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Combine sampler method and option into a structure.
authorNicolas Capens <capn@google.com>
Wed, 15 Jun 2016 20:45:53 +0000 (16:45 -0400)
committerNicolas Capens <capn@google.com>
Fri, 17 Jun 2016 19:21:45 +0000 (19:21 +0000)
Change-Id: Ie3caecf275ffb51fbd512560cb66fcf2a32b3bbe
Reviewed-on: https://swiftshader-review.googlesource.com/5595
Tested-by: Nicolas Capens <capn@google.com>
Reviewed-by: Meng-Lin Wu <marleymoo@google.com>
Tested-by: Meng-Lin Wu <marleymoo@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
src/Shader/PixelProgram.cpp
src/Shader/PixelProgram.hpp
src/Shader/SamplerCore.cpp
src/Shader/SamplerCore.hpp
src/Shader/VertexProgram.cpp
src/Shader/VertexProgram.hpp

index 567561a..5c04196 100644 (file)
@@ -676,13 +676,13 @@ namespace sw
                }
        }
 
-       void PixelProgram::sampleTexture(Vector4f &c, const Src &sampler, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerMethod method, unsigned int options)
+       void PixelProgram::sampleTexture(Vector4f &c, const Src &sampler, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
        {
                Vector4f tmp;
 
                if(sampler.type == Shader::PARAMETER_SAMPLER && sampler.rel.type == Shader::PARAMETER_VOID)
                {
-                       sampleTexture(tmp, sampler.index, uvwq, dsx, dsy, offset, method, options);
+                       sampleTexture(tmp, sampler.index, uvwq, dsx, dsy, offset, function);
                }
                else
                {
@@ -694,7 +694,7 @@ namespace sw
                                {
                                        If(index == i)
                                        {
-                                               sampleTexture(tmp, i, uvwq, dsx, dsy, offset, method, options);
+                                               sampleTexture(tmp, i, uvwq, dsx, dsy, offset, function);
                                                // FIXME: When the sampler states are the same, we could use one sampler and just index the texture
                                        }
                                }
@@ -707,14 +707,14 @@ namespace sw
                c.w = tmp[(sampler.swizzle >> 6) & 0x3];
        }
 
-       void PixelProgram::sampleTexture(Vector4f &c, int samplerIndex, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerMethod method, unsigned int options)
+       void PixelProgram::sampleTexture(Vector4f &c, int samplerIndex, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
        {
                #if PERF_PROFILE
                        Long texTime = Ticks();
                #endif
 
                Pointer<Byte> texture = data + OFFSET(DrawData, mipmap) + samplerIndex * sizeof(Texture);
-               sampler[samplerIndex]->sampleTexture(texture, c, uvwq.x, uvwq.y, uvwq.z, uvwq.w, dsx, dsy, offset, options, method);
+               sampler[samplerIndex]->sampleTexture(texture, c, uvwq.x, uvwq.y, uvwq.z, uvwq.w, dsx, dsy, offset, function);
 
                #if PERF_PROFILE
                        cycles[PERF_TEX] += Ticks() - texTime;
@@ -1103,52 +1103,52 @@ namespace sw
                        proj.y = src0.y * rw;
                        proj.z = src0.z * rw;
 
-                       sampleTexture(dst, src1, proj, src0, src0, src0, Implicit, None);
+                       sampleTexture(dst, src1, proj, src0, src0, src0, Implicit);
                }
                else
                {
-                       sampleTexture(dst, src1, src0, src0, src0, src0, bias ? Bias : Implicit, None);
+                       sampleTexture(dst, src1, src0, src0, src0, src0, bias ? Bias : Implicit);
                }
        }
 
        void PixelProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, bool bias)
        {
-               sampleTexture(dst, src1, src0, src0, src0, src2, bias ? Bias : Implicit, Offset);
+               sampleTexture(dst, src1, src0, src0, src0, src2, {bias ? Bias : Implicit, Offset});
        }
 
        void PixelProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &offset, bool bias)
        {
-               sampleTexture(dst, src1, src0, src0, src0, offset, Lod, Offset);
+               sampleTexture(dst, src1, src0, src0, src0, offset, {Lod, Offset});
        }
 
        void PixelProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1)
        {
-               sampleTexture(dst, src1, src0, src0, src0, src0, Lod, Fetch);
+               sampleTexture(dst, src1, src0, src0, src0, src0, Fetch);
        }
 
        void PixelProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset)
        {
-               sampleTexture(dst, src1, src0, src0, src0, offset, Lod, Fetch | Offset);
+               sampleTexture(dst, src1, src0, src0, src0, offset, {Fetch, Offset});
        }
 
        void PixelProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
        {
-               sampleTexture(dst, src1, src0, src2, src3, src0, Grad, None);
+               sampleTexture(dst, src1, src0, src2, src3, src0, Grad);
        }
 
        void PixelProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, Vector4f &offset)
        {
-               sampleTexture(dst, src1, src0, src2, src3, offset, Grad, Offset);
+               sampleTexture(dst, src1, src0, src2, src3, offset, {Grad, Offset});
        }
 
        void PixelProgram::TEXLDD(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3)
        {
-               sampleTexture(dst, src1, src0, src2, src3, src0, Grad, None);
+               sampleTexture(dst, src1, src0, src2, src3, src0, Grad);
        }
 
        void PixelProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1)
        {
-               sampleTexture(dst, src1, src0, src0, src0, src0, Lod, None);
+               sampleTexture(dst, src1, src0, src0, src0, src0, Lod);
        }
 
        void PixelProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1)
index 6b60cc0..965be33 100644 (file)
@@ -82,8 +82,8 @@ namespace sw
                Int4 enableContinue;
                Int4 enableLeave;
 
-               void sampleTexture(Vector4f &c, const Src &sampler, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerMethod method, unsigned int options);
-               void sampleTexture(Vector4f &c, int samplerIndex, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerMethod method, unsigned int options);
+               void sampleTexture(Vector4f &c, const Src &sampler, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function);
+               void sampleTexture(Vector4f &c, int samplerIndex, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function);
 
                // Raster operations
                void clampColor(Vector4f oC[RENDERTARGETS]);
index 6c5e304..7c03dd4 100644 (file)
@@ -56,10 +56,10 @@ namespace sw
 
        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, None, Implicit, true);
+               sampleTexture(texture, c, u, v, w, q, dsx, dsy, dsx, Implicit, true);
        }
 
-       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)
+       void SamplerCore::sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function, bool fixed12)
        {
                #if PERF_PROFILE
                        AddAtomic(Pointer<Long>(&profiler.texOperations), 4);
@@ -105,33 +105,33 @@ namespace sw
                        Float anisotropy;
                        Float4 uDelta;
                        Float4 vDelta;
-                       Float lodBias = (options & Fetch) ? Float4(As<Int4>(q)).x : q.x;
+                       Float lodBias = (function == Fetch) ? Float4(As<Int4>(q)).x : q.x;
 
                        if(state.textureType != TEXTURE_3D)
                        {
                                if(state.textureType != TEXTURE_CUBE)
                                {
-                                       computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, lodBias, dsx, dsy, method);
+                                       computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, lodBias, dsx, dsy, function);
                                }
                                else
                                {
-                                       computeLodCube(texture, lod, lodX, lodY, lodZ, lodBias, dsx, dsy, method);
+                                       computeLodCube(texture, lod, lodX, lodY, lodZ, lodBias, dsx, dsy, function);
                                }
                        }
                        else
                        {
-                               computeLod3D(texture, lod, uuuu, vvvv, wwww, lodBias, dsx, dsy, method);
+                               computeLod3D(texture, lod, uuuu, vvvv, wwww, lodBias, dsx, dsy, function);
                        }
 
                        if(!hasFloatTexture())
                        {
-                               sampleFilter(texture, c, uuuu, vvvv, wwww, offset, lod, anisotropy, uDelta, vDelta, face, options, method);
+                               sampleFilter(texture, c, uuuu, vvvv, wwww, offset, lod, anisotropy, uDelta, vDelta, face, function);
                        }
                        else
                        {
                                Vector4f cf;
 
-                               sampleFloatFilter(texture, cf, uuuu, vvvv, wwww, offset, lod, anisotropy, uDelta, vDelta, face, options, method);
+                               sampleFloatFilter(texture, cf, uuuu, vvvv, wwww, offset, lod, anisotropy, uDelta, vDelta, face, function);
 
                                convertFixed12(c, cf);
                        }
@@ -294,7 +294,7 @@ namespace sw
                }
        }
 
-       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)
+       void SamplerCore::sampleTexture(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
        {
                #if PERF_PROFILE
                        AddAtomic(Pointer<Long>(&profiler.texOperations), 4);
@@ -334,31 +334,31 @@ namespace sw
                                Float anisotropy;
                                Float4 uDelta;
                                Float4 vDelta;
-                               Float lodBias = (options & Fetch) ? Float4(As<Int4>(q)).x : q.x;
+                               Float lodBias = (function == Fetch) ? Float4(As<Int4>(q)).x : q.x;
 
                                if(state.textureType != TEXTURE_3D)
                                {
                                        if(state.textureType != TEXTURE_CUBE)
                                        {
-                                               computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, lodBias, dsx, dsy, method);
+                                               computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, lodBias, dsx, dsy, function);
                                        }
                                        else
                                        {
-                                               computeLodCube(texture, lod, lodX, lodY, lodZ, lodBias, dsx, dsy, method);
+                                               computeLodCube(texture, lod, lodX, lodY, lodZ, lodBias, dsx, dsy, function);
                                        }
                                }
                                else
                                {
-                                       computeLod3D(texture, lod, uuuu, vvvv, wwww, lodBias, dsx, dsy, method);
+                                       computeLod3D(texture, lod, uuuu, vvvv, wwww, lodBias, dsx, dsy, function);
                                }
 
-                               sampleFloatFilter(texture, c, uuuu, vvvv, wwww, offset, lod, anisotropy, uDelta, vDelta, face, options, method);
+                               sampleFloatFilter(texture, c, uuuu, vvvv, wwww, offset, lod, anisotropy, uDelta, vDelta, face, function);
                        }
                        else
                        {
                                Vector4s cs;
 
-                               sampleTexture(texture, cs, u, v, w, q, dsx, dsy, offset, options, method, false);
+                               sampleTexture(texture, cs, u, v, w, q, dsx, dsy, offset, function, false);
 
                                for(int component = 0; component < textureComponentCount(); component++)
                                {
@@ -611,11 +611,11 @@ namespace sw
                return uvw;
        }
 
-       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)
+       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], SamplerFunction function)
        {
-               sampleAniso(texture, c, u, v, w, offset, lod, anisotropy, uDelta, vDelta, face, false, options, method);
+               sampleAniso(texture, c, u, v, w, offset, lod, anisotropy, uDelta, vDelta, face, false, function);
 
-               if(options & Fetch)
+               if(function == Fetch)
                {
                        return;
                }
@@ -624,7 +624,7 @@ namespace sw
                {
                        Vector4s cc;
 
-                       sampleAniso(texture, cc, u, v, w, offset, lod, anisotropy, uDelta, vDelta, face, true, options, method);
+                       sampleAniso(texture, cc, u, v, w, offset, lod, anisotropy, uDelta, vDelta, face, true, function);
 
                        lod *= Float(1 << 16);
 
@@ -712,11 +712,11 @@ namespace sw
                }
        }
 
-       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)
+       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, SamplerFunction function)
        {
-               if(state.textureFilter != FILTER_ANISOTROPIC || method == Lod || options & Fetch)
+               if(state.textureFilter != FILTER_ANISOTROPIC || function == Lod || function == Fetch)
                {
-                       sampleQuad(texture, c, u, v, w, offset, lod, face, secondLOD, options);
+                       sampleQuad(texture, c, u, v, w, offset, lod, face, secondLOD, function);
                }
                else
                {
@@ -747,7 +747,7 @@ namespace sw
 
                        Do
                        {
-                               sampleQuad(texture, c, u0, v0, w, offset, lod, face, secondLOD, options);
+                               sampleQuad(texture, c, u0, v0, w, offset, lod, face, secondLOD, function);
 
                                u0 += du;
                                v0 += dv;
@@ -768,19 +768,19 @@ namespace sw
                }
        }
 
-       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)
+       void SamplerCore::sampleQuad(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function)
        {
                if(state.textureType != TEXTURE_3D)
                {
-                       sampleQuad2D(texture, c, u, v, w, offset, lod, face, secondLOD, options);
+                       sampleQuad2D(texture, c, u, v, w, offset, lod, face, secondLOD, function);
                }
                else
                {
-                       sample3D(texture, c, u, v, w, offset, lod, secondLOD, options);
+                       sample3D(texture, c, u, v, w, offset, lod, secondLOD, function);
                }
        }
 
-       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)
+       void SamplerCore::sampleQuad2D(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function)
        {
                int componentCount = textureComponentCount();
                bool gather = state.textureFilter == FILTER_GATHER;
@@ -790,7 +790,7 @@ namespace sw
 
                selectMipmap(texture, buffer, mipmap, lod, face, secondLOD);
 
-               bool texelFetch = (options & Fetch) != 0;
+               bool texelFetch = (function == Fetch);
 
                Short4 uuuu = texelFetch ? Short4(As<Int4>(u)) : address(u, state.addressingModeU, mipmap);
                Short4 vvvv = texelFetch ? Short4(As<Int4>(v)) : address(v, state.addressingModeV, mipmap);
@@ -798,7 +798,7 @@ namespace sw
 
                if(state.textureFilter == FILTER_POINT || texelFetch)
                {
-                       sampleTexel(c, uuuu, vvvv, wwww, offset, mipmap, buffer, options);
+                       sampleTexel(c, uuuu, vvvv, wwww, offset, mipmap, buffer, function);
                }
                else
                {
@@ -812,10 +812,10 @@ namespace sw
                        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, 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);
+                       sampleTexel(c0, uuuu0, vvvv0, wwww, offset, mipmap, buffer, function);
+                       sampleTexel(c1, uuuu1, vvvv0, wwww, offset, mipmap, buffer, function);
+                       sampleTexel(c2, uuuu0, vvvv1, wwww, offset, mipmap, buffer, function);
+                       sampleTexel(c3, uuuu1, vvvv1, wwww, offset, mipmap, buffer, function);
 
                        if(!gather)   // Blend
                        {
@@ -987,7 +987,7 @@ namespace sw
                }
        }
 
-       void SamplerCore::sample3D(Pointer<Byte> &texture, Vector4s &c_, Float4 &u_, Float4 &v_, Float4 &w_, Vector4f &offset, Float &lod, bool secondLOD, unsigned int options)
+       void SamplerCore::sample3D(Pointer<Byte> &texture, Vector4s &c_, Float4 &u_, Float4 &v_, Float4 &w_, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function)
        {
                int componentCount = textureComponentCount();
 
@@ -997,7 +997,7 @@ namespace sw
 
                selectMipmap(texture, buffer, mipmap, lod, face, secondLOD);
 
-               bool texelFetch = (options & Fetch) != 0;
+               bool texelFetch = (function == Fetch);
 
                Short4 uuuu = texelFetch ? Short4(As<Int4>(u_)) : address(u_, state.addressingModeU, mipmap);
                Short4 vvvv = texelFetch ? Short4(As<Int4>(v_)) : address(v_, state.addressingModeV, mipmap);
@@ -1005,7 +1005,7 @@ namespace sw
 
                if(state.textureFilter == FILTER_POINT || texelFetch)
                {
-                       sampleTexel(c_, uuuu, vvvv, wwww, offset, mipmap, buffer, options);
+                       sampleTexel(c_, uuuu, vvvv, wwww, offset, mipmap, buffer, function);
                }
                else
                {
@@ -1089,7 +1089,7 @@ namespace sw
                                {
                                        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, mipmap, buffer, options);
+                                               sampleTexel(c[i][j][k], u[i][j][k], v[i][j][k], s[i][j][k], offset, mipmap, buffer, function);
 
                                                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]); }
@@ -1120,11 +1120,11 @@ namespace sw
                }
        }
 
-       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)
+       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], SamplerFunction function)
        {
-               sampleFloatAniso(texture, c, u, v, w, offset, lod, anisotropy, uDelta, vDelta, face, false, options, method);
-       
-               if(options & Fetch)
+               sampleFloatAniso(texture, c, u, v, w, offset, lod, anisotropy, uDelta, vDelta, face, false, function);
+
+               if(function == Fetch)
                {
                        return;
                }
@@ -1133,7 +1133,7 @@ namespace sw
                {
                        Vector4f cc;
 
-                       sampleFloatAniso(texture, cc, u, v, w, offset, lod, anisotropy, uDelta, vDelta, face, true, options, method);
+                       sampleFloatAniso(texture, cc, u, v, w, offset, lod, anisotropy, uDelta, vDelta, face, true, function);
 
                        Float4 lod4 = Float4(Frac(lod));
 
@@ -1200,11 +1200,11 @@ namespace sw
                }
        }
 
-       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)
+       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, SamplerFunction function)
        {
-               if (state.textureFilter != FILTER_ANISOTROPIC || method == Lod || options & Fetch)
+               if(state.textureFilter != FILTER_ANISOTROPIC || function == Lod || function == Fetch)
                {
-                       sampleFloat(texture, c, u, v, w, offset, lod, face, secondLOD, options);
+                       sampleFloat(texture, c, u, v, w, offset, lod, face, secondLOD, function);
                }
                else
                {
@@ -1233,7 +1233,7 @@ namespace sw
 
                        Do
                        {
-                               sampleFloat(texture, c, u0, v0, w, offset, lod, face, secondLOD, options);
+                               sampleFloat(texture, c, u0, v0, w, offset, lod, face, secondLOD, function);
 
                                u0 += du;
                                v0 += dv;
@@ -1254,19 +1254,19 @@ namespace sw
                }
        }
 
-       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)
+       void SamplerCore::sampleFloat(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function)
        {
                if(state.textureType != TEXTURE_3D)
                {
-                       sampleFloat2D(texture, c, u, v, w, offset, lod, face, secondLOD, options);
+                       sampleFloat2D(texture, c, u, v, w, offset, lod, face, secondLOD, function);
                }
                else
                {
-                       sampleFloat3D(texture, c, u, v, w, offset, lod, secondLOD, options);
+                       sampleFloat3D(texture, c, u, v, w, offset, lod, secondLOD, function);
                }
        }
 
-       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)
+       void SamplerCore::sampleFloat2D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function)
        {
                int componentCount = textureComponentCount();
                bool gather = state.textureFilter == FILTER_GATHER;
@@ -1276,7 +1276,7 @@ namespace sw
 
                selectMipmap(texture, buffer, mipmap, lod, face, secondLOD);
 
-               bool texelFetch = (options & Fetch) != 0;
+               bool texelFetch = (function == Fetch);
 
                Short4 uuuu = texelFetch ? Short4(As<Int4>(u)) : address(u, state.addressingModeU, mipmap);
                Short4 vvvv = texelFetch ? Short4(As<Int4>(v)) : address(v, state.addressingModeV, mipmap);
@@ -1284,7 +1284,7 @@ namespace sw
 
                if(state.textureFilter == FILTER_POINT || texelFetch)
                {
-                       sampleTexel(c, uuuu, vvvv, wwww, offset, w, mipmap, buffer, options);
+                       sampleTexel(c, uuuu, vvvv, wwww, offset, w, mipmap, buffer, function);
                }
                else
                {
@@ -1298,10 +1298,10 @@ namespace sw
                        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, 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);
+                       sampleTexel(c0, uuuu0, vvvv0, wwww, offset, w, mipmap, buffer, function);
+                       sampleTexel(c1, uuuu1, vvvv0, wwww, offset, w, mipmap, buffer, function);
+                       sampleTexel(c2, uuuu0, vvvv1, wwww, offset, w, mipmap, buffer, function);
+                       sampleTexel(c3, uuuu1, vvvv1, wwww, offset, w, mipmap, buffer, function);
 
                        if(!gather)   // Blend
                        {
@@ -1334,7 +1334,7 @@ namespace sw
                }
        }
 
-       void SamplerCore::sampleFloat3D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, unsigned int options)
+       void SamplerCore::sampleFloat3D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function)
        {
                int componentCount = textureComponentCount();
 
@@ -1344,7 +1344,7 @@ namespace sw
 
                selectMipmap(texture, buffer, mipmap, lod, face, secondLOD);
 
-               bool texelFetch = (options & Fetch) != 0;
+               bool texelFetch = (function == Fetch);
 
                Short4 uuuu = texelFetch ? Short4(As<Int4>(u)) : address(u, state.addressingModeU, mipmap);
                Short4 vvvv = texelFetch ? Short4(As<Int4>(v)) : address(v, state.addressingModeV, mipmap);
@@ -1352,7 +1352,7 @@ namespace sw
 
                if(state.textureFilter == FILTER_POINT || texelFetch)
                {
-                       sampleTexel(c, uuuu, vvvv, wwww, offset, w, mipmap, buffer, options);
+                       sampleTexel(c, uuuu, vvvv, wwww, offset, w, mipmap, buffer, function);
                }
                else
                {
@@ -1372,14 +1372,14 @@ namespace sw
                        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, 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);
+                       sampleTexel(c0, uuuu0, vvvv0, wwww0, offset, w, mipmap, buffer, function);
+                       sampleTexel(c1, uuuu1, vvvv0, wwww0, offset, w, mipmap, buffer, function);
+                       sampleTexel(c2, uuuu0, vvvv1, wwww0, offset, w, mipmap, buffer, function);
+                       sampleTexel(c3, uuuu1, vvvv1, wwww0, offset, w, mipmap, buffer, function);
+                       sampleTexel(c4, uuuu0, vvvv0, wwww1, offset, w, mipmap, buffer, function);
+                       sampleTexel(c5, uuuu1, vvvv0, wwww1, offset, w, mipmap, buffer, function);
+                       sampleTexel(c6, uuuu0, vvvv1, wwww1, offset, w, mipmap, buffer, function);
+                       sampleTexel(c7, uuuu1, vvvv1, wwww1, offset, w, mipmap, buffer, function);
 
                        // Fractions
                        Float4 fu = Frac(Float4(As<UShort4>(uuuu0)) * *Pointer<Float4>(mipmap + OFFSET(Mipmap,fWidth)));
@@ -1426,13 +1426,13 @@ namespace sw
                }
        }
 
-       void SamplerCore::computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &uuuu, Float4 &vvvv, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerMethod method)
+       void SamplerCore::computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &uuuu, Float4 &vvvv, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerFunction function)
        {
-               if(method != Lod)
+               if(function != Lod && function != Fetch)
                {
                        Float4 duvdxy;
 
-                       if(method != Grad)
+                       if(function != Grad)
                        {
                                duvdxy = Float4(uuuu.yz, vvvv.yz) - Float4(uuuu.xx, vvvv.xx);
                        }
@@ -1476,7 +1476,7 @@ namespace sw
                        lod -= Float(0x3F800000);
                        lod *= As<Float>(Int(0x33800000));
 
-                       if(method == Bias)
+                       if(function == Bias)
                        {
                                lod += lodBias;
                        }
@@ -1490,11 +1490,11 @@ namespace sw
                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)
+       void SamplerCore::computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &s, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerFunction function)
        {
-               if(method != Lod)
+               if(function != Lod && function != Fetch)
                {
-                       if(method != Grad)
+                       if(function != Grad)
                        {
                                Float4 dudxy = u.ywyw - u;
                                Float4 dvdxy = v.ywyw - v;
@@ -1535,7 +1535,7 @@ namespace sw
                        lod -= Float(0x3F800000);
                        lod *= As<Float>(Int(0x33800000));
 
-                       if(method == Bias)
+                       if(function == Bias)
                        {
                                lod += lodBias;
                        }
@@ -1549,20 +1549,20 @@ namespace sw
                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)
+       void SamplerCore::computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &uuuu, Float4 &vvvv, Float4 &wwww, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerFunction function)
        {
                if(state.mipmapFilter == MIPMAP_NONE)
                {
                }
                else   // Point and linear filter
                {
-                       if(method != Lod)
+                       if(function != Lod && function != Fetch)
                        {
                                Float4 dudxy;
                                Float4 dvdxy;
                                Float4 dsdxy;
 
-                               if(method != Grad)
+                               if(function != Grad)
                                {
                                        dudxy = uuuu.ywyw - uuuu;
                                        dvdxy = vvvv.ywyw - vvvv;
@@ -1602,7 +1602,7 @@ namespace sw
                                lod -= Float(0x3F800000);
                                lod *= As<Float>(Int(0x33800000));
 
-                               if(method == Bias)
+                               if(function == Bias)
                                {
                                        lod += lodBias;
                                }
@@ -1697,12 +1697,12 @@ namespace sw
                return As<Short4>(UShort4(tmp));
        }
 
-       void SamplerCore::computeIndices(Int index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, const Pointer<Byte> &mipmap, unsigned int options)
+       void SamplerCore::computeIndices(Int index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, const Pointer<Byte> &mipmap, SamplerFunction function)
        {
                Short4 uuu2;
 
-               bool texelFetch = (options & Fetch) != 0;
-               bool hasOffset = (options & Offset) != 0;
+               bool texelFetch = (function == Fetch);
+               bool hasOffset = (function.option == Offset);
 
                if(!state.hasNPOTTexture && !hasFloatTexture() && !hasOffset)
                {
@@ -1782,11 +1782,11 @@ namespace sw
                }
        }
 
-       void SamplerCore::sampleTexel(Vector4s &c, Short4 &uuuu, Short4 &vvvv, Short4 &wwww, Vector4f &offset, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], unsigned int options)
+       void SamplerCore::sampleTexel(Vector4s &c, Short4 &uuuu, Short4 &vvvv, Short4 &wwww, Vector4f &offset, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function)
        {
                Int index[4];
 
-               computeIndices(index, uuuu, vvvv, wwww, offset, mipmap, options);
+               computeIndices(index, uuuu, vvvv, wwww, offset, mipmap, function);
 
                int f0 = state.textureType == TEXTURE_CUBE ? 0 : 0;
                int f1 = state.textureType == TEXTURE_CUBE ? 1 : 0;
@@ -2022,7 +2022,7 @@ namespace sw
                        c0 = c0 | (c1 << 8) | (c2 << 16) | (c3 << 24);
                        UShort4 Y = As<UShort4>(Unpack(As<Byte4>(c0)));
 
-                       computeIndices(index, uuuu, vvvv, wwww, offset, mipmap + sizeof(Mipmap), options);
+                       computeIndices(index, uuuu, vvvv, wwww, offset, mipmap + sizeof(Mipmap), function);
                        c0 = Int(*Pointer<Byte>(buffer[1] + index[0]));
                        c1 = Int(*Pointer<Byte>(buffer[1] + index[1]));
                        c2 = Int(*Pointer<Byte>(buffer[1] + index[2]));
@@ -2059,11 +2059,11 @@ namespace sw
                else ASSERT(false);
        }
 
-       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)
+       void SamplerCore::sampleTexel(Vector4f &c, Short4 &uuuu, Short4 &vvvv, Short4 &wwww, Vector4f &offset, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function)
        {
                Int index[4];
 
-               computeIndices(index, uuuu, vvvv, wwww, offset, mipmap, options);
+               computeIndices(index, uuuu, vvvv, wwww, offset, mipmap, function);
 
                int f0 = state.textureType == TEXTURE_CUBE ? 0 : 0;
                int f1 = state.textureType == TEXTURE_CUBE ? 1 : 0;
index 17322b9..491d349 100644 (file)
@@ -25,49 +25,58 @@ namespace sw
                Implicit,
                Bias,
                Lod,
-               Grad
+               Grad,
+               Fetch
        };
 
-       enum TextureFunction
+       enum SamplerOption
        {
-               None = 0x00,
-               Offset = 0x01,
-               Fetch = 0x02
+               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, unsigned int options, SamplerMethod method);
+               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, unsigned int options, 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, 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], 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 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);
+               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(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 computeIndices(Int index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, const Pointer<Byte> &mipmap, SamplerFunction function);
+               void sampleTexel(Vector4s &c, Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function);
+               void sampleTexel(Vector4f &c, Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, 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);
 
index 6d789a9..5fda7e7 100644 (file)
@@ -1533,44 +1533,44 @@ namespace sw
 
        void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1)
        {
-               sampleTexture(dst, src1, src0, a0, a0, src0, Lod, None);
+               sampleTexture(dst, src1, src0, a0, a0, src0, Lod);
        }
 
        void VertexProgram::TEX(Vector4f &dst, Vector4f &src0, const Src &src1)
        {
                src0.w = Float(0.0f);
-               sampleTexture(dst, src1, src0, a0, a0, src0, Lod, None);
+               sampleTexture(dst, src1, src0, a0, a0, src0, Lod);
        }
 
        void VertexProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2)
        {
                src0.w = Float(0.0f);
-               sampleTexture(dst, src1, src0, a0, a0, src2, Lod, Offset);
+               sampleTexture(dst, src1, src0, a0, a0, src2, {Lod, Offset});
        }
 
        void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset)
        {
-               sampleTexture(dst, src1, src0, a0, a0, offset, Lod, Offset);
+               sampleTexture(dst, src1, src0, a0, a0, offset, {Lod, Offset});
        }
 
        void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1)
        {
-               sampleTexture(dst, src1, src0, src0, src0, src0, Lod, Fetch);
+               sampleTexture(dst, src1, src0, src0, src0, src0, Fetch);
        }
 
        void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset)
        {
-               sampleTexture(dst, src1, src0, src0, src0, offset, Lod, Fetch | Offset);
+               sampleTexture(dst, src1, src0, src0, src0, offset, {Fetch, Offset});
        }
 
        void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
        {
-               sampleTexture(dst, src1, src0, src2, src3, src0, Grad, None);
+               sampleTexture(dst, src1, src0, src2, src3, src0, Grad);
        }
 
        void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, Vector4f &offset)
        {
-               sampleTexture(dst, src1, src0, src2, src3, offset, Grad, Offset);
+               sampleTexture(dst, src1, src0, src2, src3, offset, {Grad, Offset});
        }
 
        void VertexProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1)
@@ -1579,14 +1579,14 @@ namespace sw
                sampler[src1.index]->textureSize(texture, dst, lod);
        }
 
-       void VertexProgram::sampleTexture(Vector4f &c, const Src &s, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerMethod method, unsigned int options)
+       void VertexProgram::sampleTexture(Vector4f &c, const Src &s, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
        {
                Vector4f tmp;
 
                if(s.type == Shader::PARAMETER_SAMPLER && s.rel.type == Shader::PARAMETER_VOID)
                {
                        Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[TEXTURE_IMAGE_UNITS]) + s.index * sizeof(Texture);
-                       sampler[s.index]->sampleTexture(texture, tmp, uvwq.x, uvwq.y, uvwq.z, uvwq.w, dsx, dsy, offset, options, method);
+                       sampler[s.index]->sampleTexture(texture, tmp, uvwq.x, uvwq.y, uvwq.z, uvwq.w, dsx, dsy, offset, function);
                }
                else
                {
@@ -1599,7 +1599,7 @@ namespace sw
                                        If(index == i)
                                        {
                                                Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[TEXTURE_IMAGE_UNITS]) + i * sizeof(Texture);
-                                               sampler[i]->sampleTexture(texture, tmp, uvwq.x, uvwq.y, uvwq.z, uvwq.w, dsx, dsy, offset, options, method);
+                                               sampler[i]->sampleTexture(texture, tmp, uvwq.x, uvwq.y, uvwq.z, uvwq.w, dsx, dsy, offset, function);
                                                // FIXME: When the sampler states are the same, we could use one sampler and just index the texture
                                        }
                                }
index fcde4e6..4d73fa9 100644 (file)
@@ -116,7 +116,7 @@ namespace sw
                void TEXGRAD(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3, Vector4f &src4);
                void TEXSIZE(Vector4f &dst, Float4 &lod, const Src&);
 
-               void sampleTexture(Vector4f &c, const Src &s, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerMethod method, unsigned int options);
+               void sampleTexture(Vector4f &c, const Src &s, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function);
 
                SamplerCore *sampler[VERTEX_TEXTURE_IMAGE_UNITS];