (Project | Offset) : Offset);
}
void PixelProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2)
{
- UNIMPLEMENTED();
+ sampleTexture(dst, src1, src0.x, src0.y, src0.z, Float4(As<Int4>(src2.x)), src0, src0, src0, Lod, Fetch);
}
void PixelProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &offset)
{
- UNIMPLEMENTED();
+ sampleTexture(dst, src1, src0.x, src0.y, src0.z, Float4(As<Int4>(src2.x)), src0, src0, offset, Lod, Fetch | Offset);
}
void PixelProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
{
- sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src2, src3, src0, false, Grad, false);
+ sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src2, src3, src0, Grad, None);
}
void PixelProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, Vector4f &offset)
{
- sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src2, src3, offset, false, Grad, true);
+ sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src2, src3, offset, Grad, Offset);
}
void PixelProgram::TEXLDD(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3, bool project)
{
- sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src2, src3, src0, project, Grad, false);
+ sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src2, src3, src0, Grad, project ? Project : None);
}
void PixelProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1, bool project)
{
- sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, src0, project, Lod, false);
+ sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, src0, Lod, project ? Project : None);
}
void PixelProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1)
{
}
- void SamplerCore::sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, SamplerMethod method)
+ void SamplerCore::sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy)
{
- sampleTexture(texture, c, u, v, w, q, dsx, dsy, dsx, false, method, true);
+ sampleTexture(texture, c, u, v, w, q, dsx, dsy, dsx, None, Implicit, true);
}
- void SamplerCore::sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, bool hasOffset, SamplerMethod method, bool fixed12)
+ void SamplerCore::sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, unsigned int options, SamplerMethod method, bool fixed12)
{
#if PERF_PROFILE
AddAtomic(Pointer<Long>(&profiler.texOperations), 4);
if(!hasFloatTexture())
{
- sampleFilter(texture, c, uuuu, vvvv, wwww, offset, hasOffset, lod, anisotropy, uDelta, vDelta, face, method);
+ sampleFilter(texture, c, uuuu, vvvv, wwww, offset, lod, anisotropy, uDelta, vDelta, face, options, method);
}
else
{
Vector4f cf;
- sampleFloatFilter(texture, cf, uuuu, vvvv, wwww, offset, hasOffset, lod, anisotropy, uDelta, vDelta, face, method);
+ sampleFloatFilter(texture, cf, uuuu, vvvv, wwww, offset, lod, anisotropy, uDelta, vDelta, face, options, method);
convertFixed12(c, cf);
}
}
}
- void SamplerCore::sampleTexture(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerMethod method, bool hasOffset)
+ void SamplerCore::sampleTexture(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, unsigned int options, SamplerMethod method)
{
#if PERF_PROFILE
AddAtomic(Pointer<Long>(&profiler.texOperations), 4);
computeLod3D(texture, lod, uuuu, vvvv, wwww, q.x, dsx, dsy, method);
}
- sampleFloatFilter(texture, c, uuuu, vvvv, wwww, offset, hasOffset, lod, anisotropy, uDelta, vDelta, face, method);
+ sampleFloatFilter(texture, c, uuuu, vvvv, wwww, offset, lod, anisotropy, uDelta, vDelta, face, options, method);
}
else
{
Vector4s cs;
- sampleTexture(texture, cs, u, v, w, q, dsx, dsy, offset, hasOffset, method, false);
+ sampleTexture(texture, cs, u, v, w, q, dsx, dsy, offset, options, method, false);
for(int component = 0; component < textureComponentCount(); component++)
{
return uvw;
}
- void SamplerCore::sampleFilter(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerMethod method)
+ void SamplerCore::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], unsigned int options, SamplerMethod method)
{
- sampleAniso(texture, c, u, v, w, offset, hasOffset, lod, anisotropy, uDelta, vDelta, face, false, method);
+ sampleAniso(texture, c, u, v, w, offset, lod, anisotropy, uDelta, vDelta, face, false, options, method);
+
+ if(options & Fetch)
+ {
+ return;
+ }
if(state.mipmapFilter > MIPMAP_POINT)
{
Vector4s cc;
- sampleAniso(texture, cc, u, v, w, offset, hasOffset, lod, anisotropy, uDelta, vDelta, face, true, method);
+ sampleAniso(texture, cc, u, v, w, offset, lod, anisotropy, uDelta, vDelta, face, true, options, method);
lod *= Float(1 << 16);
}
}
- void SamplerCore::sampleAniso(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerMethod method)
+ void SamplerCore::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, unsigned int options, SamplerMethod method)
{
- if(state.textureFilter != FILTER_ANISOTROPIC || method == Lod)
+ if(state.textureFilter != FILTER_ANISOTROPIC || method == Lod || options & Fetch)
{
- sampleQuad(texture, c, u, v, w, offset, hasOffset, lod, face, secondLOD);
+ sampleQuad(texture, c, u, v, w, offset, lod, face, secondLOD, options);
}
else
{
Do
{
- sampleQuad(texture, c, u0, v0, w, offset, hasOffset, lod, face, secondLOD);
+ sampleQuad(texture, c, u0, v0, w, offset, lod, face, secondLOD, options);
u0 += du;
v0 += dv;
}
}
- void SamplerCore::sampleQuad(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, Int face[4], bool secondLOD)
+ void SamplerCore::sampleQuad(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, unsigned int options)
{
if(state.textureType != TEXTURE_3D)
{
- sampleQuad2D(texture, c, u, v, w, offset, hasOffset, lod, face, secondLOD);
+ sampleQuad2D(texture, c, u, v, w, offset, lod, face, secondLOD, options);
}
else
{
- sample3D(texture, c, u, v, w, offset, hasOffset, lod, secondLOD);
+ sample3D(texture, c, u, v, w, offset, lod, secondLOD, options);
}
}
- void SamplerCore::sampleQuad2D(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, Int face[4], bool secondLOD)
+ void SamplerCore::sampleQuad2D(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, unsigned int options)
{
int componentCount = textureComponentCount();
bool gather = state.textureFilter == FILTER_GATHER;
selectMipmap(texture, buffer, mipmap, lod, face, secondLOD);
- Short4 uuuu = address(u, state.addressingModeU, mipmap);
- Short4 vvvv = address(v, state.addressingModeV, mipmap);
- Short4 wwww = address(w, state.addressingModeW, mipmap);
+ bool texelFetch = (options & Fetch) != 0;
+
+ Short4 uuuu = texelFetch ? Short4(As<Int4>(u)) : address(u, state.addressingModeU, mipmap);
+ Short4 vvvv = texelFetch ? Short4(As<Int4>(v)) : address(v, state.addressingModeV, mipmap);
+ Short4 wwww = texelFetch ? Short4(As<Int4>(w)) : address(w, state.addressingModeW, mipmap);
- if(state.textureFilter == FILTER_POINT)
+ if(state.textureFilter == FILTER_POINT || texelFetch)
{
- sampleTexel(c, uuuu, vvvv, wwww, offset, hasOffset, mipmap, buffer);
+ sampleTexel(c, uuuu, vvvv, wwww, offset, mipmap, buffer, options);
}
else
{
Short4 uuuu1 = offsetSample(uuuu, mipmap, OFFSET(Mipmap,uHalf), state.addressingModeU == ADDRESSING_WRAP, gather ? 2 : +1, lod);
Short4 vvvv1 = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), state.addressingModeV == ADDRESSING_WRAP, gather ? 2 : +1, lod);
- sampleTexel(c0, uuuu0, vvvv0, wwww, offset, hasOffset, mipmap, buffer);
- sampleTexel(c1, uuuu1, vvvv0, wwww, offset, hasOffset, mipmap, buffer);
- sampleTexel(c2, uuuu0, vvvv1, wwww, offset, hasOffset, mipmap, buffer);
- sampleTexel(c3, uuuu1, vvvv1, wwww, offset, hasOffset, mipmap, buffer);
+ sampleTexel(c0, uuuu0, vvvv0, wwww, offset, mipmap, buffer, options);
+ sampleTexel(c1, uuuu1, vvvv0, wwww, offset, mipmap, buffer, options);
+ sampleTexel(c2, uuuu0, vvvv1, wwww, offset, mipmap, buffer, options);
+ sampleTexel(c3, uuuu1, vvvv1, wwww, offset, mipmap, buffer, options);
if(!gather) // Blend
{
}
}
- void SamplerCore::sample3D(Pointer<Byte> &texture, Vector4s &c_, Float4 &u_, Float4 &v_, Float4 &w_, Vector4f &offset, bool hasOffset, Float &lod, bool secondLOD)
+ void SamplerCore::sample3D(Pointer<Byte> &texture, Vector4s &c_, Float4 &u_, Float4 &v_, Float4 &w_, Vector4f &offset, Float &lod, bool secondLOD, unsigned int options)
{
int componentCount = textureComponentCount();
selectMipmap(texture, buffer, mipmap, lod, face, secondLOD);
- Short4 uuuu = address(u_, state.addressingModeU, mipmap);
- Short4 vvvv = address(v_, state.addressingModeV, mipmap);
- Short4 wwww = address(w_, state.addressingModeW, mipmap);
+ bool texelFetch = (options & Fetch) != 0;
- if(state.textureFilter == FILTER_POINT)
+ Short4 uuuu = texelFetch ? Short4(As<Int4>(u_)) : address(u_, state.addressingModeU, mipmap);
+ Short4 vvvv = texelFetch ? Short4(As<Int4>(v_)) : address(v_, state.addressingModeV, mipmap);
+ Short4 wwww = texelFetch ? Short4(As<Int4>(w_)) : address(w_, state.addressingModeW, mipmap);
+
+ if(state.textureFilter == FILTER_POINT || texelFetch)
{
- sampleTexel(c_, uuuu, vvvv, wwww, offset, hasOffset, mipmap, buffer);
+ sampleTexel(c_, uuuu, vvvv, wwww, offset, mipmap, buffer, options);
}
else
{
{
for(int k = 0; k < 2; k++)
{
- sampleTexel(c[i][j][k], u[i][j][k], v[i][j][k], s[i][j][k], offset, hasOffset, mipmap, buffer);
+ sampleTexel(c[i][j][k], u[i][j][k], v[i][j][k], s[i][j][k], offset, mipmap, buffer, options);
if(componentCount >= 1) { if(hasUnsignedTextureComponent(0)) c[i][j][k].x = MulHigh(As<UShort4>(c[i][j][k].x), f[1 - i][1 - j][1 - k]); else c[i][j][k].x = MulHigh(c[i][j][k].x, fs[1 - i][1 - j][1 - k]); }
if(componentCount >= 2) { if(hasUnsignedTextureComponent(1)) c[i][j][k].y = MulHigh(As<UShort4>(c[i][j][k].y), f[1 - i][1 - j][1 - k]); else c[i][j][k].y = MulHigh(c[i][j][k].y, fs[1 - i][1 - j][1 - k]); }
}
}
- void SamplerCore::sampleFloatFilter(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerMethod method)
+ void SamplerCore::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], unsigned int options, SamplerMethod method)
{
- sampleFloatAniso(texture, c, u, v, w, offset, hasOffset, lod, anisotropy, uDelta, vDelta, face, false, method);
+ sampleFloatAniso(texture, c, u, v, w, offset, lod, anisotropy, uDelta, vDelta, face, false, options, method);
+
+ if(options & Fetch)
+ {
+ return;
+ }
if(state.mipmapFilter > MIPMAP_POINT)
{
Vector4f cc;
- sampleFloatAniso(texture, cc, u, v, w, offset, hasOffset, lod, anisotropy, uDelta, vDelta, face, true, method);
+ sampleFloatAniso(texture, cc, u, v, w, offset, lod, anisotropy, uDelta, vDelta, face, true, options, method);
Float4 lod4 = Float4(Frac(lod));
}
}
- void SamplerCore::sampleFloatAniso(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerMethod method)
+ void SamplerCore::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, unsigned int options, SamplerMethod method)
{
- if(state.textureFilter != FILTER_ANISOTROPIC || method == Lod)
+ if (state.textureFilter != FILTER_ANISOTROPIC || method == Lod || options & Fetch)
{
- sampleFloat(texture, c, u, v, w, offset, hasOffset, lod, face, secondLOD);
+ sampleFloat(texture, c, u, v, w, offset, lod, face, secondLOD, options);
}
else
{
Do
{
- sampleFloat(texture, c, u0, v0, w, offset, hasOffset, lod, face, secondLOD);
+ sampleFloat(texture, c, u0, v0, w, offset, lod, face, secondLOD, options);
u0 += du;
v0 += dv;
}
}
- void SamplerCore::sampleFloat(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, Int face[4], bool secondLOD)
+ void SamplerCore::sampleFloat(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, unsigned int options)
{
if(state.textureType != TEXTURE_3D)
{
- sampleFloat2D(texture, c, u, v, w, offset, hasOffset, lod, face, secondLOD);
+ sampleFloat2D(texture, c, u, v, w, offset, lod, face, secondLOD, options);
}
else
{
- sampleFloat3D(texture, c, u, v, w, offset, hasOffset, lod, secondLOD);
+ sampleFloat3D(texture, c, u, v, w, offset, lod, secondLOD, options);
}
}
- void SamplerCore::sampleFloat2D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, Int face[4], bool secondLOD)
+ void SamplerCore::sampleFloat2D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, unsigned int options)
{
int componentCount = textureComponentCount();
bool gather = state.textureFilter == FILTER_GATHER;
selectMipmap(texture, buffer, mipmap, lod, face, secondLOD);
- Short4 uuuu = address(u, state.addressingModeU, mipmap);
- Short4 vvvv = address(v, state.addressingModeV, mipmap);
- Short4 wwww = address(w, state.addressingModeW, mipmap);
+ bool texelFetch = (options & Fetch) != 0;
+
+ Short4 uuuu = texelFetch ? Short4(As<Int4>(u)) : address(u, state.addressingModeU, mipmap);
+ Short4 vvvv = texelFetch ? Short4(As<Int4>(v)) : address(v, state.addressingModeV, mipmap);
+ Short4 wwww = texelFetch ? Short4(As<Int4>(w)) : address(w, state.addressingModeW, mipmap);
- if(state.textureFilter == FILTER_POINT)
+ if(state.textureFilter == FILTER_POINT || texelFetch)
{
- sampleTexel(c, uuuu, vvvv, wwww, offset, hasOffset, w, mipmap, buffer);
+ sampleTexel(c, uuuu, vvvv, wwww, offset, w, mipmap, buffer, options);
}
else
{
Short4 uuuu1 = offsetSample(uuuu, mipmap, OFFSET(Mipmap,uHalf), state.addressingModeU == ADDRESSING_WRAP, gather ? 2 : +1, lod);
Short4 vvvv1 = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), state.addressingModeV == ADDRESSING_WRAP, gather ? 2 : +1, lod);
- sampleTexel(c0, uuuu0, vvvv0, wwww, offset, hasOffset, w, mipmap, buffer);
- sampleTexel(c1, uuuu1, vvvv0, wwww, offset, hasOffset, w, mipmap, buffer);
- sampleTexel(c2, uuuu0, vvvv1, wwww, offset, hasOffset, w, mipmap, buffer);
- sampleTexel(c3, uuuu1, vvvv1, wwww, offset, hasOffset, w, mipmap, buffer);
+ sampleTexel(c0, uuuu0, vvvv0, wwww, offset, w, mipmap, buffer, options);
+ sampleTexel(c1, uuuu1, vvvv0, wwww, offset, w, mipmap, buffer, options);
+ sampleTexel(c2, uuuu0, vvvv1, wwww, offset, w, mipmap, buffer, options);
+ sampleTexel(c3, uuuu1, vvvv1, wwww, offset, w, mipmap, buffer, options);
if(!gather) // Blend
{
}
}
- void SamplerCore::sampleFloat3D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, bool secondLOD)
+ void SamplerCore::sampleFloat3D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, unsigned int options)
{
int componentCount = textureComponentCount();
selectMipmap(texture, buffer, mipmap, lod, face, secondLOD);
- Short4 uuuu = address(u, state.addressingModeU, mipmap);
- Short4 vvvv = address(v, state.addressingModeV, mipmap);
- Short4 wwww = address(w, state.addressingModeW, mipmap);
+ bool texelFetch = (options & Fetch) != 0;
- if(state.textureFilter == FILTER_POINT)
+ Short4 uuuu = texelFetch ? Short4(As<Int4>(u)) : address(u, state.addressingModeU, mipmap);
+ Short4 vvvv = texelFetch ? Short4(As<Int4>(v)) : address(v, state.addressingModeV, mipmap);
+ Short4 wwww = texelFetch ? Short4(As<Int4>(w)) : address(w, state.addressingModeW, mipmap);
+
+ if(state.textureFilter == FILTER_POINT || texelFetch)
{
- sampleTexel(c, uuuu, vvvv, wwww, offset, hasOffset, w, mipmap, buffer);
+ sampleTexel(c, uuuu, vvvv, wwww, offset, w, mipmap, buffer, options);
}
else
{
Short4 vvvv1 = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), state.addressingModeV == ADDRESSING_WRAP, +1, lod);
Short4 wwww1 = offsetSample(wwww, mipmap, OFFSET(Mipmap,wHalf), state.addressingModeW == ADDRESSING_WRAP, +1, lod);
- sampleTexel(c0, uuuu0, vvvv0, wwww0, offset, hasOffset, w, mipmap, buffer);
- sampleTexel(c1, uuuu1, vvvv0, wwww0, offset, hasOffset, w, mipmap, buffer);
- sampleTexel(c2, uuuu0, vvvv1, wwww0, offset, hasOffset, w, mipmap, buffer);
- sampleTexel(c3, uuuu1, vvvv1, wwww0, offset, hasOffset, w, mipmap, buffer);
- sampleTexel(c4, uuuu0, vvvv0, wwww1, offset, hasOffset, w, mipmap, buffer);
- sampleTexel(c5, uuuu1, vvvv0, wwww1, offset, hasOffset, w, mipmap, buffer);
- sampleTexel(c6, uuuu0, vvvv1, wwww1, offset, hasOffset, w, mipmap, buffer);
- sampleTexel(c7, uuuu1, vvvv1, wwww1, offset, hasOffset, w, mipmap, buffer);
+ sampleTexel(c0, uuuu0, vvvv0, wwww0, offset, w, mipmap, buffer, options);
+ sampleTexel(c1, uuuu1, vvvv0, wwww0, offset, w, mipmap, buffer, options);
+ sampleTexel(c2, uuuu0, vvvv1, wwww0, offset, w, mipmap, buffer, options);
+ sampleTexel(c3, uuuu1, vvvv1, wwww0, offset, w, mipmap, buffer, options);
+ sampleTexel(c4, uuuu0, vvvv0, wwww1, offset, w, mipmap, buffer, options);
+ sampleTexel(c5, uuuu1, vvvv0, wwww1, offset, w, mipmap, buffer, options);
+ sampleTexel(c6, uuuu0, vvvv1, wwww1, offset, w, mipmap, buffer, options);
+ sampleTexel(c7, uuuu1, vvvv1, wwww1, offset, w, mipmap, buffer, options);
// Fractions
Float4 fu = Frac(Float4(As<UShort4>(uuuu0)) * *Pointer<Float4>(mipmap + OFFSET(Mipmap,fWidth)));
}
else
{
- lod = lodBias + *Pointer<Float>(texture + OFFSET(Texture,LOD));
+ lod = lodBias + Float(*Pointer<Int>(texture + OFFSET(Texture,baseLevel)));
}
- lod = Max(lod, 0.0f);
- lod = Min(lod, Float(MIPMAP_LEVELS - 2)); // Trilinear accesses lod+1
+ lod = Max(lod, *Pointer<Float>(texture + OFFSET(Texture, minLod)));
+ lod = Min(lod, *Pointer<Float>(texture + OFFSET(Texture, maxLod)));
}
void SamplerCore::computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &s, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerMethod method)
}
else
{
- lod = lodBias + *Pointer<Float>(texture + OFFSET(Texture,LOD));
+ lod = lodBias + Float(*Pointer<Int>(texture + OFFSET(Texture,baseLevel)));
}
- lod = Max(lod, 0.0f);
- lod = Min(lod, Float(MIPMAP_LEVELS - 2)); // Trilinear accesses lod+1
+ lod = Max(lod, *Pointer<Float>(texture + OFFSET(Texture, minLod)));
+ lod = Min(lod, *Pointer<Float>(texture + OFFSET(Texture, maxLod)));
}
void SamplerCore::computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &uuuu, Float4 &vvvv, Float4 &wwww, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerMethod method)
}
else
{
- lod = lodBias + *Pointer<Float>(texture + OFFSET(Texture,LOD));
+ lod = lodBias + Float(*Pointer<Int>(texture + OFFSET(Texture,baseLevel)));
}
- lod = Max(lod, Float(0.0f)); // FIXME
- lod = Min(lod, Float(MIPMAP_LEVELS - 2)); // Trilinear accesses lod+1
+ lod = Max(lod, *Pointer<Float>(texture + OFFSET(Texture, minLod)));
+ lod = Min(lod, *Pointer<Float>(texture + OFFSET(Texture, maxLod)));
}
}
Int4 tmp = Int4(As<UShort4>(uvw));
tmp = tmp + As<Int4>(offset);
- switch(mode)
+ switch (mode)
{
case AddressingMode::ADDRESSING_WRAP:
tmp = (tmp + whd * Int4(-MIN_PROGRAM_TEXEL_OFFSET)) % whd;
case AddressingMode::ADDRESSING_MIRROR:
case AddressingMode::ADDRESSING_MIRRORONCE:
case AddressingMode::ADDRESSING_BORDER: // FIXME: Implement and test ADDRESSING_MIRROR, ADDRESSING_MIRRORONCE, ADDRESSING_BORDER
- tmp = Min(Max(tmp, Int4(0)), whd - Int4(1));
+ tmp = Min(Max(tmp, Int4(0)), whd - Int4(1));
+ break;
+ case ADDRESSING_TEXELFETCH:
break;
default:
ASSERT(false);
return As<Short4>(UShort4(tmp));
}
- void SamplerCore::computeIndices(Int index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, bool hasOffset, const Pointer<Byte> &mipmap)
+ void SamplerCore::computeIndices(Int index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, const Pointer<Byte> &mipmap, unsigned int options)
{
Short4 uuu2;
+ bool texelFetch = (options & Fetch) != 0;
+ bool hasOffset = (options & Offset) != 0;
+
if(!state.hasNPOTTexture && !hasFloatTexture() && !hasOffset)
{
- vvvv = As<UShort4>(vvvv) >> *Pointer<Long1>(mipmap + OFFSET(Mipmap,vFrac));
+ if(!texelFetch)
+ {
+ vvvv = As<UShort4>(vvvv) >> *Pointer<Long1>(mipmap + OFFSET(Mipmap, vFrac));
+ }
uuu2 = uuuu;
uuuu = As<Short4>(UnpackLow(uuuu, vvvv));
uuu2 = As<Short4>(UnpackHigh(uuu2, vvvv));
- uuuu = As<Short4>(As<UInt2>(uuuu) >> *Pointer<Long1>(mipmap + OFFSET(Mipmap,uFrac)));
- uuu2 = As<Short4>(As<UInt2>(uuu2) >> *Pointer<Long1>(mipmap + OFFSET(Mipmap,uFrac)));
+ if(!texelFetch)
+ {
+ uuuu = As<Short4>(As<UInt2>(uuuu) >> *Pointer<Long1>(mipmap + OFFSET(Mipmap, uFrac)));
+ uuu2 = As<Short4>(As<UInt2>(uuu2) >> *Pointer<Long1>(mipmap + OFFSET(Mipmap, uFrac)));
+ }
}
else
{
- uuuu = MulHigh(As<UShort4>(uuuu), *Pointer<UShort4>(mipmap + OFFSET(Mipmap,width)));
- vvvv = MulHigh(As<UShort4>(vvvv), *Pointer<UShort4>(mipmap + OFFSET(Mipmap,height)));
+ if(!texelFetch)
+ {
+ uuuu = MulHigh(As<UShort4>(uuuu), *Pointer<UShort4>(mipmap + OFFSET(Mipmap, width)));
+ vvvv = MulHigh(As<UShort4>(vvvv), *Pointer<UShort4>(mipmap + OFFSET(Mipmap, height)));
+ }
if(hasOffset)
{
- uuuu = applyOffset(uuuu, offset.x, Int4(*Pointer<UShort4>(mipmap + OFFSET(Mipmap, width))), state.addressingModeU);
- vvvv = applyOffset(vvvv, offset.y, Int4(*Pointer<UShort4>(mipmap + OFFSET(Mipmap, height))), state.addressingModeV);
+ uuuu = applyOffset(uuuu, offset.x, Int4(*Pointer<UShort4>(mipmap + OFFSET(Mipmap, width))), texelFetch ? ADDRESSING_TEXELFETCH : state.addressingModeU);
+ vvvv = applyOffset(vvvv, offset.y, Int4(*Pointer<UShort4>(mipmap + OFFSET(Mipmap, height))), texelFetch ? ADDRESSING_TEXELFETCH : state.addressingModeV);
}
-
uuu2 = uuuu;
uuuu = As<Short4>(UnpackLow(uuuu, vvvv));
uuu2 = As<Short4>(UnpackHigh(uuu2, vvvv));
{
if(state.textureType != TEXTURE_2D_ARRAY)
{
- wwww = MulHigh(As<UShort4>(wwww), *Pointer<UShort4>(mipmap + OFFSET(Mipmap, depth)));
+ if(!texelFetch)
+ {
+ wwww = MulHigh(As<UShort4>(wwww), *Pointer<UShort4>(mipmap + OFFSET(Mipmap, depth)));
+ }
if(hasOffset)
{
- wwww = applyOffset(wwww, offset.z, Int4(*Pointer<UShort4>(mipmap + OFFSET(Mipmap, depth))), state.addressingModeW);
+ wwww = applyOffset(wwww, offset.z, Int4(*Pointer<UShort4>(mipmap + OFFSET(Mipmap, depth))), texelFetch ? ADDRESSING_TEXELFETCH : state.addressingModeW);
}
}
Short4 www2 = wwww;
index[1] = Extract(As<Int2>(uuuu), 1);
index[2] = Extract(As<Int2>(uuu2), 0);
index[3] = Extract(As<Int2>(uuu2), 1);
+
+ if(texelFetch)
+ {
+ Int size = Int(*Pointer<Int>(mipmap + OFFSET(Mipmap, sliceP)));
+ if((state.textureType == TEXTURE_3D) || (state.textureType == TEXTURE_2D_ARRAY))
+ {
+ size *= Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, depth)));
+ }
+ Int min = Int(0);
+ Int max = size - Int(1);
+
+ for(int i = 0; i < 4; i++)
+ {
+ index[i] = Min(Max(index[i], min), max);
+ }
+ }
}
- void SamplerCore::sampleTexel(Vector4s &c, Short4 &uuuu, Short4 &vvvv, Short4 &wwww, Vector4f &offset, bool hasOffset, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4])
+ void SamplerCore::sampleTexel(Vector4s &c, Short4 &uuuu, Short4 &vvvv, Short4 &wwww, Vector4f &offset, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], unsigned int options)
{
Int index[4];
- computeIndices(index, uuuu, vvvv, wwww, offset, hasOffset, mipmap);
+ computeIndices(index, uuuu, vvvv, wwww, offset, mipmap, options);
int f0 = state.textureType == TEXTURE_CUBE ? 0 : 0;
int f1 = state.textureType == TEXTURE_CUBE ? 1 : 0;
c0 = c0 | (c1 << 8) | (c2 << 16) | (c3 << 24);
UShort4 Y = As<UShort4>(Unpack(As<Byte4>(c0)));
- computeIndices(index, uuuu, vvvv, wwww, offset, hasOffset, mipmap + sizeof(Mipmap));
+ computeIndices(index, uuuu, vvvv, wwww, offset, mipmap + sizeof(Mipmap), options);
c0 = Int(*Pointer<Byte>(buffer[1] + index[0]));
c1 = Int(*Pointer<Byte>(buffer[1] + index[1]));
c2 = Int(*Pointer<Byte>(buffer[1] + index[2]));
else ASSERT(false);
}
- void SamplerCore::sampleTexel(Vector4f &c, Short4 &uuuu, Short4 &vvvv, Short4 &wwww, Vector4f &offset, bool hasOffset, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4])
+ void SamplerCore::sampleTexel(Vector4f &c, Short4 &uuuu, Short4 &vvvv, Short4 &wwww, Vector4f &offset, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], unsigned int options)
{
Int index[4];
- computeIndices(index, uuuu, vvvv, wwww, offset, hasOffset, mipmap);
+ computeIndices(index, uuuu, vvvv, wwww, offset, mipmap, options);
int f0 = state.textureType == TEXTURE_CUBE ? 0 : 0;
int f1 = state.textureType == TEXTURE_CUBE ? 1 : 0;
Implicit,
Bias,
Lod,
- Grad,
+ Grad
+ };
+
+ enum TextureFunction\r
+ {\r
+ None = 0x00,\r
+ Project = 0x01,\r
+ Offset = 0x02,\r
+ Fetch = 0x04\r
};
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, SamplerMethod method = Implicit);
- void sampleTexture(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerMethod method = Implicit, bool hasOffset = false);
+ 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, unsigned int options, SamplerMethod method);
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, bool hasOffset, SamplerMethod method, bool fixed12);
+ void sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, unsigned int options, SamplerMethod method, 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, bool hasOffset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerMethod method);
- void sampleAniso(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerMethod method);
- void sampleQuad(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, Int face[4], bool secondLOD);
- void sampleQuad2D(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, Int face[4], bool secondLOD);
- void sample3D(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, bool secondLOD);
- void sampleFloatFilter(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerMethod method);
- void sampleFloatAniso(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerMethod method);
- void sampleFloat(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, Int face[4], bool secondLOD);
- void sampleFloat2D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, Int face[4], bool secondLOD);
- void sampleFloat3D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, bool hasOffset, Float &lod, bool secondLOD);
+ 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], unsigned int options, SamplerMethod method);
+ 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, unsigned int options, SamplerMethod method);
+ void sampleQuad(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, unsigned int options);
+ void sampleQuad2D(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, unsigned int options);
+ void sample3D(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, unsigned int options);
+ 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], unsigned int options, SamplerMethod method);
+ 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, unsigned int options, SamplerMethod method);
+ void sampleFloat(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, unsigned int options);
+ void sampleFloat2D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, unsigned int options);
+ void sampleFloat3D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, unsigned int options);
void computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &u, Float4 &v, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerMethod method);
void computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &x, Float4 &y, Float4 &z, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerMethod method);
void computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerMethod method);
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(Int index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, bool hasOffset, const Pointer<Byte> &mipmap);
- void sampleTexel(Vector4s &c, Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, bool hasOffset, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4]);
- void sampleTexel(Vector4f &c, Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, bool hasOffset, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4]);
+ void computeIndices(Int index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, const Pointer<Byte> &mipmap, unsigned int options);
+ void sampleTexel(Vector4s &c, Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], unsigned int options);
+ void sampleTexel(Vector4f &c, Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], unsigned int options);
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);