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      1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved.
      2 //
      3 // Licensed under the Apache License, Version 2.0 (the "License");
      4 // you may not use this file except in compliance with the License.
      5 // You may obtain a copy of the License at
      6 //
      7 //    http://www.apache.org/licenses/LICENSE-2.0
      8 //
      9 // Unless required by applicable law or agreed to in writing, software
     10 // distributed under the License is distributed on an "AS IS" BASIS,
     11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     12 // See the License for the specific language governing permissions and
     13 // limitations under the License.
     14 
     15 #ifndef sw_SamplerCore_hpp
     16 #define sw_SamplerCore_hpp
     17 
     18 #include "PixelRoutine.hpp"
     19 #include "Reactor/Reactor.hpp"
     20 
     21 namespace sw
     22 {
     23 	enum SamplerMethod
     24 	{
     25 		Implicit,  // Compute gradients (pixel shader only).
     26 		Bias,      // Compute gradients and add provided bias.
     27 		Lod,       // Use provided LOD.
     28 		Grad,      // Use provided gradients.
     29 		Fetch,     // Use provided integer coordinates.
     30 		Base       // Sample base level.
     31 	};
     32 
     33 	enum SamplerOption
     34 	{
     35 		None,
     36 		Offset   // Offset sample location by provided integer coordinates.
     37 	};
     38 
     39 	struct SamplerFunction
     40 	{
     41 		SamplerFunction(SamplerMethod method, SamplerOption option = None) : method(method), option(option) {}
     42 		operator SamplerMethod() { return method; }
     43 
     44 		const SamplerMethod method;
     45 		const SamplerOption option;
     46  	};
     47 
     48 	class SamplerCore
     49 	{
     50 	public:
     51 		SamplerCore(Pointer<Byte> &constants, const Sampler::State &state);
     52 
     53 		Vector4s sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy);
     54 		Vector4f sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function);
     55 		static Vector4f textureSize(Pointer<Byte> &mipmap, Float4 &lod);
     56 
     57 	private:
     58 		Vector4s sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function, bool fixed12);
     59 
     60 		void border(Short4 &mask, Float4 &coordinates);
     61 		void border(Int4 &mask, Float4 &coordinates);
     62 		Short4 offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, int count, Float &lod);
     63 		Vector4s sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerFunction function);
     64 		Vector4s sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerFunction function);
     65 		Vector4s sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function);
     66 		Vector4s sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function);
     67 		Vector4s sample3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function);
     68 		Vector4f sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerFunction function);
     69 		Vector4f sampleFloatAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerFunction function);
     70 		Vector4f sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function);
     71 		Vector4f sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function);
     72 		Vector4f sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function);
     73 		Float log2sqrt(Float lod);
     74 		Float log2(Float lod);
     75 		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);
     76 		void computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, Float4 &M, SamplerFunction function);
     77 		void computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerFunction function);
     78 		void cubeFace(Int face[4], Float4 &U, Float4 &V, Float4 &x, Float4 &y, Float4 &z, Float4 &M);
     79 		Short4 applyOffset(Short4 &uvw, Float4 &offset, const Int4 &whd, AddressingMode mode);
     80 		void computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, const Pointer<Byte> &mipmap, SamplerFunction function);
     81 		void computeIndices(UInt index[4], Int4& uuuu, Int4& vvvv, Int4& wwww, const Pointer<Byte> &mipmap, SamplerFunction function);
     82 		Vector4s sampleTexel(Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function);
     83 		Vector4s sampleTexel(UInt index[4], Pointer<Byte> buffer[4]);
     84 		Vector4f sampleTexel(Int4 &u, Int4 &v, Int4 &s, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function);
     85 		void selectMipmap(Pointer<Byte> &texture, Pointer<Byte> buffer[4], Pointer<Byte> &mipmap, Float &lod, Int face[4], bool secondLOD);
     86 		Short4 address(Float4 &uw, AddressingMode addressingMode, Pointer<Byte>& mipmap);
     87 		void address(Float4 &uw, Int4& xyz0, Int4& xyz1, Float4& f, Pointer<Byte>& mipmap, Float4 &texOffset, Int4 &filter, int whd, AddressingMode addressingMode, SamplerFunction function);
     88 		Int4 computeFilterOffset(Float &lod);
     89 
     90 		void convertFixed12(Short4 &ci, Float4 &cf);
     91 		void convertFixed12(Vector4s &cs, Vector4f &cf);
     92 		void convertSigned12(Float4 &cf, Short4 &ci);
     93 		void convertSigned15(Float4 &cf, Short4 &ci);
     94 		void convertUnsigned16(Float4 &cf, Short4 &ci);
     95 		void sRGBtoLinear16_8_16(Short4 &c);
     96 		void sRGBtoLinear16_6_16(Short4 &c);
     97 		void sRGBtoLinear16_5_16(Short4 &c);
     98 
     99 		bool hasFloatTexture() const;
    100 		bool hasUnnormalizedIntegerTexture() const;
    101 		bool hasUnsignedTextureComponent(int component) const;
    102 		int textureComponentCount() const;
    103 		bool hasThirdCoordinate() const;
    104 		bool has16bitTextureFormat() const;
    105 		bool has8bitTextureComponents() const;
    106 		bool has16bitTextureComponents() const;
    107 		bool has32bitIntegerTextureComponents() const;
    108 		bool hasYuvFormat() const;
    109 		bool isRGBComponent(int component) const;
    110 
    111 		Pointer<Byte> &constants;
    112 		const Sampler::State &state;
    113 	};
    114 }
    115 
    116 #endif   // sw_SamplerCore_hpp
    117