OSDN Git Service

Refactor sampler LOD calculation method into an enum.
authorNicolas Capens <capn@google.com>
Mon, 4 Apr 2016 15:13:24 +0000 (11:13 -0400)
committerNicolas Capens <capn@google.com>
Tue, 5 Apr 2016 18:36:47 +0000 (18:36 +0000)
Change-Id: I0beed96cd68608ce07aec0b11f14d6f61e67e53d
Reviewed-on: https://swiftshader-review.googlesource.com/5034
Tested-by: Nicolas Capens <capn@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
src/Shader/PixelPipeline.cpp
src/Shader/PixelPipeline.hpp
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 7669163..99f91e7 100644 (file)
@@ -94,9 +94,9 @@ namespace sw
                        Vector4s s1;
                        Vector4s s2;
 
-                       if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterS(src0);
-                       if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterS(src1);
-                       if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterS(src2);
+                       if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegister(src0);
+                       if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegister(src1);
+                       if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegister(src2);
 
                        Float4 x = version < 0x0104 ? v[2 + dst.index].x : v[2 + src0.index].x;
                        Float4 y = version < 0x0104 ? v[2 + dst.index].y : v[2 + src0.index].y;
@@ -1221,25 +1221,20 @@ namespace sw
                sampleTexture(c, stage, x, y, z, w, project);
        }
 
-       void PixelPipeline::sampleTexture(Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project, bool bias)
+       void PixelPipeline::sampleTexture(Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project)
        {
+               #if PERF_PROFILE
+                       Long texTime = Ticks();
+               #endif
+
                Vector4f dsx;
                Vector4f dsy;
 
-               sampleTexture(c, stage, u, v, w, q, dsx, dsy, project, bias, false);
-       }
-
-       void PixelPipeline::sampleTexture(Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
-       {
-#if PERF_PROFILE
-               Long texTime = Ticks();
-#endif
-
                Pointer<Byte> texture = data + OFFSET(DrawData, mipmap) + stage * sizeof(Texture);
 
                if(!project)
                {
-                       sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, bias, gradients, lodProvided);
+                       sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy);
                }
                else
                {
@@ -1249,12 +1244,12 @@ namespace sw
                        Float4 v_q = v * rq;
                        Float4 w_q = w * rq;
 
-                       sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, bias, gradients, lodProvided);
+                       sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy);
                }
 
-#if PERF_PROFILE
-               cycles[PERF_TEX] += Ticks() - texTime;
-#endif
+               #if PERF_PROFILE
+                       cycles[PERF_TEX] += Ticks() - texTime;
+               #endif
        }
 
        Short4 PixelPipeline::convertFixed12(RValue<Float4> cf)
@@ -1317,7 +1312,7 @@ namespace sw
                }
        }
 
-       Vector4s PixelPipeline::fetchRegisterS(const Src &src)
+       Vector4s PixelPipeline::fetchRegister(const Src &src)
        {
                Vector4s *reg;
                int i = src.index;
index fd76b3e..4d0362d 100644 (file)
@@ -57,8 +57,7 @@ namespace sw
                void specularPixel(Vector4s &current, Vector4s &specular);\r
 \r
                void sampleTexture(Vector4s &c, int coordinates, int sampler, bool project = false);\r
-               void sampleTexture(Vector4s &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project = false, bool bias = false);\r
-               void sampleTexture(Vector4s &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool gradients = false, bool lodProvided = false);\r
+               void sampleTexture(Vector4s &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project = false);\r
 \r
                Short4 convertFixed12(RValue<Float4> cf);\r
                void convertFixed12(Vector4s &cs, Vector4f &cf);\r
@@ -66,7 +65,7 @@ namespace sw
                void convertSigned12(Vector4f &cf, Vector4s &cs);\r
 \r
                void writeDestination(Vector4s &d, const Dst &dst);\r
-               Vector4s fetchRegisterS(const Src &src);\r
+               Vector4s fetchRegister(const Src &src);\r
 \r
                // Instructions\r
                void MOV(Vector4s &dst, Vector4s &src0);\r
index 0286bc3..6eca4eb 100644 (file)
@@ -136,11 +136,11 @@ namespace sw
                                }
                        }
 
-                       if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterF(src0);
-                       if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterF(src1);
-                       if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterF(src2);
-                       if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegisterF(src3);
-                       if(src4.type != Shader::PARAMETER_VOID) s4 = fetchRegisterF(src4);
+                       if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegister(src0);
+                       if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegister(src1);
+                       if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegister(src2);
+                       if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegister(src3);
+                       if(src4.type != Shader::PARAMETER_VOID) s4 = fetchRegister(src4);
 
                        switch(opcode)
                        {
@@ -270,8 +270,8 @@ namespace sw
                        case Shader::OPCODE_M3X3:       M3X3(d, s0, src1);                             break;
                        case Shader::OPCODE_M3X2:       M3X2(d, s0, src1);                             break;
                        case Shader::OPCODE_TEX:        TEXLD(d, s0, src1, project, bias);             break;
-                       case Shader::OPCODE_TEXLDD:     TEXLDD(d, s0, src1, s2, s3, project, bias);    break;
-                       case Shader::OPCODE_TEXLDL:     TEXLDL(d, s0, src1, project, bias);            break;
+                       case Shader::OPCODE_TEXLDD:     TEXLDD(d, s0, src1, s2, s3, project);          break;
+                       case Shader::OPCODE_TEXLDL:     TEXLDL(d, s0, src1, project);                  break;
                        case Shader::OPCODE_TEXSIZE:    TEXSIZE(d, s0.x, src1);                        break;
                        case Shader::OPCODE_TEXKILL:    TEXKILL(cMask, d, dst.mask);                   break;
                        case Shader::OPCODE_TEXOFFSET:  TEXOFFSET(d, s0, src1, s2, s3, project, bias); break;
@@ -624,15 +624,17 @@ namespace sw
                }
        }
 
-       void PixelProgram::sampleTexture(Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
+       void PixelProgram::sampleTexture(Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, SamplerMethod method)
        {
+               Vector4f tmp;
+
                if(sampler.type == Shader::PARAMETER_SAMPLER && sampler.rel.type == Shader::PARAMETER_VOID)
                {
-                       sampleTexture(c, sampler.index, u, v, w, q, dsx, dsy, project, bias, gradients, lodProvided);
+                       sampleTexture(tmp, sampler.index, u, v, w, q, dsx, dsy, project, method);
                }
                else
                {
-                       Int index = As<Int>(Float(fetchRegisterF(sampler).x.x));
+                       Int index = As<Int>(Float(fetchRegister(sampler).x.x));
 
                        for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++)
                        {
@@ -640,25 +642,30 @@ namespace sw
                                {
                                        If(index == i)
                                        {
-                                               sampleTexture(c, i, u, v, w, q, dsx, dsy, project, bias, gradients, lodProvided);
+                                               sampleTexture(tmp, i, u, v, w, q, dsx, dsy, project, method);
                                                // FIXME: When the sampler states are the same, we could use one sampler and just index the texture
                                        }
                                }
                        }
                }
+
+               c.x = tmp[(sampler.swizzle >> 0) & 0x3];
+               c.y = tmp[(sampler.swizzle >> 2) & 0x3];
+               c.z = tmp[(sampler.swizzle >> 4) & 0x3];
+               c.w = tmp[(sampler.swizzle >> 6) & 0x3];
        }
 
-       void PixelProgram::sampleTexture(Vector4f &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
+       void PixelProgram::sampleTexture(Vector4f &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, SamplerMethod method)
        {
-#if PERF_PROFILE
-               Long texTime = Ticks();
-#endif
+               #if PERF_PROFILE
+                       Long texTime = Ticks();
+               #endif
 
                Pointer<Byte> texture = data + OFFSET(DrawData, mipmap) + stage * sizeof(Texture);
 
                if(!project)
                {
-                       sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, bias, gradients, lodProvided);
+                       sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, method);
                }
                else
                {
@@ -668,12 +675,12 @@ namespace sw
                        Float4 v_q = v * rq;
                        Float4 w_q = w * rq;
 
-                       sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, bias, gradients, lodProvided);
+                       sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, method);
                }
 
-#if PERF_PROFILE
-               cycles[PERF_TEX] += Ticks() - texTime;
-#endif
+               #if PERF_PROFILE
+                       cycles[PERF_TEX] += Ticks() - texTime;
+               #endif
        }
 
        void PixelProgram::clampColor(Vector4f oC[RENDERTARGETS])
@@ -743,7 +750,7 @@ namespace sw
                return enable;
        }
 
-       Vector4f PixelProgram::fetchRegisterF(const Src &src, unsigned int offset)
+       Vector4f PixelProgram::fetchRegister(const Src &src, unsigned int offset)
        {
                Vector4f reg;
                unsigned int i = src.index + offset;
@@ -989,8 +996,8 @@ namespace sw
 
        void PixelProgram::M3X2(Vector4f &dst, Vector4f &src0, const Src &src1)
        {
-               Vector4f row0 = fetchRegisterF(src1, 0);
-               Vector4f row1 = fetchRegisterF(src1, 1);
+               Vector4f row0 = fetchRegister(src1, 0);
+               Vector4f row1 = fetchRegister(src1, 1);
 
                dst.x = dot3(src0, row0);
                dst.y = dot3(src0, row1);
@@ -998,9 +1005,9 @@ namespace sw
 
        void PixelProgram::M3X3(Vector4f &dst, Vector4f &src0, const Src &src1)
        {
-               Vector4f row0 = fetchRegisterF(src1, 0);
-               Vector4f row1 = fetchRegisterF(src1, 1);
-               Vector4f row2 = fetchRegisterF(src1, 2);
+               Vector4f row0 = fetchRegister(src1, 0);
+               Vector4f row1 = fetchRegister(src1, 1);
+               Vector4f row2 = fetchRegister(src1, 2);
 
                dst.x = dot3(src0, row0);
                dst.y = dot3(src0, row1);
@@ -1009,10 +1016,10 @@ namespace sw
 
        void PixelProgram::M3X4(Vector4f &dst, Vector4f &src0, const Src &src1)
        {
-               Vector4f row0 = fetchRegisterF(src1, 0);
-               Vector4f row1 = fetchRegisterF(src1, 1);
-               Vector4f row2 = fetchRegisterF(src1, 2);
-               Vector4f row3 = fetchRegisterF(src1, 3);
+               Vector4f row0 = fetchRegister(src1, 0);
+               Vector4f row1 = fetchRegister(src1, 1);
+               Vector4f row2 = fetchRegister(src1, 2);
+               Vector4f row3 = fetchRegister(src1, 3);
 
                dst.x = dot3(src0, row0);
                dst.y = dot3(src0, row1);
@@ -1022,9 +1029,9 @@ namespace sw
 
        void PixelProgram::M4X3(Vector4f &dst, Vector4f &src0, const Src &src1)
        {
-               Vector4f row0 = fetchRegisterF(src1, 0);
-               Vector4f row1 = fetchRegisterF(src1, 1);
-               Vector4f row2 = fetchRegisterF(src1, 2);
+               Vector4f row0 = fetchRegister(src1, 0);
+               Vector4f row1 = fetchRegister(src1, 1);
+               Vector4f row2 = fetchRegister(src1, 2);
 
                dst.x = dot4(src0, row0);
                dst.y = dot4(src0, row1);
@@ -1033,10 +1040,10 @@ namespace sw
 
        void PixelProgram::M4X4(Vector4f &dst, Vector4f &src0, const Src &src1)
        {
-               Vector4f row0 = fetchRegisterF(src1, 0);
-               Vector4f row1 = fetchRegisterF(src1, 1);
-               Vector4f row2 = fetchRegisterF(src1, 2);
-               Vector4f row3 = fetchRegisterF(src1, 3);
+               Vector4f row0 = fetchRegister(src1, 0);
+               Vector4f row1 = fetchRegister(src1, 1);
+               Vector4f row2 = fetchRegister(src1, 2);
+               Vector4f row3 = fetchRegister(src1, 3);
 
                dst.x = dot4(src0, row0);
                dst.y = dot4(src0, row1);
@@ -1046,13 +1053,7 @@ namespace sw
 
        void PixelProgram::TEXLD(Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
        {
-               Vector4f tmp;
-               sampleTexture(tmp, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias);
-
-               dst.x = tmp[(src1.swizzle >> 0) & 0x3];
-               dst.y = tmp[(src1.swizzle >> 2) & 0x3];
-               dst.z = tmp[(src1.swizzle >> 4) & 0x3];
-               dst.w = tmp[(src1.swizzle >> 6) & 0x3];
+               sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias ? Bias : Implicit);
        }
 
        void PixelProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, bool project, bool bias)
@@ -1085,26 +1086,14 @@ namespace sw
                UNIMPLEMENTED();
        }
 
-       void PixelProgram::TEXLDD(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3, bool project, bool bias)
+       void PixelProgram::TEXLDD(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3, bool project)
        {
-               Vector4f tmp;
-               sampleTexture(tmp, src1, src0.x, src0.y, src0.z, src0.w, src2, src3, project, bias, true);
-
-               dst.x = tmp[(src1.swizzle >> 0) & 0x3];
-               dst.y = tmp[(src1.swizzle >> 2) & 0x3];
-               dst.z = tmp[(src1.swizzle >> 4) & 0x3];
-               dst.w = tmp[(src1.swizzle >> 6) & 0x3];
+               sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src2, src3, project, Grad);
        }
 
-       void PixelProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
+       void PixelProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1, bool project)
        {
-               Vector4f tmp;
-               sampleTexture(tmp, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias, false, true);
-
-               dst.x = tmp[(src1.swizzle >> 0) & 0x3];
-               dst.y = tmp[(src1.swizzle >> 2) & 0x3];
-               dst.z = tmp[(src1.swizzle >> 4) & 0x3];
-               dst.w = tmp[(src1.swizzle >> 6) & 0x3];
+               sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, Lod);
        }
 
        void PixelProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1)
@@ -1458,7 +1447,7 @@ namespace sw
                }
                else
                {
-                       Int4 condition = As<Int4>(fetchRegisterF(src).x);
+                       Int4 condition = As<Int4>(fetchRegister(src).x);
                        IF(condition);
                }
        }
@@ -1627,7 +1616,7 @@ namespace sw
                Nucleus::setInsertBlock(testBlock);
                enableContinue = restoreContinue;
 
-               const Vector4f &src = fetchRegisterF(temporaryRegister);
+               const Vector4f &src = fetchRegister(temporaryRegister);
                Int4 condition = As<Int4>(src.x);
                condition &= enableStack[enableIndex - 1];
                enableStack[enableIndex] = condition;
index ab69b62..085255d 100644 (file)
@@ -13,6 +13,7 @@
 #define sw_PixelProgram_hpp\r
 \r
 #include "PixelRoutine.hpp"\r
+#include "SamplerCore.hpp"\r
 \r
 namespace sw\r
 {\r
@@ -78,15 +79,15 @@ namespace sw
                Int4 enableContinue;\r
                Int4 enableLeave;\r
 \r
-               void sampleTexture(Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool gradients = false, bool lodProvided = false);\r
-               void sampleTexture(Vector4f &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool gradients = false, bool lodProvided = false);\r
+               void sampleTexture(Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, SamplerMethod method);\r
+               void sampleTexture(Vector4f &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, SamplerMethod method);\r
 \r
                // Raster operations\r
                void clampColor(Vector4f oC[RENDERTARGETS]);\r
 \r
                Int4 enableMask(const Shader::Instruction *instruction);\r
 \r
-               Vector4f fetchRegisterF(const Src &src, unsigned int offset = 0);\r
+               Vector4f fetchRegister(const Src &src, unsigned int offset = 0);\r
                Vector4f readConstant(const Src &src, unsigned int offset = 0);\r
                RValue<Pointer<Byte>> uniformAddress(int bufferIndex, unsigned int index);\r
                RValue<Pointer<Byte>> uniformAddress(int bufferIndex, unsigned int index, Int& offset);\r
@@ -103,8 +104,8 @@ namespace sw
                void M4X3(Vector4f &dst, Vector4f &src0, const Src &src1);\r
                void M4X4(Vector4f &dst, Vector4f &src0, const Src &src1);\r
                void TEXLD(Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias);\r
-               void TEXLDD(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3, bool project, bool bias);\r
-               void TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias);\r
+               void TEXLDD(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3, bool project);\r
+               void TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1, bool project);\r
                void TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1);\r
                void TEXKILL(Int cMask[4], Vector4f &src, unsigned char mask);\r
                void TEXOFFSET(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3, bool project, bool bias);\r
index 82a6644..8128617 100644 (file)
@@ -51,7 +51,12 @@ namespace sw
        {
        }
 
-       void SamplerCore::sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool bias, bool gradients, bool lodProvided, bool fixed12)
+       void SamplerCore::sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, SamplerMethod method)
+       {
+               sampleTexture(texture, c, u, v, w, q, dsx, dsy, method, true);
+       }
+
+       void SamplerCore::sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, SamplerMethod method, bool fixed12)
        {
                #if PERF_PROFILE
                        AddAtomic(Pointer<Long>(&profiler.texOperations), 4);
@@ -101,16 +106,16 @@ namespace sw
                        {
                                if(state.textureType != TEXTURE_CUBE)
                                {
-                                       computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, q.x, dsx, dsy, bias, gradients, lodProvided);
+                                       computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, q.x, dsx, dsy, method);
                                }
                                else
                                {
-                                       computeLod(texture, lod, anisotropy, uDelta, vDelta, lodU, lodV, q.x, dsx, dsy, bias, gradients, lodProvided);
+                                       computeLod(texture, lod, anisotropy, uDelta, vDelta, lodU, lodV, q.x, dsx, dsy, method);
                                }
                        }
                        else
                        {
-                               computeLod3D(texture, lod, uuuu, vvvv, wwww, q.x, dsx, dsy, bias, gradients, lodProvided);
+                               computeLod3D(texture, lod, uuuu, vvvv, wwww, q.x, dsx, dsy, method);
                        }
 
                        if(state.textureType == TEXTURE_CUBE)
@@ -121,13 +126,13 @@ namespace sw
 
                        if(!hasFloatTexture())
                        {
-                               sampleFilter(texture, c, uuuu, vvvv, wwww, lod, anisotropy, uDelta, vDelta, face, lodProvided);
+                               sampleFilter(texture, c, uuuu, vvvv, wwww, lod, anisotropy, uDelta, vDelta, face, method);
                        }
                        else
                        {
                                Vector4f cf;
 
-                               sampleFloatFilter(texture, cf, uuuu, vvvv, wwww, lod, anisotropy, uDelta, vDelta, face, lodProvided);
+                               sampleFloatFilter(texture, cf, uuuu, vvvv, wwww, lod, anisotropy, uDelta, vDelta, face, method);
 
                                convertFixed12(c, cf);
                        }
@@ -287,7 +292,7 @@ namespace sw
                }
        }
 
-       void SamplerCore::sampleTexture(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool bias, bool gradients, bool lodProvided)
+       void SamplerCore::sampleTexture(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, SamplerMethod method)
        {
                #if PERF_PROFILE
                        AddAtomic(Pointer<Long>(&profiler.texOperations), 4);
@@ -331,16 +336,16 @@ namespace sw
                                {
                                        if(state.textureType != TEXTURE_CUBE)
                                        {
-                                               computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, q.x, dsx, dsy, bias, gradients, lodProvided);
+                                               computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, q.x, dsx, dsy, method);
                                        }
                                        else
                                        {
-                                               computeLod(texture, lod, anisotropy, uDelta, vDelta, lodU, lodV, q.x, dsx, dsy, bias, gradients, lodProvided);
+                                               computeLod(texture, lod, anisotropy, uDelta, vDelta, lodU, lodV, q.x, dsx, dsy, method);
                                        }
                                }
                                else
                                {
-                                       computeLod3D(texture, lod, uuuu, vvvv, wwww, q.x, dsx, dsy, bias, gradients, lodProvided);
+                                       computeLod3D(texture, lod, uuuu, vvvv, wwww, q.x, dsx, dsy, method);
                                }
 
                                if(state.textureType == TEXTURE_CUBE)
@@ -349,13 +354,13 @@ namespace sw
                                        vvvv += Float4(0.5f);
                                }
 
-                               sampleFloatFilter(texture, c, uuuu, vvvv, wwww, lod, anisotropy, uDelta, vDelta, face, lodProvided);
+                               sampleFloatFilter(texture, c, uuuu, vvvv, wwww, lod, anisotropy, uDelta, vDelta, face, method);
                        }
                        else
                        {
                                Vector4s cs;
 
-                               sampleTexture(texture, cs, u, v, w, q, dsx, dsy, bias, gradients, lodProvided, false);
+                               sampleTexture(texture, cs, u, v, w, q, dsx, dsy, method, false);
 
                                for(int component = 0; component < textureComponentCount(); component++)
                                {
@@ -593,15 +598,15 @@ namespace sw
                return uvw;
        }
 
-       void SamplerCore::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)
+       void SamplerCore::sampleFilter(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerMethod method)
        {
-               sampleAniso(texture, c, u, v, w, lod, anisotropy, uDelta, vDelta, face, false, lodProvided);
+               sampleAniso(texture, c, u, v, w, lod, anisotropy, uDelta, vDelta, face, false, method);
 
                if(state.mipmapFilter > MIPMAP_POINT)
                {
                        Vector4s cc;
 
-                       sampleAniso(texture, cc, u, v, w, lod, anisotropy, uDelta, vDelta, face, true, lodProvided);
+                       sampleAniso(texture, cc, u, v, w, lod, anisotropy, uDelta, vDelta, face, true, method);
 
                        lod *= Float(1 << 16);
 
@@ -689,9 +694,9 @@ namespace sw
                }
        }
 
-       void SamplerCore::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)
+       void SamplerCore::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, SamplerMethod method)
        {
-               if(state.textureFilter != FILTER_ANISOTROPIC || lodProvided)
+               if(state.textureFilter != FILTER_ANISOTROPIC || method == Lod)
                {
                        sampleQuad(texture, c, u, v, w, lod, face, secondLOD);
                }
@@ -1093,15 +1098,15 @@ namespace sw
                }
        }
 
-       void SamplerCore::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)
+       void SamplerCore::sampleFloatFilter(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerMethod method)
        {
-               sampleFloatAniso(texture, c, u, v, w, lod, anisotropy, uDelta, vDelta, face, false, lodProvided);
+               sampleFloatAniso(texture, c, u, v, w, lod, anisotropy, uDelta, vDelta, face, false, method);
 
                if(state.mipmapFilter > MIPMAP_POINT)
                {
                        Vector4f cc;
 
-                       sampleFloatAniso(texture, cc, u, v, w, lod, anisotropy, uDelta, vDelta, face, true, lodProvided);
+                       sampleFloatAniso(texture, cc, u, v, w, lod, anisotropy, uDelta, vDelta, face, true, method);
 
                        Float4 lod4 = Float4(Frac(lod));
 
@@ -1168,9 +1173,9 @@ namespace sw
                }
        }
 
-       void SamplerCore::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)
+       void SamplerCore::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, SamplerMethod method)
        {
-               if(state.textureFilter != FILTER_ANISOTROPIC || lodProvided)
+               if(state.textureFilter != FILTER_ANISOTROPIC || method == Lod)
                {
                        sampleFloat(texture, c, u, v, w, lod, face, secondLOD);
                }
@@ -1390,13 +1395,13 @@ 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, bool bias, bool gradients, bool lodProvided)
+       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)
        {
-               if(!lodProvided)
+               if(method != Lod)
                {
                        Float4 duvdxy;
 
-                       if(!gradients)
+                       if(method != Grad)
                        {
                                duvdxy = Float4(uuuu.yz, vvvv.yz) - Float4(uuuu.xx, vvvv.xx);
                        }
@@ -1440,7 +1445,7 @@ namespace sw
                        lod -= Float(0x3F800000);
                        lod *= As<Float>(Int(0x33800000));
 
-                       if(bias)
+                       if(method == Bias)
                        {
                                lod += lodBias;
                        }
@@ -1460,20 +1465,20 @@ namespace sw
                lod = Min(lod, Float(MIPMAP_LEVELS - 2));   // Trilinear accesses lod+1
        }
 
-       void SamplerCore::computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &uuuu, Float4 &vvvv, Float4 &wwww, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, bool bias, bool gradients, bool lodProvided)
+       void SamplerCore::computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &uuuu, Float4 &vvvv, Float4 &wwww, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerMethod method)
        {
                if(state.mipmapFilter == MIPMAP_NONE)
                {
                }
                else   // Point and linear filter
                {
-                       if(!lodProvided)
+                       if(method != Lod)
                        {
                                Float4 dudxy;
                                Float4 dvdxy;
                                Float4 dsdxy;
 
-                               if(!gradients)
+                               if(method != Grad)
                                {
                                        dudxy = uuuu.ywyw - uuuu;
                                        dvdxy = vvvv.ywyw - vvvv;
@@ -1513,7 +1518,7 @@ namespace sw
                                lod -= Float(0x3F800000);
                                lod *= As<Float>(Int(0x33800000));
 
-                               if(bias)
+                               if(method == Bias)
                                {
                                        lod += lodBias;
                                }
index 75d8f31..bb8324f 100644 (file)
 \r
 namespace sw\r
 {\r
+       enum SamplerMethod\r
+       {\r
+               Implicit,\r
+               Bias,\r
+               Lod,\r
+               Grad,\r
+       };\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
+               void sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, SamplerMethod method = Implicit);\r
+               void sampleTexture(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, SamplerMethod method = Implicit);\r
 \r
        private:\r
+               void sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, SamplerMethod method, bool fixed12);\r
+\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 sampleFilter(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerMethod method);\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, SamplerMethod method);\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 sampleFloatFilter(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerMethod method);\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, SamplerMethod method);\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 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);\r
+               void computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerMethod method);\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
index dc829ef..e0ecd73 100644 (file)
@@ -136,11 +136,11 @@ namespace sw
                        Vector4f s3;
                        Vector4f s4;
 
-                       if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterF(src0);
-                       if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterF(src1);
-                       if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterF(src2);
-                       if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegisterF(src3);
-                       if(src4.type != Shader::PARAMETER_VOID) s4 = fetchRegisterF(src4);
+                       if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegister(src0);
+                       if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegister(src1);
+                       if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegister(src2);
+                       if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegister(src3);
+                       if(src4.type != Shader::PARAMETER_VOID) s4 = fetchRegister(src4);
 
                        switch(opcode)
                        {
@@ -647,7 +647,7 @@ namespace sw
                }
        }
 
-       Vector4f VertexProgram::fetchRegisterF(const Src &src, unsigned int offset)
+       Vector4f VertexProgram::fetchRegister(const Src &src, unsigned int offset)
        {
                Vector4f reg;
                unsigned int i = src.index + offset;
@@ -830,7 +830,7 @@ namespace sw
                        if(src.rel.deterministic)
                        {
                                Int a = relativeAddress(src, src.bufferIndex);
-                       
+
                                c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, a));
 
                                c.x = c.x.xxxx;
@@ -930,8 +930,8 @@ namespace sw
 
        void VertexProgram::M3X2(Vector4f &dst, Vector4f &src0, Src &src1)
        {
-               Vector4f row0 = fetchRegisterF(src1, 0);
-               Vector4f row1 = fetchRegisterF(src1, 1);
+               Vector4f row0 = fetchRegister(src1, 0);
+               Vector4f row1 = fetchRegister(src1, 1);
 
                dst.x = dot3(src0, row0);
                dst.y = dot3(src0, row1);
@@ -939,9 +939,9 @@ namespace sw
 
        void VertexProgram::M3X3(Vector4f &dst, Vector4f &src0, Src &src1)
        {
-               Vector4f row0 = fetchRegisterF(src1, 0);
-               Vector4f row1 = fetchRegisterF(src1, 1);
-               Vector4f row2 = fetchRegisterF(src1, 2);
+               Vector4f row0 = fetchRegister(src1, 0);
+               Vector4f row1 = fetchRegister(src1, 1);
+               Vector4f row2 = fetchRegister(src1, 2);
 
                dst.x = dot3(src0, row0);
                dst.y = dot3(src0, row1);
@@ -950,10 +950,10 @@ namespace sw
 
        void VertexProgram::M3X4(Vector4f &dst, Vector4f &src0, Src &src1)
        {
-               Vector4f row0 = fetchRegisterF(src1, 0);
-               Vector4f row1 = fetchRegisterF(src1, 1);
-               Vector4f row2 = fetchRegisterF(src1, 2);
-               Vector4f row3 = fetchRegisterF(src1, 3);
+               Vector4f row0 = fetchRegister(src1, 0);
+               Vector4f row1 = fetchRegister(src1, 1);
+               Vector4f row2 = fetchRegister(src1, 2);
+               Vector4f row3 = fetchRegister(src1, 3);
 
                dst.x = dot3(src0, row0);
                dst.y = dot3(src0, row1);
@@ -963,9 +963,9 @@ namespace sw
 
        void VertexProgram::M4X3(Vector4f &dst, Vector4f &src0, Src &src1)
        {
-               Vector4f row0 = fetchRegisterF(src1, 0);
-               Vector4f row1 = fetchRegisterF(src1, 1);
-               Vector4f row2 = fetchRegisterF(src1, 2);
+               Vector4f row0 = fetchRegister(src1, 0);
+               Vector4f row1 = fetchRegister(src1, 1);
+               Vector4f row2 = fetchRegister(src1, 2);
 
                dst.x = dot4(src0, row0);
                dst.y = dot4(src0, row1);
@@ -974,10 +974,10 @@ namespace sw
 
        void VertexProgram::M4X4(Vector4f &dst, Vector4f &src0, Src &src1)
        {
-               Vector4f row0 = fetchRegisterF(src1, 0);
-               Vector4f row1 = fetchRegisterF(src1, 1);
-               Vector4f row2 = fetchRegisterF(src1, 2);
-               Vector4f row3 = fetchRegisterF(src1, 3);
+               Vector4f row0 = fetchRegister(src1, 0);
+               Vector4f row1 = fetchRegister(src1, 1);
+               Vector4f row2 = fetchRegister(src1, 2);
+               Vector4f row3 = fetchRegister(src1, 3);
 
                dst.x = dot4(src0, row0);
                dst.y = dot4(src0, row1);
@@ -1259,7 +1259,7 @@ namespace sw
                }
                else
                {
-                       Int4 condition = As<Int4>(fetchRegisterF(src).x);
+                       Int4 condition = As<Int4>(fetchRegister(src).x);
                        IF(condition);
                }
        }
@@ -1429,7 +1429,7 @@ namespace sw
                Nucleus::setInsertBlock(testBlock);
                enableContinue = restoreContinue;
 
-               const Vector4f &src = fetchRegisterF(temporaryRegister);
+               const Vector4f &src = fetchRegister(temporaryRegister);
                Int4 condition = As<Int4>(src.x);
                condition &= enableStack[enableIndex - 1];
                enableStack[enableIndex] = condition;
@@ -1494,25 +1494,13 @@ namespace sw
 
        void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1)
        {
-               Vector4f tmp;
-               sampleTexture(tmp, src1, src0.x, src0.y, src0.z, src0.w);
-
-               dst.x = tmp[(src1.swizzle >> 0) & 0x3];
-               dst.y = tmp[(src1.swizzle >> 2) & 0x3];
-               dst.z = tmp[(src1.swizzle >> 4) & 0x3];
-               dst.w = tmp[(src1.swizzle >> 6) & 0x3];
+               sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, Lod);
        }
 
        void VertexProgram::TEX(Vector4f &dst, Vector4f &src0, const Src &src1)
        {
-               Float4 lod = Float4(0.0f);
-               Vector4f tmp;
-               sampleTexture(tmp, src1, src0.x, src0.y, src0.z, lod);
-
-               dst.x = tmp[(src1.swizzle >> 0) & 0x3];
-               dst.y = tmp[(src1.swizzle >> 2) & 0x3];
-               dst.z = tmp[(src1.swizzle >> 4) & 0x3];
-               dst.w = tmp[(src1.swizzle >> 6) & 0x3];
+               Float4 lod0 = Float4(0.0f);
+               sampleTexture(dst, src1, src0.x, src0.y, src0.z, lod0, Lod);
        }
 
        void VertexProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
@@ -1557,29 +1545,36 @@ namespace sw
                }
        }
 
-       void VertexProgram::sampleTexture(Vector4f &c, const Src &s, Float4 &u, Float4 &v, Float4 &w, Float4 &q)
+       void VertexProgram::sampleTexture(Vector4f &c, const Src &s, Float4 &u, Float4 &v, Float4 &w, Float4 &q, SamplerMethod method)
        {
+               Vector4f tmp;
+
                if(s.type == Shader::PARAMETER_SAMPLER && s.rel.type == Shader::PARAMETER_VOID)
                {
-                       Pointer<Byte> texture = data + OFFSET(DrawData,mipmap[16]) + s.index * sizeof(Texture);
-                       sampler[s.index]->sampleTexture(texture, c, u, v, w, q, a0, a0, false, false, true);
+                       Pointer<Byte> texture = data + OFFSET(DrawData,mipmap[TEXTURE_IMAGE_UNITS]) + s.index * sizeof(Texture);
+                       sampler[s.index]->sampleTexture(texture, tmp, u, v, w, q, a0, a0, method);
                }
                else
                {
-                       Int index = As<Int>(Float(fetchRegisterF(s).x.x));
+                       Int index = As<Int>(Float(fetchRegister(s).x.x));
 
-                       for(int i = 0; i < 16; i++)
+                       for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++)
                        {
                                if(shader->usesSampler(i))
                                {
                                        If(index == i)
                                        {
-                                               Pointer<Byte> texture = data + OFFSET(DrawData,mipmap[16]) + i * sizeof(Texture);
-                                               sampler[i]->sampleTexture(texture, c, u, v, w, q, a0, a0, false, false, true);
+                                               Pointer<Byte> texture = data + OFFSET(DrawData,mipmap[TEXTURE_IMAGE_UNITS]) + i * sizeof(Texture);
+                                               sampler[i]->sampleTexture(texture, tmp, u, v, w, q, a0, a0, method);
                                                // FIXME: When the sampler states are the same, we could use one sampler and just index the texture
                                        }
                                }
                        }
                }
+
+               c.x = tmp[(s.swizzle >> 0) & 0x3];
+               c.y = tmp[(s.swizzle >> 2) & 0x3];
+               c.z = tmp[(s.swizzle >> 4) & 0x3];
+               c.w = tmp[(s.swizzle >> 6) & 0x3];
        }
 }
index 1819d91..98e09cd 100644 (file)
@@ -14,6 +14,7 @@
 
 #include "VertexRoutine.hpp"
 #include "ShaderCore.hpp"
+#include "SamplerCore.hpp"
 
 #include "Stream.hpp"
 #include "Types.hpp"
@@ -22,7 +23,6 @@ namespace sw
 {
        struct Stream;
        class VertexShader;
-       class SamplerCore;
 
        class VertexProgram : public VertexRoutine, public ShaderCore
        {
@@ -63,7 +63,7 @@ namespace sw
                void program();
                void passThrough();
 
-               Vector4f fetchRegisterF(const Src &src, unsigned int offset = 0);
+               Vector4f fetchRegister(const Src &src, unsigned int offset = 0);
                Vector4f readConstant(const Src &src, unsigned int offset = 0);
                RValue<Pointer<Byte>> uniformAddress(int bufferIndex, unsigned int index);
                RValue<Pointer<Byte>> uniformAddress(int bufferIndex, unsigned int index, Int& offset);
@@ -111,7 +111,7 @@ 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, Float4 &u, Float4 &v, Float4 &w, Float4 &q);
+               void sampleTexture(Vector4f &c, const Src &s, Float4 &u, Float4 &v, Float4 &w, Float4 &q, SamplerMethod method);
 
                SamplerCore *sampler[VERTEX_TEXTURE_IMAGE_UNITS];