0,0 → 1,3840 |
/* |
* Mesa 3-D graphics library |
* |
* Copyright (C) 1999-2008 Brian Paul All Rights Reserved. |
* |
* Permission is hereby granted, free of charge, to any person obtaining a |
* copy of this software and associated documentation files (the "Software"), |
* to deal in the Software without restriction, including without limitation |
* the rights to use, copy, modify, merge, publish, distribute, sublicense, |
* and/or sell copies of the Software, and to permit persons to whom the |
* Software is furnished to do so, subject to the following conditions: |
* |
* The above copyright notice and this permission notice shall be included |
* in all copies or substantial portions of the Software. |
* |
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR |
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, |
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR |
* OTHER DEALINGS IN THE SOFTWARE. |
*/ |
|
|
#include "main/glheader.h" |
#include "main/context.h" |
#include "main/colormac.h" |
#include "main/imports.h" |
#include "main/texobj.h" |
#include "main/samplerobj.h" |
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#include "s_context.h" |
#include "s_texfilter.h" |
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/* |
* Note, the FRAC macro has to work perfectly. Otherwise you'll sometimes |
* see 1-pixel bands of improperly weighted linear-filtered textures. |
* The tests/texwrap.c demo is a good test. |
* Also note, FRAC(x) doesn't truly return the fractional part of x for x < 0. |
* Instead, if x < 0 then FRAC(x) = 1 - true_frac(x). |
*/ |
#define FRAC(f) ((f) - IFLOOR(f)) |
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/** |
* Linear interpolation macro |
*/ |
#define LERP(T, A, B) ( (A) + (T) * ((B) - (A)) ) |
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/** |
* Do 2D/biliner interpolation of float values. |
* v00, v10, v01 and v11 are typically four texture samples in a square/box. |
* a and b are the horizontal and vertical interpolants. |
* It's important that this function is inlined when compiled with |
* optimization! If we find that's not true on some systems, convert |
* to a macro. |
*/ |
static inline GLfloat |
lerp_2d(GLfloat a, GLfloat b, |
GLfloat v00, GLfloat v10, GLfloat v01, GLfloat v11) |
{ |
const GLfloat temp0 = LERP(a, v00, v10); |
const GLfloat temp1 = LERP(a, v01, v11); |
return LERP(b, temp0, temp1); |
} |
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/** |
* Do 3D/trilinear interpolation of float values. |
* \sa lerp_2d |
*/ |
static inline GLfloat |
lerp_3d(GLfloat a, GLfloat b, GLfloat c, |
GLfloat v000, GLfloat v100, GLfloat v010, GLfloat v110, |
GLfloat v001, GLfloat v101, GLfloat v011, GLfloat v111) |
{ |
const GLfloat temp00 = LERP(a, v000, v100); |
const GLfloat temp10 = LERP(a, v010, v110); |
const GLfloat temp01 = LERP(a, v001, v101); |
const GLfloat temp11 = LERP(a, v011, v111); |
const GLfloat temp0 = LERP(b, temp00, temp10); |
const GLfloat temp1 = LERP(b, temp01, temp11); |
return LERP(c, temp0, temp1); |
} |
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/** |
* Do linear interpolation of colors. |
*/ |
static inline void |
lerp_rgba(GLfloat result[4], GLfloat t, const GLfloat a[4], const GLfloat b[4]) |
{ |
result[0] = LERP(t, a[0], b[0]); |
result[1] = LERP(t, a[1], b[1]); |
result[2] = LERP(t, a[2], b[2]); |
result[3] = LERP(t, a[3], b[3]); |
} |
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/** |
* Do bilinear interpolation of colors. |
*/ |
static inline void |
lerp_rgba_2d(GLfloat result[4], GLfloat a, GLfloat b, |
const GLfloat t00[4], const GLfloat t10[4], |
const GLfloat t01[4], const GLfloat t11[4]) |
{ |
result[0] = lerp_2d(a, b, t00[0], t10[0], t01[0], t11[0]); |
result[1] = lerp_2d(a, b, t00[1], t10[1], t01[1], t11[1]); |
result[2] = lerp_2d(a, b, t00[2], t10[2], t01[2], t11[2]); |
result[3] = lerp_2d(a, b, t00[3], t10[3], t01[3], t11[3]); |
} |
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/** |
* Do trilinear interpolation of colors. |
*/ |
static inline void |
lerp_rgba_3d(GLfloat result[4], GLfloat a, GLfloat b, GLfloat c, |
const GLfloat t000[4], const GLfloat t100[4], |
const GLfloat t010[4], const GLfloat t110[4], |
const GLfloat t001[4], const GLfloat t101[4], |
const GLfloat t011[4], const GLfloat t111[4]) |
{ |
GLuint k; |
/* compiler should unroll these short loops */ |
for (k = 0; k < 4; k++) { |
result[k] = lerp_3d(a, b, c, t000[k], t100[k], t010[k], t110[k], |
t001[k], t101[k], t011[k], t111[k]); |
} |
} |
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/** |
* Used for GL_REPEAT wrap mode. Using A % B doesn't produce the |
* right results for A<0. Casting to A to be unsigned only works if B |
* is a power of two. Adding a bias to A (which is a multiple of B) |
* avoids the problems with A < 0 (for reasonable A) without using a |
* conditional. |
*/ |
#define REMAINDER(A, B) (((A) + (B) * 1024) % (B)) |
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/** |
* Used to compute texel locations for linear sampling. |
* Input: |
* wrapMode = GL_REPEAT, GL_CLAMP, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER |
* s = texcoord in [0,1] |
* size = width (or height or depth) of texture |
* Output: |
* i0, i1 = returns two nearest texel indexes |
* weight = returns blend factor between texels |
*/ |
static inline void |
linear_texel_locations(GLenum wrapMode, |
const struct gl_texture_image *img, |
GLint size, GLfloat s, |
GLint *i0, GLint *i1, GLfloat *weight) |
{ |
const struct swrast_texture_image *swImg = swrast_texture_image_const(img); |
GLfloat u; |
switch (wrapMode) { |
case GL_REPEAT: |
u = s * size - 0.5F; |
if (swImg->_IsPowerOfTwo) { |
*i0 = IFLOOR(u) & (size - 1); |
*i1 = (*i0 + 1) & (size - 1); |
} |
else { |
*i0 = REMAINDER(IFLOOR(u), size); |
*i1 = REMAINDER(*i0 + 1, size); |
} |
break; |
case GL_CLAMP_TO_EDGE: |
if (s <= 0.0F) |
u = 0.0F; |
else if (s >= 1.0F) |
u = (GLfloat) size; |
else |
u = s * size; |
u -= 0.5F; |
*i0 = IFLOOR(u); |
*i1 = *i0 + 1; |
if (*i0 < 0) |
*i0 = 0; |
if (*i1 >= (GLint) size) |
*i1 = size - 1; |
break; |
case GL_CLAMP_TO_BORDER: |
{ |
const GLfloat min = -1.0F / (2.0F * size); |
const GLfloat max = 1.0F - min; |
if (s <= min) |
u = min * size; |
else if (s >= max) |
u = max * size; |
else |
u = s * size; |
u -= 0.5F; |
*i0 = IFLOOR(u); |
*i1 = *i0 + 1; |
} |
break; |
case GL_MIRRORED_REPEAT: |
{ |
const GLint flr = IFLOOR(s); |
if (flr & 1) |
u = 1.0F - (s - (GLfloat) flr); |
else |
u = s - (GLfloat) flr; |
u = (u * size) - 0.5F; |
*i0 = IFLOOR(u); |
*i1 = *i0 + 1; |
if (*i0 < 0) |
*i0 = 0; |
if (*i1 >= (GLint) size) |
*i1 = size - 1; |
} |
break; |
case GL_MIRROR_CLAMP_EXT: |
u = FABSF(s); |
if (u >= 1.0F) |
u = (GLfloat) size; |
else |
u *= size; |
u -= 0.5F; |
*i0 = IFLOOR(u); |
*i1 = *i0 + 1; |
break; |
case GL_MIRROR_CLAMP_TO_EDGE_EXT: |
u = FABSF(s); |
if (u >= 1.0F) |
u = (GLfloat) size; |
else |
u *= size; |
u -= 0.5F; |
*i0 = IFLOOR(u); |
*i1 = *i0 + 1; |
if (*i0 < 0) |
*i0 = 0; |
if (*i1 >= (GLint) size) |
*i1 = size - 1; |
break; |
case GL_MIRROR_CLAMP_TO_BORDER_EXT: |
{ |
const GLfloat min = -1.0F / (2.0F * size); |
const GLfloat max = 1.0F - min; |
u = FABSF(s); |
if (u <= min) |
u = min * size; |
else if (u >= max) |
u = max * size; |
else |
u *= size; |
u -= 0.5F; |
*i0 = IFLOOR(u); |
*i1 = *i0 + 1; |
} |
break; |
case GL_CLAMP: |
if (s <= 0.0F) |
u = 0.0F; |
else if (s >= 1.0F) |
u = (GLfloat) size; |
else |
u = s * size; |
u -= 0.5F; |
*i0 = IFLOOR(u); |
*i1 = *i0 + 1; |
break; |
default: |
_mesa_problem(NULL, "Bad wrap mode"); |
u = 0.0F; |
break; |
} |
*weight = FRAC(u); |
} |
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/** |
* Used to compute texel location for nearest sampling. |
*/ |
static inline GLint |
nearest_texel_location(GLenum wrapMode, |
const struct gl_texture_image *img, |
GLint size, GLfloat s) |
{ |
const struct swrast_texture_image *swImg = swrast_texture_image_const(img); |
GLint i; |
|
switch (wrapMode) { |
case GL_REPEAT: |
/* s limited to [0,1) */ |
/* i limited to [0,size-1] */ |
i = IFLOOR(s * size); |
if (swImg->_IsPowerOfTwo) |
i &= (size - 1); |
else |
i = REMAINDER(i, size); |
return i; |
case GL_CLAMP_TO_EDGE: |
{ |
/* s limited to [min,max] */ |
/* i limited to [0, size-1] */ |
const GLfloat min = 1.0F / (2.0F * size); |
const GLfloat max = 1.0F - min; |
if (s < min) |
i = 0; |
else if (s > max) |
i = size - 1; |
else |
i = IFLOOR(s * size); |
} |
return i; |
case GL_CLAMP_TO_BORDER: |
{ |
/* s limited to [min,max] */ |
/* i limited to [-1, size] */ |
const GLfloat min = -1.0F / (2.0F * size); |
const GLfloat max = 1.0F - min; |
if (s <= min) |
i = -1; |
else if (s >= max) |
i = size; |
else |
i = IFLOOR(s * size); |
} |
return i; |
case GL_MIRRORED_REPEAT: |
{ |
const GLfloat min = 1.0F / (2.0F * size); |
const GLfloat max = 1.0F - min; |
const GLint flr = IFLOOR(s); |
GLfloat u; |
if (flr & 1) |
u = 1.0F - (s - (GLfloat) flr); |
else |
u = s - (GLfloat) flr; |
if (u < min) |
i = 0; |
else if (u > max) |
i = size - 1; |
else |
i = IFLOOR(u * size); |
} |
return i; |
case GL_MIRROR_CLAMP_EXT: |
{ |
/* s limited to [0,1] */ |
/* i limited to [0,size-1] */ |
const GLfloat u = FABSF(s); |
if (u <= 0.0F) |
i = 0; |
else if (u >= 1.0F) |
i = size - 1; |
else |
i = IFLOOR(u * size); |
} |
return i; |
case GL_MIRROR_CLAMP_TO_EDGE_EXT: |
{ |
/* s limited to [min,max] */ |
/* i limited to [0, size-1] */ |
const GLfloat min = 1.0F / (2.0F * size); |
const GLfloat max = 1.0F - min; |
const GLfloat u = FABSF(s); |
if (u < min) |
i = 0; |
else if (u > max) |
i = size - 1; |
else |
i = IFLOOR(u * size); |
} |
return i; |
case GL_MIRROR_CLAMP_TO_BORDER_EXT: |
{ |
/* s limited to [min,max] */ |
/* i limited to [0, size-1] */ |
const GLfloat min = -1.0F / (2.0F * size); |
const GLfloat max = 1.0F - min; |
const GLfloat u = FABSF(s); |
if (u < min) |
i = -1; |
else if (u > max) |
i = size; |
else |
i = IFLOOR(u * size); |
} |
return i; |
case GL_CLAMP: |
/* s limited to [0,1] */ |
/* i limited to [0,size-1] */ |
if (s <= 0.0F) |
i = 0; |
else if (s >= 1.0F) |
i = size - 1; |
else |
i = IFLOOR(s * size); |
return i; |
default: |
_mesa_problem(NULL, "Bad wrap mode"); |
return 0; |
} |
} |
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/* Power of two image sizes only */ |
static inline void |
linear_repeat_texel_location(GLuint size, GLfloat s, |
GLint *i0, GLint *i1, GLfloat *weight) |
{ |
GLfloat u = s * size - 0.5F; |
*i0 = IFLOOR(u) & (size - 1); |
*i1 = (*i0 + 1) & (size - 1); |
*weight = FRAC(u); |
} |
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/** |
* Do clamp/wrap for a texture rectangle coord, GL_NEAREST filter mode. |
*/ |
static inline GLint |
clamp_rect_coord_nearest(GLenum wrapMode, GLfloat coord, GLint max) |
{ |
switch (wrapMode) { |
case GL_CLAMP: |
return IFLOOR( CLAMP(coord, 0.0F, max - 1) ); |
case GL_CLAMP_TO_EDGE: |
return IFLOOR( CLAMP(coord, 0.5F, max - 0.5F) ); |
case GL_CLAMP_TO_BORDER: |
return IFLOOR( CLAMP(coord, -0.5F, max + 0.5F) ); |
default: |
_mesa_problem(NULL, "bad wrapMode in clamp_rect_coord_nearest"); |
return 0; |
} |
} |
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/** |
* As above, but GL_LINEAR filtering. |
*/ |
static inline void |
clamp_rect_coord_linear(GLenum wrapMode, GLfloat coord, GLint max, |
GLint *i0out, GLint *i1out, GLfloat *weight) |
{ |
GLfloat fcol; |
GLint i0, i1; |
switch (wrapMode) { |
case GL_CLAMP: |
/* Not exactly what the spec says, but it matches NVIDIA output */ |
fcol = CLAMP(coord - 0.5F, 0.0F, max - 1); |
i0 = IFLOOR(fcol); |
i1 = i0 + 1; |
break; |
case GL_CLAMP_TO_EDGE: |
fcol = CLAMP(coord, 0.5F, max - 0.5F); |
fcol -= 0.5F; |
i0 = IFLOOR(fcol); |
i1 = i0 + 1; |
if (i1 > max - 1) |
i1 = max - 1; |
break; |
case GL_CLAMP_TO_BORDER: |
fcol = CLAMP(coord, -0.5F, max + 0.5F); |
fcol -= 0.5F; |
i0 = IFLOOR(fcol); |
i1 = i0 + 1; |
break; |
default: |
_mesa_problem(NULL, "bad wrapMode in clamp_rect_coord_linear"); |
i0 = i1 = 0; |
fcol = 0.0F; |
break; |
} |
*i0out = i0; |
*i1out = i1; |
*weight = FRAC(fcol); |
} |
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/** |
* Compute slice/image to use for 1D or 2D array texture. |
*/ |
static inline GLint |
tex_array_slice(GLfloat coord, GLsizei size) |
{ |
GLint slice = IFLOOR(coord + 0.5f); |
slice = CLAMP(slice, 0, size - 1); |
return slice; |
} |
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/** |
* Compute nearest integer texcoords for given texobj and coordinate. |
* NOTE: only used for depth texture sampling. |
*/ |
static inline void |
nearest_texcoord(const struct gl_sampler_object *samp, |
const struct gl_texture_object *texObj, |
GLuint level, |
const GLfloat texcoord[4], |
GLint *i, GLint *j, GLint *k) |
{ |
const struct gl_texture_image *img = texObj->Image[0][level]; |
const GLint width = img->Width; |
const GLint height = img->Height; |
const GLint depth = img->Depth; |
|
switch (texObj->Target) { |
case GL_TEXTURE_RECTANGLE_ARB: |
*i = clamp_rect_coord_nearest(samp->WrapS, texcoord[0], width); |
*j = clamp_rect_coord_nearest(samp->WrapT, texcoord[1], height); |
*k = 0; |
break; |
case GL_TEXTURE_1D: |
*i = nearest_texel_location(samp->WrapS, img, width, texcoord[0]); |
*j = 0; |
*k = 0; |
break; |
case GL_TEXTURE_2D: |
*i = nearest_texel_location(samp->WrapS, img, width, texcoord[0]); |
*j = nearest_texel_location(samp->WrapT, img, height, texcoord[1]); |
*k = 0; |
break; |
case GL_TEXTURE_1D_ARRAY_EXT: |
*i = nearest_texel_location(samp->WrapS, img, width, texcoord[0]); |
*j = tex_array_slice(texcoord[1], height); |
*k = 0; |
break; |
case GL_TEXTURE_2D_ARRAY_EXT: |
*i = nearest_texel_location(samp->WrapS, img, width, texcoord[0]); |
*j = nearest_texel_location(samp->WrapT, img, height, texcoord[1]); |
*k = tex_array_slice(texcoord[2], depth); |
break; |
default: |
*i = *j = *k = 0; |
break; |
} |
} |
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/** |
* Compute linear integer texcoords for given texobj and coordinate. |
* NOTE: only used for depth texture sampling. |
*/ |
static inline void |
linear_texcoord(const struct gl_sampler_object *samp, |
const struct gl_texture_object *texObj, |
GLuint level, |
const GLfloat texcoord[4], |
GLint *i0, GLint *i1, GLint *j0, GLint *j1, GLint *slice, |
GLfloat *wi, GLfloat *wj) |
{ |
const struct gl_texture_image *img = texObj->Image[0][level]; |
const GLint width = img->Width; |
const GLint height = img->Height; |
const GLint depth = img->Depth; |
|
switch (texObj->Target) { |
case GL_TEXTURE_RECTANGLE_ARB: |
clamp_rect_coord_linear(samp->WrapS, texcoord[0], |
width, i0, i1, wi); |
clamp_rect_coord_linear(samp->WrapT, texcoord[1], |
height, j0, j1, wj); |
*slice = 0; |
break; |
|
case GL_TEXTURE_1D: |
case GL_TEXTURE_2D: |
linear_texel_locations(samp->WrapS, img, width, |
texcoord[0], i0, i1, wi); |
linear_texel_locations(samp->WrapT, img, height, |
texcoord[1], j0, j1, wj); |
*slice = 0; |
break; |
|
case GL_TEXTURE_1D_ARRAY_EXT: |
linear_texel_locations(samp->WrapS, img, width, |
texcoord[0], i0, i1, wi); |
*j0 = tex_array_slice(texcoord[1], height); |
*j1 = *j0; |
*slice = 0; |
break; |
|
case GL_TEXTURE_2D_ARRAY_EXT: |
linear_texel_locations(samp->WrapS, img, width, |
texcoord[0], i0, i1, wi); |
linear_texel_locations(samp->WrapT, img, height, |
texcoord[1], j0, j1, wj); |
*slice = tex_array_slice(texcoord[2], depth); |
break; |
|
default: |
*slice = 0; |
break; |
} |
} |
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/** |
* For linear interpolation between mipmap levels N and N+1, this function |
* computes N. |
*/ |
static inline GLint |
linear_mipmap_level(const struct gl_texture_object *tObj, GLfloat lambda) |
{ |
if (lambda < 0.0F) |
return tObj->BaseLevel; |
else if (lambda > tObj->_MaxLambda) |
return (GLint) (tObj->BaseLevel + tObj->_MaxLambda); |
else |
return (GLint) (tObj->BaseLevel + lambda); |
} |
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/** |
* Compute the nearest mipmap level to take texels from. |
*/ |
static inline GLint |
nearest_mipmap_level(const struct gl_texture_object *tObj, GLfloat lambda) |
{ |
GLfloat l; |
GLint level; |
if (lambda <= 0.5F) |
l = 0.0F; |
else if (lambda > tObj->_MaxLambda + 0.4999F) |
l = tObj->_MaxLambda + 0.4999F; |
else |
l = lambda; |
level = (GLint) (tObj->BaseLevel + l + 0.5F); |
if (level > tObj->_MaxLevel) |
level = tObj->_MaxLevel; |
return level; |
} |
|
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|
/* |
* Bitflags for texture border color sampling. |
*/ |
#define I0BIT 1 |
#define I1BIT 2 |
#define J0BIT 4 |
#define J1BIT 8 |
#define K0BIT 16 |
#define K1BIT 32 |
|
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/** |
* The lambda[] array values are always monotonic. Either the whole span |
* will be minified, magnified, or split between the two. This function |
* determines the subranges in [0, n-1] that are to be minified or magnified. |
*/ |
static inline void |
compute_min_mag_ranges(const struct gl_sampler_object *samp, |
GLuint n, const GLfloat lambda[], |
GLuint *minStart, GLuint *minEnd, |
GLuint *magStart, GLuint *magEnd) |
{ |
GLfloat minMagThresh; |
|
/* we shouldn't be here if minfilter == magfilter */ |
ASSERT(samp->MinFilter != samp->MagFilter); |
|
/* This bit comes from the OpenGL spec: */ |
if (samp->MagFilter == GL_LINEAR |
&& (samp->MinFilter == GL_NEAREST_MIPMAP_NEAREST || |
samp->MinFilter == GL_NEAREST_MIPMAP_LINEAR)) { |
minMagThresh = 0.5F; |
} |
else { |
minMagThresh = 0.0F; |
} |
|
#if 0 |
/* DEBUG CODE: Verify that lambda[] is monotonic. |
* We can't really use this because the inaccuracy in the LOG2 function |
* causes this test to fail, yet the resulting texturing is correct. |
*/ |
if (n > 1) { |
GLuint i; |
printf("lambda delta = %g\n", lambda[0] - lambda[n-1]); |
if (lambda[0] >= lambda[n-1]) { /* decreasing */ |
for (i = 0; i < n - 1; i++) { |
ASSERT((GLint) (lambda[i] * 10) >= (GLint) (lambda[i+1] * 10)); |
} |
} |
else { /* increasing */ |
for (i = 0; i < n - 1; i++) { |
ASSERT((GLint) (lambda[i] * 10) <= (GLint) (lambda[i+1] * 10)); |
} |
} |
} |
#endif /* DEBUG */ |
|
if (lambda[0] <= minMagThresh && (n <= 1 || lambda[n-1] <= minMagThresh)) { |
/* magnification for whole span */ |
*magStart = 0; |
*magEnd = n; |
*minStart = *minEnd = 0; |
} |
else if (lambda[0] > minMagThresh && (n <=1 || lambda[n-1] > minMagThresh)) { |
/* minification for whole span */ |
*minStart = 0; |
*minEnd = n; |
*magStart = *magEnd = 0; |
} |
else { |
/* a mix of minification and magnification */ |
GLuint i; |
if (lambda[0] > minMagThresh) { |
/* start with minification */ |
for (i = 1; i < n; i++) { |
if (lambda[i] <= minMagThresh) |
break; |
} |
*minStart = 0; |
*minEnd = i; |
*magStart = i; |
*magEnd = n; |
} |
else { |
/* start with magnification */ |
for (i = 1; i < n; i++) { |
if (lambda[i] > minMagThresh) |
break; |
} |
*magStart = 0; |
*magEnd = i; |
*minStart = i; |
*minEnd = n; |
} |
} |
|
#if 0 |
/* Verify the min/mag Start/End values |
* We don't use this either (see above) |
*/ |
{ |
GLint i; |
for (i = 0; i < n; i++) { |
if (lambda[i] > minMagThresh) { |
/* minification */ |
ASSERT(i >= *minStart); |
ASSERT(i < *minEnd); |
} |
else { |
/* magnification */ |
ASSERT(i >= *magStart); |
ASSERT(i < *magEnd); |
} |
} |
} |
#endif |
} |
|
|
/** |
* When we sample the border color, it must be interpreted according to |
* the base texture format. Ex: if the texture base format it GL_ALPHA, |
* we return (0,0,0,BorderAlpha). |
*/ |
static inline void |
get_border_color(const struct gl_sampler_object *samp, |
const struct gl_texture_image *img, |
GLfloat rgba[4]) |
{ |
switch (img->_BaseFormat) { |
case GL_RGB: |
rgba[0] = samp->BorderColor.f[0]; |
rgba[1] = samp->BorderColor.f[1]; |
rgba[2] = samp->BorderColor.f[2]; |
rgba[3] = 1.0F; |
break; |
case GL_ALPHA: |
rgba[0] = rgba[1] = rgba[2] = 0.0; |
rgba[3] = samp->BorderColor.f[3]; |
break; |
case GL_LUMINANCE: |
rgba[0] = rgba[1] = rgba[2] = samp->BorderColor.f[0]; |
rgba[3] = 1.0; |
break; |
case GL_LUMINANCE_ALPHA: |
rgba[0] = rgba[1] = rgba[2] = samp->BorderColor.f[0]; |
rgba[3] = samp->BorderColor.f[3]; |
break; |
case GL_INTENSITY: |
rgba[0] = rgba[1] = rgba[2] = rgba[3] = samp->BorderColor.f[0]; |
break; |
default: |
COPY_4V(rgba, samp->BorderColor.f); |
break; |
} |
} |
|
|
/** |
* Put z into texel according to GL_DEPTH_MODE. |
*/ |
static INLINE void |
apply_depth_mode(GLenum depthMode, GLfloat z, GLfloat texel[4]) |
{ |
switch (depthMode) { |
case GL_LUMINANCE: |
ASSIGN_4V(texel, z, z, z, 1.0F); |
break; |
case GL_INTENSITY: |
ASSIGN_4V(texel, z, z, z, z); |
break; |
case GL_ALPHA: |
ASSIGN_4V(texel, 0.0F, 0.0F, 0.0F, z); |
break; |
case GL_RED: |
ASSIGN_4V(texel, z, 0.0F, 0.0F, 1.0F); |
break; |
default: |
_mesa_problem(NULL, "Bad depth texture mode"); |
} |
} |
|
|
/** |
* Is the given texture a depth (or depth/stencil) texture? |
*/ |
static GLboolean |
is_depth_texture(const struct gl_texture_object *tObj) |
{ |
GLenum format = tObj->Image[0][tObj->BaseLevel]->_BaseFormat; |
return format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT; |
} |
|
|
/**********************************************************************/ |
/* 1-D Texture Sampling Functions */ |
/**********************************************************************/ |
|
/** |
* Return the texture sample for coordinate (s) using GL_NEAREST filter. |
*/ |
static inline void |
sample_1d_nearest(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_image *img, |
const GLfloat texcoord[4], GLfloat rgba[4]) |
{ |
const struct swrast_texture_image *swImg = swrast_texture_image_const(img); |
const GLint width = img->Width2; /* without border, power of two */ |
GLint i; |
i = nearest_texel_location(samp->WrapS, img, width, texcoord[0]); |
/* skip over the border, if any */ |
i += img->Border; |
if (i < 0 || i >= (GLint) img->Width) { |
/* Need this test for GL_CLAMP_TO_BORDER mode */ |
get_border_color(samp, img, rgba); |
} |
else { |
swImg->FetchTexel(swImg, i, 0, 0, rgba); |
} |
} |
|
|
/** |
* Return the texture sample for coordinate (s) using GL_LINEAR filter. |
*/ |
static inline void |
sample_1d_linear(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_image *img, |
const GLfloat texcoord[4], GLfloat rgba[4]) |
{ |
const struct swrast_texture_image *swImg = swrast_texture_image_const(img); |
const GLint width = img->Width2; |
GLint i0, i1; |
GLbitfield useBorderColor = 0x0; |
GLfloat a; |
GLfloat t0[4], t1[4]; /* texels */ |
|
linear_texel_locations(samp->WrapS, img, width, texcoord[0], &i0, &i1, &a); |
|
if (img->Border) { |
i0 += img->Border; |
i1 += img->Border; |
} |
else { |
if (i0 < 0 || i0 >= width) useBorderColor |= I0BIT; |
if (i1 < 0 || i1 >= width) useBorderColor |= I1BIT; |
} |
|
/* fetch texel colors */ |
if (useBorderColor & I0BIT) { |
get_border_color(samp, img, t0); |
} |
else { |
swImg->FetchTexel(swImg, i0, 0, 0, t0); |
} |
if (useBorderColor & I1BIT) { |
get_border_color(samp, img, t1); |
} |
else { |
swImg->FetchTexel(swImg, i1, 0, 0, t1); |
} |
|
lerp_rgba(rgba, a, t0, t1); |
} |
|
|
static void |
sample_1d_nearest_mipmap_nearest(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, |
GLuint n, const GLfloat texcoord[][4], |
const GLfloat lambda[], GLfloat rgba[][4]) |
{ |
GLuint i; |
ASSERT(lambda != NULL); |
for (i = 0; i < n; i++) { |
GLint level = nearest_mipmap_level(tObj, lambda[i]); |
sample_1d_nearest(ctx, samp, tObj->Image[0][level], texcoord[i], rgba[i]); |
} |
} |
|
|
static void |
sample_1d_linear_mipmap_nearest(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, |
GLuint n, const GLfloat texcoord[][4], |
const GLfloat lambda[], GLfloat rgba[][4]) |
{ |
GLuint i; |
ASSERT(lambda != NULL); |
for (i = 0; i < n; i++) { |
GLint level = nearest_mipmap_level(tObj, lambda[i]); |
sample_1d_linear(ctx, samp, tObj->Image[0][level], texcoord[i], rgba[i]); |
} |
} |
|
|
static void |
sample_1d_nearest_mipmap_linear(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, |
GLuint n, const GLfloat texcoord[][4], |
const GLfloat lambda[], GLfloat rgba[][4]) |
{ |
GLuint i; |
ASSERT(lambda != NULL); |
for (i = 0; i < n; i++) { |
GLint level = linear_mipmap_level(tObj, lambda[i]); |
if (level >= tObj->_MaxLevel) { |
sample_1d_nearest(ctx, samp, tObj->Image[0][tObj->_MaxLevel], |
texcoord[i], rgba[i]); |
} |
else { |
GLfloat t0[4], t1[4]; |
const GLfloat f = FRAC(lambda[i]); |
sample_1d_nearest(ctx, samp, tObj->Image[0][level ], texcoord[i], t0); |
sample_1d_nearest(ctx, samp, tObj->Image[0][level+1], texcoord[i], t1); |
lerp_rgba(rgba[i], f, t0, t1); |
} |
} |
} |
|
|
static void |
sample_1d_linear_mipmap_linear(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, |
GLuint n, const GLfloat texcoord[][4], |
const GLfloat lambda[], GLfloat rgba[][4]) |
{ |
GLuint i; |
ASSERT(lambda != NULL); |
for (i = 0; i < n; i++) { |
GLint level = linear_mipmap_level(tObj, lambda[i]); |
if (level >= tObj->_MaxLevel) { |
sample_1d_linear(ctx, samp, tObj->Image[0][tObj->_MaxLevel], |
texcoord[i], rgba[i]); |
} |
else { |
GLfloat t0[4], t1[4]; |
const GLfloat f = FRAC(lambda[i]); |
sample_1d_linear(ctx, samp, tObj->Image[0][level ], texcoord[i], t0); |
sample_1d_linear(ctx, samp, tObj->Image[0][level+1], texcoord[i], t1); |
lerp_rgba(rgba[i], f, t0, t1); |
} |
} |
} |
|
|
/** Sample 1D texture, nearest filtering for both min/magnification */ |
static void |
sample_nearest_1d( struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, GLuint n, |
const GLfloat texcoords[][4], const GLfloat lambda[], |
GLfloat rgba[][4] ) |
{ |
GLuint i; |
struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; |
(void) lambda; |
for (i = 0; i < n; i++) { |
sample_1d_nearest(ctx, samp, image, texcoords[i], rgba[i]); |
} |
} |
|
|
/** Sample 1D texture, linear filtering for both min/magnification */ |
static void |
sample_linear_1d( struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, GLuint n, |
const GLfloat texcoords[][4], const GLfloat lambda[], |
GLfloat rgba[][4] ) |
{ |
GLuint i; |
struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; |
(void) lambda; |
for (i = 0; i < n; i++) { |
sample_1d_linear(ctx, samp, image, texcoords[i], rgba[i]); |
} |
} |
|
|
/** Sample 1D texture, using lambda to choose between min/magnification */ |
static void |
sample_lambda_1d( struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, GLuint n, |
const GLfloat texcoords[][4], |
const GLfloat lambda[], GLfloat rgba[][4] ) |
{ |
GLuint minStart, minEnd; /* texels with minification */ |
GLuint magStart, magEnd; /* texels with magnification */ |
GLuint i; |
|
ASSERT(lambda != NULL); |
compute_min_mag_ranges(samp, n, lambda, |
&minStart, &minEnd, &magStart, &magEnd); |
|
if (minStart < minEnd) { |
/* do the minified texels */ |
const GLuint m = minEnd - minStart; |
switch (samp->MinFilter) { |
case GL_NEAREST: |
for (i = minStart; i < minEnd; i++) |
sample_1d_nearest(ctx, samp, tObj->Image[0][tObj->BaseLevel], |
texcoords[i], rgba[i]); |
break; |
case GL_LINEAR: |
for (i = minStart; i < minEnd; i++) |
sample_1d_linear(ctx, samp, tObj->Image[0][tObj->BaseLevel], |
texcoords[i], rgba[i]); |
break; |
case GL_NEAREST_MIPMAP_NEAREST: |
sample_1d_nearest_mipmap_nearest(ctx, samp, tObj, m, texcoords + minStart, |
lambda + minStart, rgba + minStart); |
break; |
case GL_LINEAR_MIPMAP_NEAREST: |
sample_1d_linear_mipmap_nearest(ctx, samp, tObj, m, texcoords + minStart, |
lambda + minStart, rgba + minStart); |
break; |
case GL_NEAREST_MIPMAP_LINEAR: |
sample_1d_nearest_mipmap_linear(ctx, samp, tObj, m, texcoords + minStart, |
lambda + minStart, rgba + minStart); |
break; |
case GL_LINEAR_MIPMAP_LINEAR: |
sample_1d_linear_mipmap_linear(ctx, samp, tObj, m, texcoords + minStart, |
lambda + minStart, rgba + minStart); |
break; |
default: |
_mesa_problem(ctx, "Bad min filter in sample_1d_texture"); |
return; |
} |
} |
|
if (magStart < magEnd) { |
/* do the magnified texels */ |
switch (samp->MagFilter) { |
case GL_NEAREST: |
for (i = magStart; i < magEnd; i++) |
sample_1d_nearest(ctx, samp, tObj->Image[0][tObj->BaseLevel], |
texcoords[i], rgba[i]); |
break; |
case GL_LINEAR: |
for (i = magStart; i < magEnd; i++) |
sample_1d_linear(ctx, samp, tObj->Image[0][tObj->BaseLevel], |
texcoords[i], rgba[i]); |
break; |
default: |
_mesa_problem(ctx, "Bad mag filter in sample_1d_texture"); |
return; |
} |
} |
} |
|
|
/**********************************************************************/ |
/* 2-D Texture Sampling Functions */ |
/**********************************************************************/ |
|
|
/** |
* Return the texture sample for coordinate (s,t) using GL_NEAREST filter. |
*/ |
static inline void |
sample_2d_nearest(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_image *img, |
const GLfloat texcoord[4], |
GLfloat rgba[]) |
{ |
const struct swrast_texture_image *swImg = swrast_texture_image_const(img); |
const GLint width = img->Width2; /* without border, power of two */ |
const GLint height = img->Height2; /* without border, power of two */ |
GLint i, j; |
(void) ctx; |
|
i = nearest_texel_location(samp->WrapS, img, width, texcoord[0]); |
j = nearest_texel_location(samp->WrapT, img, height, texcoord[1]); |
|
/* skip over the border, if any */ |
i += img->Border; |
j += img->Border; |
|
if (i < 0 || i >= (GLint) img->Width || j < 0 || j >= (GLint) img->Height) { |
/* Need this test for GL_CLAMP_TO_BORDER mode */ |
get_border_color(samp, img, rgba); |
} |
else { |
swImg->FetchTexel(swImg, i, j, 0, rgba); |
} |
} |
|
|
/** |
* Return the texture sample for coordinate (s,t) using GL_LINEAR filter. |
* New sampling code contributed by Lynn Quam <quam@ai.sri.com>. |
*/ |
static inline void |
sample_2d_linear(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_image *img, |
const GLfloat texcoord[4], |
GLfloat rgba[]) |
{ |
const struct swrast_texture_image *swImg = swrast_texture_image_const(img); |
const GLint width = img->Width2; |
const GLint height = img->Height2; |
GLint i0, j0, i1, j1; |
GLbitfield useBorderColor = 0x0; |
GLfloat a, b; |
GLfloat t00[4], t10[4], t01[4], t11[4]; /* sampled texel colors */ |
|
linear_texel_locations(samp->WrapS, img, width, texcoord[0], &i0, &i1, &a); |
linear_texel_locations(samp->WrapT, img, height, texcoord[1], &j0, &j1, &b); |
|
if (img->Border) { |
i0 += img->Border; |
i1 += img->Border; |
j0 += img->Border; |
j1 += img->Border; |
} |
else { |
if (i0 < 0 || i0 >= width) useBorderColor |= I0BIT; |
if (i1 < 0 || i1 >= width) useBorderColor |= I1BIT; |
if (j0 < 0 || j0 >= height) useBorderColor |= J0BIT; |
if (j1 < 0 || j1 >= height) useBorderColor |= J1BIT; |
} |
|
/* fetch four texel colors */ |
if (useBorderColor & (I0BIT | J0BIT)) { |
get_border_color(samp, img, t00); |
} |
else { |
swImg->FetchTexel(swImg, i0, j0, 0, t00); |
} |
if (useBorderColor & (I1BIT | J0BIT)) { |
get_border_color(samp, img, t10); |
} |
else { |
swImg->FetchTexel(swImg, i1, j0, 0, t10); |
} |
if (useBorderColor & (I0BIT | J1BIT)) { |
get_border_color(samp, img, t01); |
} |
else { |
swImg->FetchTexel(swImg, i0, j1, 0, t01); |
} |
if (useBorderColor & (I1BIT | J1BIT)) { |
get_border_color(samp, img, t11); |
} |
else { |
swImg->FetchTexel(swImg, i1, j1, 0, t11); |
} |
|
lerp_rgba_2d(rgba, a, b, t00, t10, t01, t11); |
} |
|
|
/** |
* As above, but we know WRAP_S == REPEAT and WRAP_T == REPEAT. |
* We don't have to worry about the texture border. |
*/ |
static inline void |
sample_2d_linear_repeat(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_image *img, |
const GLfloat texcoord[4], |
GLfloat rgba[]) |
{ |
const struct swrast_texture_image *swImg = swrast_texture_image_const(img); |
const GLint width = img->Width2; |
const GLint height = img->Height2; |
GLint i0, j0, i1, j1; |
GLfloat wi, wj; |
GLfloat t00[4], t10[4], t01[4], t11[4]; /* sampled texel colors */ |
|
(void) ctx; |
|
ASSERT(samp->WrapS == GL_REPEAT); |
ASSERT(samp->WrapT == GL_REPEAT); |
ASSERT(img->Border == 0); |
ASSERT(swImg->_IsPowerOfTwo); |
|
linear_repeat_texel_location(width, texcoord[0], &i0, &i1, &wi); |
linear_repeat_texel_location(height, texcoord[1], &j0, &j1, &wj); |
|
swImg->FetchTexel(swImg, i0, j0, 0, t00); |
swImg->FetchTexel(swImg, i1, j0, 0, t10); |
swImg->FetchTexel(swImg, i0, j1, 0, t01); |
swImg->FetchTexel(swImg, i1, j1, 0, t11); |
|
lerp_rgba_2d(rgba, wi, wj, t00, t10, t01, t11); |
} |
|
|
static void |
sample_2d_nearest_mipmap_nearest(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, |
GLuint n, const GLfloat texcoord[][4], |
const GLfloat lambda[], GLfloat rgba[][4]) |
{ |
GLuint i; |
for (i = 0; i < n; i++) { |
GLint level = nearest_mipmap_level(tObj, lambda[i]); |
sample_2d_nearest(ctx, samp, tObj->Image[0][level], texcoord[i], rgba[i]); |
} |
} |
|
|
static void |
sample_2d_linear_mipmap_nearest(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, |
GLuint n, const GLfloat texcoord[][4], |
const GLfloat lambda[], GLfloat rgba[][4]) |
{ |
GLuint i; |
ASSERT(lambda != NULL); |
for (i = 0; i < n; i++) { |
GLint level = nearest_mipmap_level(tObj, lambda[i]); |
sample_2d_linear(ctx, samp, tObj->Image[0][level], texcoord[i], rgba[i]); |
} |
} |
|
|
static void |
sample_2d_nearest_mipmap_linear(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, |
GLuint n, const GLfloat texcoord[][4], |
const GLfloat lambda[], GLfloat rgba[][4]) |
{ |
GLuint i; |
ASSERT(lambda != NULL); |
for (i = 0; i < n; i++) { |
GLint level = linear_mipmap_level(tObj, lambda[i]); |
if (level >= tObj->_MaxLevel) { |
sample_2d_nearest(ctx, samp, tObj->Image[0][tObj->_MaxLevel], |
texcoord[i], rgba[i]); |
} |
else { |
GLfloat t0[4], t1[4]; /* texels */ |
const GLfloat f = FRAC(lambda[i]); |
sample_2d_nearest(ctx, samp, tObj->Image[0][level ], texcoord[i], t0); |
sample_2d_nearest(ctx, samp, tObj->Image[0][level+1], texcoord[i], t1); |
lerp_rgba(rgba[i], f, t0, t1); |
} |
} |
} |
|
|
static void |
sample_2d_linear_mipmap_linear( struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, |
GLuint n, const GLfloat texcoord[][4], |
const GLfloat lambda[], GLfloat rgba[][4] ) |
{ |
GLuint i; |
ASSERT(lambda != NULL); |
for (i = 0; i < n; i++) { |
GLint level = linear_mipmap_level(tObj, lambda[i]); |
if (level >= tObj->_MaxLevel) { |
sample_2d_linear(ctx, samp, tObj->Image[0][tObj->_MaxLevel], |
texcoord[i], rgba[i]); |
} |
else { |
GLfloat t0[4], t1[4]; /* texels */ |
const GLfloat f = FRAC(lambda[i]); |
sample_2d_linear(ctx, samp, tObj->Image[0][level ], texcoord[i], t0); |
sample_2d_linear(ctx, samp, tObj->Image[0][level+1], texcoord[i], t1); |
lerp_rgba(rgba[i], f, t0, t1); |
} |
} |
} |
|
|
static void |
sample_2d_linear_mipmap_linear_repeat(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, |
GLuint n, const GLfloat texcoord[][4], |
const GLfloat lambda[], GLfloat rgba[][4]) |
{ |
GLuint i; |
ASSERT(lambda != NULL); |
ASSERT(samp->WrapS == GL_REPEAT); |
ASSERT(samp->WrapT == GL_REPEAT); |
for (i = 0; i < n; i++) { |
GLint level = linear_mipmap_level(tObj, lambda[i]); |
if (level >= tObj->_MaxLevel) { |
sample_2d_linear_repeat(ctx, samp, tObj->Image[0][tObj->_MaxLevel], |
texcoord[i], rgba[i]); |
} |
else { |
GLfloat t0[4], t1[4]; /* texels */ |
const GLfloat f = FRAC(lambda[i]); |
sample_2d_linear_repeat(ctx, samp, tObj->Image[0][level ], |
texcoord[i], t0); |
sample_2d_linear_repeat(ctx, samp, tObj->Image[0][level+1], |
texcoord[i], t1); |
lerp_rgba(rgba[i], f, t0, t1); |
} |
} |
} |
|
|
/** Sample 2D texture, nearest filtering for both min/magnification */ |
static void |
sample_nearest_2d(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, GLuint n, |
const GLfloat texcoords[][4], |
const GLfloat lambda[], GLfloat rgba[][4]) |
{ |
GLuint i; |
struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; |
(void) lambda; |
for (i = 0; i < n; i++) { |
sample_2d_nearest(ctx, samp, image, texcoords[i], rgba[i]); |
} |
} |
|
|
/** Sample 2D texture, linear filtering for both min/magnification */ |
static void |
sample_linear_2d(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, GLuint n, |
const GLfloat texcoords[][4], |
const GLfloat lambda[], GLfloat rgba[][4]) |
{ |
GLuint i; |
struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; |
const struct swrast_texture_image *swImg = swrast_texture_image_const(image); |
(void) lambda; |
if (samp->WrapS == GL_REPEAT && |
samp->WrapT == GL_REPEAT && |
swImg->_IsPowerOfTwo && |
image->Border == 0) { |
for (i = 0; i < n; i++) { |
sample_2d_linear_repeat(ctx, samp, image, texcoords[i], rgba[i]); |
} |
} |
else { |
for (i = 0; i < n; i++) { |
sample_2d_linear(ctx, samp, image, texcoords[i], rgba[i]); |
} |
} |
} |
|
|
/** |
* Optimized 2-D texture sampling: |
* S and T wrap mode == GL_REPEAT |
* GL_NEAREST min/mag filter |
* No border, |
* RowStride == Width, |
* Format = GL_RGB |
*/ |
static void |
opt_sample_rgb_2d(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, |
GLuint n, const GLfloat texcoords[][4], |
const GLfloat lambda[], GLfloat rgba[][4]) |
{ |
const struct gl_texture_image *img = tObj->Image[0][tObj->BaseLevel]; |
const struct swrast_texture_image *swImg = swrast_texture_image_const(img); |
const GLfloat width = (GLfloat) img->Width; |
const GLfloat height = (GLfloat) img->Height; |
const GLint colMask = img->Width - 1; |
const GLint rowMask = img->Height - 1; |
const GLint shift = img->WidthLog2; |
GLuint k; |
(void) ctx; |
(void) lambda; |
ASSERT(samp->WrapS==GL_REPEAT); |
ASSERT(samp->WrapT==GL_REPEAT); |
ASSERT(img->Border==0); |
ASSERT(img->TexFormat == MESA_FORMAT_RGB888); |
ASSERT(swImg->_IsPowerOfTwo); |
(void) swImg; |
|
for (k=0; k<n; k++) { |
GLint i = IFLOOR(texcoords[k][0] * width) & colMask; |
GLint j = IFLOOR(texcoords[k][1] * height) & rowMask; |
GLint pos = (j << shift) | i; |
GLubyte *texel = (GLubyte *) swImg->ImageSlices[0] + 3 * pos; |
rgba[k][RCOMP] = UBYTE_TO_FLOAT(texel[2]); |
rgba[k][GCOMP] = UBYTE_TO_FLOAT(texel[1]); |
rgba[k][BCOMP] = UBYTE_TO_FLOAT(texel[0]); |
rgba[k][ACOMP] = 1.0F; |
} |
} |
|
|
/** |
* Optimized 2-D texture sampling: |
* S and T wrap mode == GL_REPEAT |
* GL_NEAREST min/mag filter |
* No border |
* RowStride == Width, |
* Format = GL_RGBA |
*/ |
static void |
opt_sample_rgba_2d(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, |
GLuint n, const GLfloat texcoords[][4], |
const GLfloat lambda[], GLfloat rgba[][4]) |
{ |
const struct gl_texture_image *img = tObj->Image[0][tObj->BaseLevel]; |
const struct swrast_texture_image *swImg = swrast_texture_image_const(img); |
const GLfloat width = (GLfloat) img->Width; |
const GLfloat height = (GLfloat) img->Height; |
const GLint colMask = img->Width - 1; |
const GLint rowMask = img->Height - 1; |
const GLint shift = img->WidthLog2; |
GLuint i; |
(void) ctx; |
(void) lambda; |
ASSERT(samp->WrapS==GL_REPEAT); |
ASSERT(samp->WrapT==GL_REPEAT); |
ASSERT(img->Border==0); |
ASSERT(img->TexFormat == MESA_FORMAT_RGBA8888); |
ASSERT(swImg->_IsPowerOfTwo); |
(void) swImg; |
|
for (i = 0; i < n; i++) { |
const GLint col = IFLOOR(texcoords[i][0] * width) & colMask; |
const GLint row = IFLOOR(texcoords[i][1] * height) & rowMask; |
const GLint pos = (row << shift) | col; |
const GLuint texel = *((GLuint *) swImg->ImageSlices[0] + pos); |
rgba[i][RCOMP] = UBYTE_TO_FLOAT( (texel >> 24) ); |
rgba[i][GCOMP] = UBYTE_TO_FLOAT( (texel >> 16) & 0xff ); |
rgba[i][BCOMP] = UBYTE_TO_FLOAT( (texel >> 8) & 0xff ); |
rgba[i][ACOMP] = UBYTE_TO_FLOAT( (texel ) & 0xff ); |
} |
} |
|
|
/** Sample 2D texture, using lambda to choose between min/magnification */ |
static void |
sample_lambda_2d(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, |
GLuint n, const GLfloat texcoords[][4], |
const GLfloat lambda[], GLfloat rgba[][4]) |
{ |
const struct gl_texture_image *tImg = tObj->Image[0][tObj->BaseLevel]; |
const struct swrast_texture_image *swImg = swrast_texture_image_const(tImg); |
GLuint minStart, minEnd; /* texels with minification */ |
GLuint magStart, magEnd; /* texels with magnification */ |
|
const GLboolean repeatNoBorderPOT = (samp->WrapS == GL_REPEAT) |
&& (samp->WrapT == GL_REPEAT) |
&& (tImg->Border == 0) |
&& (_mesa_format_row_stride(tImg->TexFormat, tImg->Width) == |
swImg->RowStride) |
&& swImg->_IsPowerOfTwo; |
|
ASSERT(lambda != NULL); |
compute_min_mag_ranges(samp, n, lambda, |
&minStart, &minEnd, &magStart, &magEnd); |
|
if (minStart < minEnd) { |
/* do the minified texels */ |
const GLuint m = minEnd - minStart; |
switch (samp->MinFilter) { |
case GL_NEAREST: |
if (repeatNoBorderPOT) { |
switch (tImg->TexFormat) { |
case MESA_FORMAT_RGB888: |
opt_sample_rgb_2d(ctx, samp, tObj, m, texcoords + minStart, |
NULL, rgba + minStart); |
break; |
case MESA_FORMAT_RGBA8888: |
opt_sample_rgba_2d(ctx, samp, tObj, m, texcoords + minStart, |
NULL, rgba + minStart); |
break; |
default: |
sample_nearest_2d(ctx, samp, tObj, m, texcoords + minStart, |
NULL, rgba + minStart ); |
} |
} |
else { |
sample_nearest_2d(ctx, samp, tObj, m, texcoords + minStart, |
NULL, rgba + minStart); |
} |
break; |
case GL_LINEAR: |
sample_linear_2d(ctx, samp, tObj, m, texcoords + minStart, |
NULL, rgba + minStart); |
break; |
case GL_NEAREST_MIPMAP_NEAREST: |
sample_2d_nearest_mipmap_nearest(ctx, samp, tObj, m, |
texcoords + minStart, |
lambda + minStart, rgba + minStart); |
break; |
case GL_LINEAR_MIPMAP_NEAREST: |
sample_2d_linear_mipmap_nearest(ctx, samp, tObj, m, texcoords + minStart, |
lambda + minStart, rgba + minStart); |
break; |
case GL_NEAREST_MIPMAP_LINEAR: |
sample_2d_nearest_mipmap_linear(ctx, samp, tObj, m, texcoords + minStart, |
lambda + minStart, rgba + minStart); |
break; |
case GL_LINEAR_MIPMAP_LINEAR: |
if (repeatNoBorderPOT) |
sample_2d_linear_mipmap_linear_repeat(ctx, samp, tObj, m, |
texcoords + minStart, lambda + minStart, rgba + minStart); |
else |
sample_2d_linear_mipmap_linear(ctx, samp, tObj, m, texcoords + minStart, |
lambda + minStart, rgba + minStart); |
break; |
default: |
_mesa_problem(ctx, "Bad min filter in sample_2d_texture"); |
return; |
} |
} |
|
if (magStart < magEnd) { |
/* do the magnified texels */ |
const GLuint m = magEnd - magStart; |
|
switch (samp->MagFilter) { |
case GL_NEAREST: |
if (repeatNoBorderPOT) { |
switch (tImg->TexFormat) { |
case MESA_FORMAT_RGB888: |
opt_sample_rgb_2d(ctx, samp, tObj, m, texcoords + magStart, |
NULL, rgba + magStart); |
break; |
case MESA_FORMAT_RGBA8888: |
opt_sample_rgba_2d(ctx, samp, tObj, m, texcoords + magStart, |
NULL, rgba + magStart); |
break; |
default: |
sample_nearest_2d(ctx, samp, tObj, m, texcoords + magStart, |
NULL, rgba + magStart ); |
} |
} |
else { |
sample_nearest_2d(ctx, samp, tObj, m, texcoords + magStart, |
NULL, rgba + magStart); |
} |
break; |
case GL_LINEAR: |
sample_linear_2d(ctx, samp, tObj, m, texcoords + magStart, |
NULL, rgba + magStart); |
break; |
default: |
_mesa_problem(ctx, "Bad mag filter in sample_lambda_2d"); |
break; |
} |
} |
} |
|
|
/* For anisotropic filtering */ |
#define WEIGHT_LUT_SIZE 1024 |
|
static GLfloat *weightLut = NULL; |
|
/** |
* Creates the look-up table used to speed-up EWA sampling |
*/ |
static void |
create_filter_table(void) |
{ |
GLuint i; |
if (!weightLut) { |
weightLut = malloc(WEIGHT_LUT_SIZE * sizeof(GLfloat)); |
|
for (i = 0; i < WEIGHT_LUT_SIZE; ++i) { |
GLfloat alpha = 2; |
GLfloat r2 = (GLfloat) i / (GLfloat) (WEIGHT_LUT_SIZE - 1); |
GLfloat weight = (GLfloat) exp(-alpha * r2); |
weightLut[i] = weight; |
} |
} |
} |
|
|
/** |
* Elliptical weighted average (EWA) filter for producing high quality |
* anisotropic filtered results. |
* Based on the Higher Quality Elliptical Weighted Avarage Filter |
* published by Paul S. Heckbert in his Master's Thesis |
* "Fundamentals of Texture Mapping and Image Warping" (1989) |
*/ |
static void |
sample_2d_ewa(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, |
const GLfloat texcoord[4], |
const GLfloat dudx, const GLfloat dvdx, |
const GLfloat dudy, const GLfloat dvdy, const GLint lod, |
GLfloat rgba[]) |
{ |
GLint level = lod > 0 ? lod : 0; |
GLfloat scaling = 1.0f / (1 << level); |
const struct gl_texture_image *img = tObj->Image[0][level]; |
const struct gl_texture_image *mostDetailedImage = |
tObj->Image[0][tObj->BaseLevel]; |
const struct swrast_texture_image *swImg = |
swrast_texture_image_const(mostDetailedImage); |
GLfloat tex_u = -0.5f + texcoord[0] * swImg->WidthScale * scaling; |
GLfloat tex_v = -0.5f + texcoord[1] * swImg->HeightScale * scaling; |
|
GLfloat ux = dudx * scaling; |
GLfloat vx = dvdx * scaling; |
GLfloat uy = dudy * scaling; |
GLfloat vy = dvdy * scaling; |
|
/* compute ellipse coefficients to bound the region: |
* A*x*x + B*x*y + C*y*y = F. |
*/ |
GLfloat A = vx*vx+vy*vy+1; |
GLfloat B = -2*(ux*vx+uy*vy); |
GLfloat C = ux*ux+uy*uy+1; |
GLfloat F = A*C-B*B/4.0f; |
|
/* check if it is an ellipse */ |
/* ASSERT(F > 0.0); */ |
|
/* Compute the ellipse's (u,v) bounding box in texture space */ |
GLfloat d = -B*B+4.0f*C*A; |
GLfloat box_u = 2.0f / d * sqrtf(d*C*F); /* box_u -> half of bbox with */ |
GLfloat box_v = 2.0f / d * sqrtf(A*d*F); /* box_v -> half of bbox height */ |
|
GLint u0 = (GLint) floorf(tex_u - box_u); |
GLint u1 = (GLint) ceilf (tex_u + box_u); |
GLint v0 = (GLint) floorf(tex_v - box_v); |
GLint v1 = (GLint) ceilf (tex_v + box_v); |
|
GLfloat num[4] = {0.0F, 0.0F, 0.0F, 0.0F}; |
GLfloat newCoord[2]; |
GLfloat den = 0.0F; |
GLfloat ddq; |
GLfloat U = u0 - tex_u; |
GLint v; |
|
/* Scale ellipse formula to directly index the Filter Lookup Table. |
* i.e. scale so that F = WEIGHT_LUT_SIZE-1 |
*/ |
GLfloat formScale = (GLfloat) (WEIGHT_LUT_SIZE - 1) / F; |
A *= formScale; |
B *= formScale; |
C *= formScale; |
/* F *= formScale; */ /* no need to scale F as we don't use it below here */ |
|
/* Heckbert MS thesis, p. 59; scan over the bounding box of the ellipse |
* and incrementally update the value of Ax^2+Bxy*Cy^2; when this |
* value, q, is less than F, we're inside the ellipse |
*/ |
ddq = 2 * A; |
for (v = v0; v <= v1; ++v) { |
GLfloat V = v - tex_v; |
GLfloat dq = A * (2 * U + 1) + B * V; |
GLfloat q = (C * V + B * U) * V + A * U * U; |
|
GLint u; |
for (u = u0; u <= u1; ++u) { |
/* Note that the ellipse has been pre-scaled so F = WEIGHT_LUT_SIZE - 1 */ |
if (q < WEIGHT_LUT_SIZE) { |
/* as a LUT is used, q must never be negative; |
* should not happen, though |
*/ |
const GLint qClamped = q >= 0.0F ? (GLint) q : 0; |
GLfloat weight = weightLut[qClamped]; |
|
newCoord[0] = u / ((GLfloat) img->Width2); |
newCoord[1] = v / ((GLfloat) img->Height2); |
|
sample_2d_nearest(ctx, samp, img, newCoord, rgba); |
num[0] += weight * rgba[0]; |
num[1] += weight * rgba[1]; |
num[2] += weight * rgba[2]; |
num[3] += weight * rgba[3]; |
|
den += weight; |
} |
q += dq; |
dq += ddq; |
} |
} |
|
if (den <= 0.0F) { |
/* Reaching this place would mean |
* that no pixels intersected the ellipse. |
* This should never happen because |
* the filter we use always |
* intersects at least one pixel. |
*/ |
|
/*rgba[0]=0; |
rgba[1]=0; |
rgba[2]=0; |
rgba[3]=0;*/ |
/* not enough pixels in resampling, resort to direct interpolation */ |
sample_2d_linear(ctx, samp, img, texcoord, rgba); |
return; |
} |
|
rgba[0] = num[0] / den; |
rgba[1] = num[1] / den; |
rgba[2] = num[2] / den; |
rgba[3] = num[3] / den; |
} |
|
|
/** |
* Anisotropic filtering using footprint assembly as outlined in the |
* EXT_texture_filter_anisotropic spec: |
* http://www.opengl.org/registry/specs/EXT/texture_filter_anisotropic.txt |
* Faster than EWA but has less quality (more aliasing effects) |
*/ |
static void |
sample_2d_footprint(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, |
const GLfloat texcoord[4], |
const GLfloat dudx, const GLfloat dvdx, |
const GLfloat dudy, const GLfloat dvdy, const GLint lod, |
GLfloat rgba[]) |
{ |
GLint level = lod > 0 ? lod : 0; |
GLfloat scaling = 1.0F / (1 << level); |
const struct gl_texture_image *img = tObj->Image[0][level]; |
|
GLfloat ux = dudx * scaling; |
GLfloat vx = dvdx * scaling; |
GLfloat uy = dudy * scaling; |
GLfloat vy = dvdy * scaling; |
|
GLfloat Px2 = ux * ux + vx * vx; /* squared length of dx */ |
GLfloat Py2 = uy * uy + vy * vy; /* squared length of dy */ |
|
GLint numSamples; |
GLfloat ds; |
GLfloat dt; |
|
GLfloat num[4] = {0.0F, 0.0F, 0.0F, 0.0F}; |
GLfloat newCoord[2]; |
GLint s; |
|
/* Calculate the per anisotropic sample offsets in s,t space. */ |
if (Px2 > Py2) { |
numSamples = (GLint) ceilf(sqrtf(Px2)); |
ds = ux / ((GLfloat) img->Width2); |
dt = vx / ((GLfloat) img->Height2); |
} |
else { |
numSamples = (GLint) ceilf(sqrtf(Py2)); |
ds = uy / ((GLfloat) img->Width2); |
dt = vy / ((GLfloat) img->Height2); |
} |
|
for (s = 0; s<numSamples; s++) { |
newCoord[0] = texcoord[0] + ds * ((GLfloat)(s+1) / (numSamples+1) -0.5f); |
newCoord[1] = texcoord[1] + dt * ((GLfloat)(s+1) / (numSamples+1) -0.5f); |
|
sample_2d_linear(ctx, samp, img, newCoord, rgba); |
num[0] += rgba[0]; |
num[1] += rgba[1]; |
num[2] += rgba[2]; |
num[3] += rgba[3]; |
} |
|
rgba[0] = num[0] / numSamples; |
rgba[1] = num[1] / numSamples; |
rgba[2] = num[2] / numSamples; |
rgba[3] = num[3] / numSamples; |
} |
|
|
/** |
* Returns the index of the specified texture object in the |
* gl_context texture unit array. |
*/ |
static inline GLuint |
texture_unit_index(const struct gl_context *ctx, |
const struct gl_texture_object *tObj) |
{ |
const GLuint maxUnit |
= (ctx->Texture._EnabledCoordUnits > 1) ? ctx->Const.MaxTextureUnits : 1; |
GLuint u; |
|
/* XXX CoordUnits vs. ImageUnits */ |
for (u = 0; u < maxUnit; u++) { |
if (ctx->Texture.Unit[u]._Current == tObj) |
break; /* found */ |
} |
if (u >= maxUnit) |
u = 0; /* not found, use 1st one; should never happen */ |
|
return u; |
} |
|
|
/** |
* Sample 2D texture using an anisotropic filter. |
* NOTE: the const GLfloat lambda_iso[] parameter does *NOT* contain |
* the lambda float array but a "hidden" SWspan struct which is required |
* by this function but is not available in the texture_sample_func signature. |
* See _swrast_texture_span( struct gl_context *ctx, SWspan *span ) on how |
* this function is called. |
*/ |
static void |
sample_lambda_2d_aniso(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, |
GLuint n, const GLfloat texcoords[][4], |
const GLfloat lambda_iso[], GLfloat rgba[][4]) |
{ |
const struct gl_texture_image *tImg = tObj->Image[0][tObj->BaseLevel]; |
const struct swrast_texture_image *swImg = swrast_texture_image_const(tImg); |
const GLfloat maxEccentricity = |
samp->MaxAnisotropy * samp->MaxAnisotropy; |
|
/* re-calculate the lambda values so that they are usable with anisotropic |
* filtering |
*/ |
SWspan *span = (SWspan *)lambda_iso; /* access the "hidden" SWspan struct */ |
|
/* based on interpolate_texcoords(struct gl_context *ctx, SWspan *span) |
* in swrast/s_span.c |
*/ |
|
/* find the texture unit index by looking up the current texture object |
* from the context list of available texture objects. |
*/ |
const GLuint u = texture_unit_index(ctx, tObj); |
const GLuint attr = VARYING_SLOT_TEX0 + u; |
GLfloat texW, texH; |
|
const GLfloat dsdx = span->attrStepX[attr][0]; |
const GLfloat dsdy = span->attrStepY[attr][0]; |
const GLfloat dtdx = span->attrStepX[attr][1]; |
const GLfloat dtdy = span->attrStepY[attr][1]; |
const GLfloat dqdx = span->attrStepX[attr][3]; |
const GLfloat dqdy = span->attrStepY[attr][3]; |
GLfloat s = span->attrStart[attr][0] + span->leftClip * dsdx; |
GLfloat t = span->attrStart[attr][1] + span->leftClip * dtdx; |
GLfloat q = span->attrStart[attr][3] + span->leftClip * dqdx; |
|
/* from swrast/s_texcombine.c _swrast_texture_span */ |
const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u]; |
const GLboolean adjustLOD = |
(texUnit->LodBias + samp->LodBias != 0.0F) |
|| (samp->MinLod != -1000.0 || samp->MaxLod != 1000.0); |
|
GLuint i; |
|
/* on first access create the lookup table containing the filter weights. */ |
if (!weightLut) { |
create_filter_table(); |
} |
|
texW = swImg->WidthScale; |
texH = swImg->HeightScale; |
|
for (i = 0; i < n; i++) { |
const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q); |
|
GLfloat dudx = texW * ((s + dsdx) / (q + dqdx) - s * invQ); |
GLfloat dvdx = texH * ((t + dtdx) / (q + dqdx) - t * invQ); |
GLfloat dudy = texW * ((s + dsdy) / (q + dqdy) - s * invQ); |
GLfloat dvdy = texH * ((t + dtdy) / (q + dqdy) - t * invQ); |
|
/* note: instead of working with Px and Py, we will use the |
* squared length instead, to avoid sqrt. |
*/ |
GLfloat Px2 = dudx * dudx + dvdx * dvdx; |
GLfloat Py2 = dudy * dudy + dvdy * dvdy; |
|
GLfloat Pmax2; |
GLfloat Pmin2; |
GLfloat e; |
GLfloat lod; |
|
s += dsdx; |
t += dtdx; |
q += dqdx; |
|
if (Px2 < Py2) { |
Pmax2 = Py2; |
Pmin2 = Px2; |
} |
else { |
Pmax2 = Px2; |
Pmin2 = Py2; |
} |
|
/* if the eccentricity of the ellipse is too big, scale up the shorter |
* of the two vectors to limit the maximum amount of work per pixel |
*/ |
e = Pmax2 / Pmin2; |
if (e > maxEccentricity) { |
/* GLfloat s=e / maxEccentricity; |
minor[0] *= s; |
minor[1] *= s; |
Pmin2 *= s; */ |
Pmin2 = Pmax2 / maxEccentricity; |
} |
|
/* note: we need to have Pmin=sqrt(Pmin2) here, but we can avoid |
* this since 0.5*log(x) = log(sqrt(x)) |
*/ |
lod = 0.5f * LOG2(Pmin2); |
|
if (adjustLOD) { |
/* from swrast/s_texcombine.c _swrast_texture_span */ |
if (texUnit->LodBias + samp->LodBias != 0.0F) { |
/* apply LOD bias, but don't clamp yet */ |
const GLfloat bias = |
CLAMP(texUnit->LodBias + samp->LodBias, |
-ctx->Const.MaxTextureLodBias, |
ctx->Const.MaxTextureLodBias); |
lod += bias; |
|
if (samp->MinLod != -1000.0 || |
samp->MaxLod != 1000.0) { |
/* apply LOD clamping to lambda */ |
lod = CLAMP(lod, samp->MinLod, samp->MaxLod); |
} |
} |
} |
|
/* If the ellipse covers the whole image, we can |
* simply return the average of the whole image. |
*/ |
if (lod >= tObj->_MaxLevel) { |
sample_2d_linear(ctx, samp, tObj->Image[0][tObj->_MaxLevel], |
texcoords[i], rgba[i]); |
} |
else { |
/* don't bother interpolating between multiple LODs; it doesn't |
* seem to be worth the extra running time. |
*/ |
sample_2d_ewa(ctx, samp, tObj, texcoords[i], |
dudx, dvdx, dudy, dvdy, (GLint) floorf(lod), rgba[i]); |
|
/* unused: */ |
(void) sample_2d_footprint; |
/* |
sample_2d_footprint(ctx, tObj, texcoords[i], |
dudx, dvdx, dudy, dvdy, floor(lod), rgba[i]); |
*/ |
} |
} |
} |
|
|
|
/**********************************************************************/ |
/* 3-D Texture Sampling Functions */ |
/**********************************************************************/ |
|
/** |
* Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter. |
*/ |
static inline void |
sample_3d_nearest(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_image *img, |
const GLfloat texcoord[4], |
GLfloat rgba[4]) |
{ |
const struct swrast_texture_image *swImg = swrast_texture_image_const(img); |
const GLint width = img->Width2; /* without border, power of two */ |
const GLint height = img->Height2; /* without border, power of two */ |
const GLint depth = img->Depth2; /* without border, power of two */ |
GLint i, j, k; |
(void) ctx; |
|
i = nearest_texel_location(samp->WrapS, img, width, texcoord[0]); |
j = nearest_texel_location(samp->WrapT, img, height, texcoord[1]); |
k = nearest_texel_location(samp->WrapR, img, depth, texcoord[2]); |
|
if (i < 0 || i >= (GLint) img->Width || |
j < 0 || j >= (GLint) img->Height || |
k < 0 || k >= (GLint) img->Depth) { |
/* Need this test for GL_CLAMP_TO_BORDER mode */ |
get_border_color(samp, img, rgba); |
} |
else { |
swImg->FetchTexel(swImg, i, j, k, rgba); |
} |
} |
|
|
/** |
* Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter. |
*/ |
static void |
sample_3d_linear(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_image *img, |
const GLfloat texcoord[4], |
GLfloat rgba[4]) |
{ |
const struct swrast_texture_image *swImg = swrast_texture_image_const(img); |
const GLint width = img->Width2; |
const GLint height = img->Height2; |
const GLint depth = img->Depth2; |
GLint i0, j0, k0, i1, j1, k1; |
GLbitfield useBorderColor = 0x0; |
GLfloat a, b, c; |
GLfloat t000[4], t010[4], t001[4], t011[4]; |
GLfloat t100[4], t110[4], t101[4], t111[4]; |
|
linear_texel_locations(samp->WrapS, img, width, texcoord[0], &i0, &i1, &a); |
linear_texel_locations(samp->WrapT, img, height, texcoord[1], &j0, &j1, &b); |
linear_texel_locations(samp->WrapR, img, depth, texcoord[2], &k0, &k1, &c); |
|
if (img->Border) { |
i0 += img->Border; |
i1 += img->Border; |
j0 += img->Border; |
j1 += img->Border; |
k0 += img->Border; |
k1 += img->Border; |
} |
else { |
/* check if sampling texture border color */ |
if (i0 < 0 || i0 >= width) useBorderColor |= I0BIT; |
if (i1 < 0 || i1 >= width) useBorderColor |= I1BIT; |
if (j0 < 0 || j0 >= height) useBorderColor |= J0BIT; |
if (j1 < 0 || j1 >= height) useBorderColor |= J1BIT; |
if (k0 < 0 || k0 >= depth) useBorderColor |= K0BIT; |
if (k1 < 0 || k1 >= depth) useBorderColor |= K1BIT; |
} |
|
/* Fetch texels */ |
if (useBorderColor & (I0BIT | J0BIT | K0BIT)) { |
get_border_color(samp, img, t000); |
} |
else { |
swImg->FetchTexel(swImg, i0, j0, k0, t000); |
} |
if (useBorderColor & (I1BIT | J0BIT | K0BIT)) { |
get_border_color(samp, img, t100); |
} |
else { |
swImg->FetchTexel(swImg, i1, j0, k0, t100); |
} |
if (useBorderColor & (I0BIT | J1BIT | K0BIT)) { |
get_border_color(samp, img, t010); |
} |
else { |
swImg->FetchTexel(swImg, i0, j1, k0, t010); |
} |
if (useBorderColor & (I1BIT | J1BIT | K0BIT)) { |
get_border_color(samp, img, t110); |
} |
else { |
swImg->FetchTexel(swImg, i1, j1, k0, t110); |
} |
|
if (useBorderColor & (I0BIT | J0BIT | K1BIT)) { |
get_border_color(samp, img, t001); |
} |
else { |
swImg->FetchTexel(swImg, i0, j0, k1, t001); |
} |
if (useBorderColor & (I1BIT | J0BIT | K1BIT)) { |
get_border_color(samp, img, t101); |
} |
else { |
swImg->FetchTexel(swImg, i1, j0, k1, t101); |
} |
if (useBorderColor & (I0BIT | J1BIT | K1BIT)) { |
get_border_color(samp, img, t011); |
} |
else { |
swImg->FetchTexel(swImg, i0, j1, k1, t011); |
} |
if (useBorderColor & (I1BIT | J1BIT | K1BIT)) { |
get_border_color(samp, img, t111); |
} |
else { |
swImg->FetchTexel(swImg, i1, j1, k1, t111); |
} |
|
/* trilinear interpolation of samples */ |
lerp_rgba_3d(rgba, a, b, c, t000, t100, t010, t110, t001, t101, t011, t111); |
} |
|
|
static void |
sample_3d_nearest_mipmap_nearest(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, |
GLuint n, const GLfloat texcoord[][4], |
const GLfloat lambda[], GLfloat rgba[][4] ) |
{ |
GLuint i; |
for (i = 0; i < n; i++) { |
GLint level = nearest_mipmap_level(tObj, lambda[i]); |
sample_3d_nearest(ctx, samp, tObj->Image[0][level], texcoord[i], rgba[i]); |
} |
} |
|
|
static void |
sample_3d_linear_mipmap_nearest(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, |
GLuint n, const GLfloat texcoord[][4], |
const GLfloat lambda[], GLfloat rgba[][4]) |
{ |
GLuint i; |
ASSERT(lambda != NULL); |
for (i = 0; i < n; i++) { |
GLint level = nearest_mipmap_level(tObj, lambda[i]); |
sample_3d_linear(ctx, samp, tObj->Image[0][level], texcoord[i], rgba[i]); |
} |
} |
|
|
static void |
sample_3d_nearest_mipmap_linear(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, |
GLuint n, const GLfloat texcoord[][4], |
const GLfloat lambda[], GLfloat rgba[][4]) |
{ |
GLuint i; |
ASSERT(lambda != NULL); |
for (i = 0; i < n; i++) { |
GLint level = linear_mipmap_level(tObj, lambda[i]); |
if (level >= tObj->_MaxLevel) { |
sample_3d_nearest(ctx, samp, tObj->Image[0][tObj->_MaxLevel], |
texcoord[i], rgba[i]); |
} |
else { |
GLfloat t0[4], t1[4]; /* texels */ |
const GLfloat f = FRAC(lambda[i]); |
sample_3d_nearest(ctx, samp, tObj->Image[0][level ], texcoord[i], t0); |
sample_3d_nearest(ctx, samp, tObj->Image[0][level+1], texcoord[i], t1); |
lerp_rgba(rgba[i], f, t0, t1); |
} |
} |
} |
|
|
static void |
sample_3d_linear_mipmap_linear(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, |
GLuint n, const GLfloat texcoord[][4], |
const GLfloat lambda[], GLfloat rgba[][4]) |
{ |
GLuint i; |
ASSERT(lambda != NULL); |
for (i = 0; i < n; i++) { |
GLint level = linear_mipmap_level(tObj, lambda[i]); |
if (level >= tObj->_MaxLevel) { |
sample_3d_linear(ctx, samp, tObj->Image[0][tObj->_MaxLevel], |
texcoord[i], rgba[i]); |
} |
else { |
GLfloat t0[4], t1[4]; /* texels */ |
const GLfloat f = FRAC(lambda[i]); |
sample_3d_linear(ctx, samp, tObj->Image[0][level ], texcoord[i], t0); |
sample_3d_linear(ctx, samp, tObj->Image[0][level+1], texcoord[i], t1); |
lerp_rgba(rgba[i], f, t0, t1); |
} |
} |
} |
|
|
/** Sample 3D texture, nearest filtering for both min/magnification */ |
static void |
sample_nearest_3d(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, GLuint n, |
const GLfloat texcoords[][4], const GLfloat lambda[], |
GLfloat rgba[][4]) |
{ |
GLuint i; |
struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; |
(void) lambda; |
for (i = 0; i < n; i++) { |
sample_3d_nearest(ctx, samp, image, texcoords[i], rgba[i]); |
} |
} |
|
|
/** Sample 3D texture, linear filtering for both min/magnification */ |
static void |
sample_linear_3d(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, GLuint n, |
const GLfloat texcoords[][4], |
const GLfloat lambda[], GLfloat rgba[][4]) |
{ |
GLuint i; |
struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; |
(void) lambda; |
for (i = 0; i < n; i++) { |
sample_3d_linear(ctx, samp, image, texcoords[i], rgba[i]); |
} |
} |
|
|
/** Sample 3D texture, using lambda to choose between min/magnification */ |
static void |
sample_lambda_3d(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, GLuint n, |
const GLfloat texcoords[][4], const GLfloat lambda[], |
GLfloat rgba[][4]) |
{ |
GLuint minStart, minEnd; /* texels with minification */ |
GLuint magStart, magEnd; /* texels with magnification */ |
GLuint i; |
|
ASSERT(lambda != NULL); |
compute_min_mag_ranges(samp, n, lambda, |
&minStart, &minEnd, &magStart, &magEnd); |
|
if (minStart < minEnd) { |
/* do the minified texels */ |
GLuint m = minEnd - minStart; |
switch (samp->MinFilter) { |
case GL_NEAREST: |
for (i = minStart; i < minEnd; i++) |
sample_3d_nearest(ctx, samp, tObj->Image[0][tObj->BaseLevel], |
texcoords[i], rgba[i]); |
break; |
case GL_LINEAR: |
for (i = minStart; i < minEnd; i++) |
sample_3d_linear(ctx, samp, tObj->Image[0][tObj->BaseLevel], |
texcoords[i], rgba[i]); |
break; |
case GL_NEAREST_MIPMAP_NEAREST: |
sample_3d_nearest_mipmap_nearest(ctx, samp, tObj, m, texcoords + minStart, |
lambda + minStart, rgba + minStart); |
break; |
case GL_LINEAR_MIPMAP_NEAREST: |
sample_3d_linear_mipmap_nearest(ctx, samp, tObj, m, texcoords + minStart, |
lambda + minStart, rgba + minStart); |
break; |
case GL_NEAREST_MIPMAP_LINEAR: |
sample_3d_nearest_mipmap_linear(ctx, samp, tObj, m, texcoords + minStart, |
lambda + minStart, rgba + minStart); |
break; |
case GL_LINEAR_MIPMAP_LINEAR: |
sample_3d_linear_mipmap_linear(ctx, samp, tObj, m, texcoords + minStart, |
lambda + minStart, rgba + minStart); |
break; |
default: |
_mesa_problem(ctx, "Bad min filter in sample_3d_texture"); |
return; |
} |
} |
|
if (magStart < magEnd) { |
/* do the magnified texels */ |
switch (samp->MagFilter) { |
case GL_NEAREST: |
for (i = magStart; i < magEnd; i++) |
sample_3d_nearest(ctx, samp, tObj->Image[0][tObj->BaseLevel], |
texcoords[i], rgba[i]); |
break; |
case GL_LINEAR: |
for (i = magStart; i < magEnd; i++) |
sample_3d_linear(ctx, samp, tObj->Image[0][tObj->BaseLevel], |
texcoords[i], rgba[i]); |
break; |
default: |
_mesa_problem(ctx, "Bad mag filter in sample_3d_texture"); |
return; |
} |
} |
} |
|
|
/**********************************************************************/ |
/* Texture Cube Map Sampling Functions */ |
/**********************************************************************/ |
|
/** |
* Choose one of six sides of a texture cube map given the texture |
* coord (rx,ry,rz). Return pointer to corresponding array of texture |
* images. |
*/ |
static const struct gl_texture_image ** |
choose_cube_face(const struct gl_texture_object *texObj, |
const GLfloat texcoord[4], GLfloat newCoord[4]) |
{ |
/* |
major axis |
direction target sc tc ma |
---------- ------------------------------- --- --- --- |
+rx TEXTURE_CUBE_MAP_POSITIVE_X_EXT -rz -ry rx |
-rx TEXTURE_CUBE_MAP_NEGATIVE_X_EXT +rz -ry rx |
+ry TEXTURE_CUBE_MAP_POSITIVE_Y_EXT +rx +rz ry |
-ry TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT +rx -rz ry |
+rz TEXTURE_CUBE_MAP_POSITIVE_Z_EXT +rx -ry rz |
-rz TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT -rx -ry rz |
*/ |
const GLfloat rx = texcoord[0]; |
const GLfloat ry = texcoord[1]; |
const GLfloat rz = texcoord[2]; |
const GLfloat arx = FABSF(rx), ary = FABSF(ry), arz = FABSF(rz); |
GLuint face; |
GLfloat sc, tc, ma; |
|
if (arx >= ary && arx >= arz) { |
if (rx >= 0.0F) { |
face = FACE_POS_X; |
sc = -rz; |
tc = -ry; |
ma = arx; |
} |
else { |
face = FACE_NEG_X; |
sc = rz; |
tc = -ry; |
ma = arx; |
} |
} |
else if (ary >= arx && ary >= arz) { |
if (ry >= 0.0F) { |
face = FACE_POS_Y; |
sc = rx; |
tc = rz; |
ma = ary; |
} |
else { |
face = FACE_NEG_Y; |
sc = rx; |
tc = -rz; |
ma = ary; |
} |
} |
else { |
if (rz > 0.0F) { |
face = FACE_POS_Z; |
sc = rx; |
tc = -ry; |
ma = arz; |
} |
else { |
face = FACE_NEG_Z; |
sc = -rx; |
tc = -ry; |
ma = arz; |
} |
} |
|
{ |
const float ima = 1.0F / ma; |
newCoord[0] = ( sc * ima + 1.0F ) * 0.5F; |
newCoord[1] = ( tc * ima + 1.0F ) * 0.5F; |
} |
|
return (const struct gl_texture_image **) texObj->Image[face]; |
} |
|
|
static void |
sample_nearest_cube(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, GLuint n, |
const GLfloat texcoords[][4], const GLfloat lambda[], |
GLfloat rgba[][4]) |
{ |
GLuint i; |
(void) lambda; |
for (i = 0; i < n; i++) { |
const struct gl_texture_image **images; |
GLfloat newCoord[4]; |
images = choose_cube_face(tObj, texcoords[i], newCoord); |
sample_2d_nearest(ctx, samp, images[tObj->BaseLevel], |
newCoord, rgba[i]); |
} |
if (is_depth_texture(tObj)) { |
for (i = 0; i < n; i++) { |
apply_depth_mode(tObj->DepthMode, rgba[i][0], rgba[i]); |
} |
} |
} |
|
|
static void |
sample_linear_cube(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, GLuint n, |
const GLfloat texcoords[][4], |
const GLfloat lambda[], GLfloat rgba[][4]) |
{ |
GLuint i; |
(void) lambda; |
for (i = 0; i < n; i++) { |
const struct gl_texture_image **images; |
GLfloat newCoord[4]; |
images = choose_cube_face(tObj, texcoords[i], newCoord); |
sample_2d_linear(ctx, samp, images[tObj->BaseLevel], |
newCoord, rgba[i]); |
} |
if (is_depth_texture(tObj)) { |
for (i = 0; i < n; i++) { |
apply_depth_mode(tObj->DepthMode, rgba[i][0], rgba[i]); |
} |
} |
} |
|
|
static void |
sample_cube_nearest_mipmap_nearest(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, |
GLuint n, const GLfloat texcoord[][4], |
const GLfloat lambda[], GLfloat rgba[][4]) |
{ |
GLuint i; |
ASSERT(lambda != NULL); |
for (i = 0; i < n; i++) { |
const struct gl_texture_image **images; |
GLfloat newCoord[4]; |
GLint level; |
images = choose_cube_face(tObj, texcoord[i], newCoord); |
|
/* XXX we actually need to recompute lambda here based on the newCoords. |
* But we would need the texcoords of adjacent fragments to compute that |
* properly, and we don't have those here. |
* For now, do an approximation: subtracting 1 from the chosen mipmap |
* level seems to work in some test cases. |
* The same adjustment is done in the next few functions. |
*/ |
level = nearest_mipmap_level(tObj, lambda[i]); |
level = MAX2(level - 1, 0); |
|
sample_2d_nearest(ctx, samp, images[level], newCoord, rgba[i]); |
} |
if (is_depth_texture(tObj)) { |
for (i = 0; i < n; i++) { |
apply_depth_mode(tObj->DepthMode, rgba[i][0], rgba[i]); |
} |
} |
} |
|
|
static void |
sample_cube_linear_mipmap_nearest(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, |
GLuint n, const GLfloat texcoord[][4], |
const GLfloat lambda[], GLfloat rgba[][4]) |
{ |
GLuint i; |
ASSERT(lambda != NULL); |
for (i = 0; i < n; i++) { |
const struct gl_texture_image **images; |
GLfloat newCoord[4]; |
GLint level = nearest_mipmap_level(tObj, lambda[i]); |
level = MAX2(level - 1, 0); /* see comment above */ |
images = choose_cube_face(tObj, texcoord[i], newCoord); |
sample_2d_linear(ctx, samp, images[level], newCoord, rgba[i]); |
} |
if (is_depth_texture(tObj)) { |
for (i = 0; i < n; i++) { |
apply_depth_mode(tObj->DepthMode, rgba[i][0], rgba[i]); |
} |
} |
} |
|
|
static void |
sample_cube_nearest_mipmap_linear(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, |
GLuint n, const GLfloat texcoord[][4], |
const GLfloat lambda[], GLfloat rgba[][4]) |
{ |
GLuint i; |
ASSERT(lambda != NULL); |
for (i = 0; i < n; i++) { |
const struct gl_texture_image **images; |
GLfloat newCoord[4]; |
GLint level = linear_mipmap_level(tObj, lambda[i]); |
level = MAX2(level - 1, 0); /* see comment above */ |
images = choose_cube_face(tObj, texcoord[i], newCoord); |
if (level >= tObj->_MaxLevel) { |
sample_2d_nearest(ctx, samp, images[tObj->_MaxLevel], |
newCoord, rgba[i]); |
} |
else { |
GLfloat t0[4], t1[4]; /* texels */ |
const GLfloat f = FRAC(lambda[i]); |
sample_2d_nearest(ctx, samp, images[level ], newCoord, t0); |
sample_2d_nearest(ctx, samp, images[level+1], newCoord, t1); |
lerp_rgba(rgba[i], f, t0, t1); |
} |
} |
if (is_depth_texture(tObj)) { |
for (i = 0; i < n; i++) { |
apply_depth_mode(tObj->DepthMode, rgba[i][0], rgba[i]); |
} |
} |
} |
|
|
static void |
sample_cube_linear_mipmap_linear(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, |
GLuint n, const GLfloat texcoord[][4], |
const GLfloat lambda[], GLfloat rgba[][4]) |
{ |
GLuint i; |
ASSERT(lambda != NULL); |
for (i = 0; i < n; i++) { |
const struct gl_texture_image **images; |
GLfloat newCoord[4]; |
GLint level = linear_mipmap_level(tObj, lambda[i]); |
level = MAX2(level - 1, 0); /* see comment above */ |
images = choose_cube_face(tObj, texcoord[i], newCoord); |
if (level >= tObj->_MaxLevel) { |
sample_2d_linear(ctx, samp, images[tObj->_MaxLevel], |
newCoord, rgba[i]); |
} |
else { |
GLfloat t0[4], t1[4]; |
const GLfloat f = FRAC(lambda[i]); |
sample_2d_linear(ctx, samp, images[level ], newCoord, t0); |
sample_2d_linear(ctx, samp, images[level+1], newCoord, t1); |
lerp_rgba(rgba[i], f, t0, t1); |
} |
} |
if (is_depth_texture(tObj)) { |
for (i = 0; i < n; i++) { |
apply_depth_mode(tObj->DepthMode, rgba[i][0], rgba[i]); |
} |
} |
} |
|
|
/** Sample cube texture, using lambda to choose between min/magnification */ |
static void |
sample_lambda_cube(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, GLuint n, |
const GLfloat texcoords[][4], const GLfloat lambda[], |
GLfloat rgba[][4]) |
{ |
GLuint minStart, minEnd; /* texels with minification */ |
GLuint magStart, magEnd; /* texels with magnification */ |
|
ASSERT(lambda != NULL); |
compute_min_mag_ranges(samp, n, lambda, |
&minStart, &minEnd, &magStart, &magEnd); |
|
if (minStart < minEnd) { |
/* do the minified texels */ |
const GLuint m = minEnd - minStart; |
switch (samp->MinFilter) { |
case GL_NEAREST: |
sample_nearest_cube(ctx, samp, tObj, m, texcoords + minStart, |
lambda + minStart, rgba + minStart); |
break; |
case GL_LINEAR: |
sample_linear_cube(ctx, samp, tObj, m, texcoords + minStart, |
lambda + minStart, rgba + minStart); |
break; |
case GL_NEAREST_MIPMAP_NEAREST: |
sample_cube_nearest_mipmap_nearest(ctx, samp, tObj, m, |
texcoords + minStart, |
lambda + minStart, rgba + minStart); |
break; |
case GL_LINEAR_MIPMAP_NEAREST: |
sample_cube_linear_mipmap_nearest(ctx, samp, tObj, m, |
texcoords + minStart, |
lambda + minStart, rgba + minStart); |
break; |
case GL_NEAREST_MIPMAP_LINEAR: |
sample_cube_nearest_mipmap_linear(ctx, samp, tObj, m, |
texcoords + minStart, |
lambda + minStart, rgba + minStart); |
break; |
case GL_LINEAR_MIPMAP_LINEAR: |
sample_cube_linear_mipmap_linear(ctx, samp, tObj, m, |
texcoords + minStart, |
lambda + minStart, rgba + minStart); |
break; |
default: |
_mesa_problem(ctx, "Bad min filter in sample_lambda_cube"); |
break; |
} |
} |
|
if (magStart < magEnd) { |
/* do the magnified texels */ |
const GLuint m = magEnd - magStart; |
switch (samp->MagFilter) { |
case GL_NEAREST: |
sample_nearest_cube(ctx, samp, tObj, m, texcoords + magStart, |
lambda + magStart, rgba + magStart); |
break; |
case GL_LINEAR: |
sample_linear_cube(ctx, samp, tObj, m, texcoords + magStart, |
lambda + magStart, rgba + magStart); |
break; |
default: |
_mesa_problem(ctx, "Bad mag filter in sample_lambda_cube"); |
break; |
} |
} |
} |
|
|
/**********************************************************************/ |
/* Texture Rectangle Sampling Functions */ |
/**********************************************************************/ |
|
|
static void |
sample_nearest_rect(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, GLuint n, |
const GLfloat texcoords[][4], const GLfloat lambda[], |
GLfloat rgba[][4]) |
{ |
const struct gl_texture_image *img = tObj->Image[0][0]; |
const struct swrast_texture_image *swImg = swrast_texture_image_const(img); |
const GLint width = img->Width; |
const GLint height = img->Height; |
GLuint i; |
|
(void) ctx; |
(void) lambda; |
|
ASSERT(samp->WrapS == GL_CLAMP || |
samp->WrapS == GL_CLAMP_TO_EDGE || |
samp->WrapS == GL_CLAMP_TO_BORDER); |
ASSERT(samp->WrapT == GL_CLAMP || |
samp->WrapT == GL_CLAMP_TO_EDGE || |
samp->WrapT == GL_CLAMP_TO_BORDER); |
|
for (i = 0; i < n; i++) { |
GLint row, col; |
col = clamp_rect_coord_nearest(samp->WrapS, texcoords[i][0], width); |
row = clamp_rect_coord_nearest(samp->WrapT, texcoords[i][1], height); |
if (col < 0 || col >= width || row < 0 || row >= height) |
get_border_color(samp, img, rgba[i]); |
else |
swImg->FetchTexel(swImg, col, row, 0, rgba[i]); |
} |
} |
|
|
static void |
sample_linear_rect(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, GLuint n, |
const GLfloat texcoords[][4], |
const GLfloat lambda[], GLfloat rgba[][4]) |
{ |
const struct gl_texture_image *img = tObj->Image[0][0]; |
const struct swrast_texture_image *swImg = swrast_texture_image_const(img); |
const GLint width = img->Width; |
const GLint height = img->Height; |
GLuint i; |
|
(void) ctx; |
(void) lambda; |
|
ASSERT(samp->WrapS == GL_CLAMP || |
samp->WrapS == GL_CLAMP_TO_EDGE || |
samp->WrapS == GL_CLAMP_TO_BORDER); |
ASSERT(samp->WrapT == GL_CLAMP || |
samp->WrapT == GL_CLAMP_TO_EDGE || |
samp->WrapT == GL_CLAMP_TO_BORDER); |
|
for (i = 0; i < n; i++) { |
GLint i0, j0, i1, j1; |
GLfloat t00[4], t01[4], t10[4], t11[4]; |
GLfloat a, b; |
GLbitfield useBorderColor = 0x0; |
|
clamp_rect_coord_linear(samp->WrapS, texcoords[i][0], width, |
&i0, &i1, &a); |
clamp_rect_coord_linear(samp->WrapT, texcoords[i][1], height, |
&j0, &j1, &b); |
|
/* compute integer rows/columns */ |
if (i0 < 0 || i0 >= width) useBorderColor |= I0BIT; |
if (i1 < 0 || i1 >= width) useBorderColor |= I1BIT; |
if (j0 < 0 || j0 >= height) useBorderColor |= J0BIT; |
if (j1 < 0 || j1 >= height) useBorderColor |= J1BIT; |
|
/* get four texel samples */ |
if (useBorderColor & (I0BIT | J0BIT)) |
get_border_color(samp, img, t00); |
else |
swImg->FetchTexel(swImg, i0, j0, 0, t00); |
|
if (useBorderColor & (I1BIT | J0BIT)) |
get_border_color(samp, img, t10); |
else |
swImg->FetchTexel(swImg, i1, j0, 0, t10); |
|
if (useBorderColor & (I0BIT | J1BIT)) |
get_border_color(samp, img, t01); |
else |
swImg->FetchTexel(swImg, i0, j1, 0, t01); |
|
if (useBorderColor & (I1BIT | J1BIT)) |
get_border_color(samp, img, t11); |
else |
swImg->FetchTexel(swImg, i1, j1, 0, t11); |
|
lerp_rgba_2d(rgba[i], a, b, t00, t10, t01, t11); |
} |
} |
|
|
/** Sample Rect texture, using lambda to choose between min/magnification */ |
static void |
sample_lambda_rect(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, GLuint n, |
const GLfloat texcoords[][4], const GLfloat lambda[], |
GLfloat rgba[][4]) |
{ |
GLuint minStart, minEnd, magStart, magEnd; |
|
/* We only need lambda to decide between minification and magnification. |
* There is no mipmapping with rectangular textures. |
*/ |
compute_min_mag_ranges(samp, n, lambda, |
&minStart, &minEnd, &magStart, &magEnd); |
|
if (minStart < minEnd) { |
if (samp->MinFilter == GL_NEAREST) { |
sample_nearest_rect(ctx, samp, tObj, minEnd - minStart, |
texcoords + minStart, NULL, rgba + minStart); |
} |
else { |
sample_linear_rect(ctx, samp, tObj, minEnd - minStart, |
texcoords + minStart, NULL, rgba + minStart); |
} |
} |
if (magStart < magEnd) { |
if (samp->MagFilter == GL_NEAREST) { |
sample_nearest_rect(ctx, samp, tObj, magEnd - magStart, |
texcoords + magStart, NULL, rgba + magStart); |
} |
else { |
sample_linear_rect(ctx, samp, tObj, magEnd - magStart, |
texcoords + magStart, NULL, rgba + magStart); |
} |
} |
} |
|
|
/**********************************************************************/ |
/* 2D Texture Array Sampling Functions */ |
/**********************************************************************/ |
|
/** |
* Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter. |
*/ |
static void |
sample_2d_array_nearest(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_image *img, |
const GLfloat texcoord[4], |
GLfloat rgba[4]) |
{ |
const struct swrast_texture_image *swImg = swrast_texture_image_const(img); |
const GLint width = img->Width2; /* without border, power of two */ |
const GLint height = img->Height2; /* without border, power of two */ |
const GLint depth = img->Depth; |
GLint i, j; |
GLint array; |
(void) ctx; |
|
i = nearest_texel_location(samp->WrapS, img, width, texcoord[0]); |
j = nearest_texel_location(samp->WrapT, img, height, texcoord[1]); |
array = tex_array_slice(texcoord[2], depth); |
|
if (i < 0 || i >= (GLint) img->Width || |
j < 0 || j >= (GLint) img->Height || |
array < 0 || array >= (GLint) img->Depth) { |
/* Need this test for GL_CLAMP_TO_BORDER mode */ |
get_border_color(samp, img, rgba); |
} |
else { |
swImg->FetchTexel(swImg, i, j, array, rgba); |
} |
} |
|
|
/** |
* Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter. |
*/ |
static void |
sample_2d_array_linear(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_image *img, |
const GLfloat texcoord[4], |
GLfloat rgba[4]) |
{ |
const struct swrast_texture_image *swImg = swrast_texture_image_const(img); |
const GLint width = img->Width2; |
const GLint height = img->Height2; |
const GLint depth = img->Depth; |
GLint i0, j0, i1, j1; |
GLint array; |
GLbitfield useBorderColor = 0x0; |
GLfloat a, b; |
GLfloat t00[4], t01[4], t10[4], t11[4]; |
|
linear_texel_locations(samp->WrapS, img, width, texcoord[0], &i0, &i1, &a); |
linear_texel_locations(samp->WrapT, img, height, texcoord[1], &j0, &j1, &b); |
array = tex_array_slice(texcoord[2], depth); |
|
if (array < 0 || array >= depth) { |
COPY_4V(rgba, samp->BorderColor.f); |
} |
else { |
if (img->Border) { |
i0 += img->Border; |
i1 += img->Border; |
j0 += img->Border; |
j1 += img->Border; |
} |
else { |
/* check if sampling texture border color */ |
if (i0 < 0 || i0 >= width) useBorderColor |= I0BIT; |
if (i1 < 0 || i1 >= width) useBorderColor |= I1BIT; |
if (j0 < 0 || j0 >= height) useBorderColor |= J0BIT; |
if (j1 < 0 || j1 >= height) useBorderColor |= J1BIT; |
} |
|
/* Fetch texels */ |
if (useBorderColor & (I0BIT | J0BIT)) { |
get_border_color(samp, img, t00); |
} |
else { |
swImg->FetchTexel(swImg, i0, j0, array, t00); |
} |
if (useBorderColor & (I1BIT | J0BIT)) { |
get_border_color(samp, img, t10); |
} |
else { |
swImg->FetchTexel(swImg, i1, j0, array, t10); |
} |
if (useBorderColor & (I0BIT | J1BIT)) { |
get_border_color(samp, img, t01); |
} |
else { |
swImg->FetchTexel(swImg, i0, j1, array, t01); |
} |
if (useBorderColor & (I1BIT | J1BIT)) { |
get_border_color(samp, img, t11); |
} |
else { |
swImg->FetchTexel(swImg, i1, j1, array, t11); |
} |
|
/* trilinear interpolation of samples */ |
lerp_rgba_2d(rgba, a, b, t00, t10, t01, t11); |
} |
} |
|
|
static void |
sample_2d_array_nearest_mipmap_nearest(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, |
GLuint n, const GLfloat texcoord[][4], |
const GLfloat lambda[], GLfloat rgba[][4]) |
{ |
GLuint i; |
for (i = 0; i < n; i++) { |
GLint level = nearest_mipmap_level(tObj, lambda[i]); |
sample_2d_array_nearest(ctx, samp, tObj->Image[0][level], texcoord[i], |
rgba[i]); |
} |
} |
|
|
static void |
sample_2d_array_linear_mipmap_nearest(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, |
GLuint n, const GLfloat texcoord[][4], |
const GLfloat lambda[], GLfloat rgba[][4]) |
{ |
GLuint i; |
ASSERT(lambda != NULL); |
for (i = 0; i < n; i++) { |
GLint level = nearest_mipmap_level(tObj, lambda[i]); |
sample_2d_array_linear(ctx, samp, tObj->Image[0][level], |
texcoord[i], rgba[i]); |
} |
} |
|
|
static void |
sample_2d_array_nearest_mipmap_linear(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, |
GLuint n, const GLfloat texcoord[][4], |
const GLfloat lambda[], GLfloat rgba[][4]) |
{ |
GLuint i; |
ASSERT(lambda != NULL); |
for (i = 0; i < n; i++) { |
GLint level = linear_mipmap_level(tObj, lambda[i]); |
if (level >= tObj->_MaxLevel) { |
sample_2d_array_nearest(ctx, samp, tObj->Image[0][tObj->_MaxLevel], |
texcoord[i], rgba[i]); |
} |
else { |
GLfloat t0[4], t1[4]; /* texels */ |
const GLfloat f = FRAC(lambda[i]); |
sample_2d_array_nearest(ctx, samp, tObj->Image[0][level ], |
texcoord[i], t0); |
sample_2d_array_nearest(ctx, samp, tObj->Image[0][level+1], |
texcoord[i], t1); |
lerp_rgba(rgba[i], f, t0, t1); |
} |
} |
} |
|
|
static void |
sample_2d_array_linear_mipmap_linear(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, |
GLuint n, const GLfloat texcoord[][4], |
const GLfloat lambda[], GLfloat rgba[][4]) |
{ |
GLuint i; |
ASSERT(lambda != NULL); |
for (i = 0; i < n; i++) { |
GLint level = linear_mipmap_level(tObj, lambda[i]); |
if (level >= tObj->_MaxLevel) { |
sample_2d_array_linear(ctx, samp, tObj->Image[0][tObj->_MaxLevel], |
texcoord[i], rgba[i]); |
} |
else { |
GLfloat t0[4], t1[4]; /* texels */ |
const GLfloat f = FRAC(lambda[i]); |
sample_2d_array_linear(ctx, samp, tObj->Image[0][level ], |
texcoord[i], t0); |
sample_2d_array_linear(ctx, samp, tObj->Image[0][level+1], |
texcoord[i], t1); |
lerp_rgba(rgba[i], f, t0, t1); |
} |
} |
} |
|
|
/** Sample 2D Array texture, nearest filtering for both min/magnification */ |
static void |
sample_nearest_2d_array(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, GLuint n, |
const GLfloat texcoords[][4], const GLfloat lambda[], |
GLfloat rgba[][4]) |
{ |
GLuint i; |
struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; |
(void) lambda; |
for (i = 0; i < n; i++) { |
sample_2d_array_nearest(ctx, samp, image, texcoords[i], rgba[i]); |
} |
} |
|
|
|
/** Sample 2D Array texture, linear filtering for both min/magnification */ |
static void |
sample_linear_2d_array(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, GLuint n, |
const GLfloat texcoords[][4], |
const GLfloat lambda[], GLfloat rgba[][4]) |
{ |
GLuint i; |
struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; |
(void) lambda; |
for (i = 0; i < n; i++) { |
sample_2d_array_linear(ctx, samp, image, texcoords[i], rgba[i]); |
} |
} |
|
|
/** Sample 2D Array texture, using lambda to choose between min/magnification */ |
static void |
sample_lambda_2d_array(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, GLuint n, |
const GLfloat texcoords[][4], const GLfloat lambda[], |
GLfloat rgba[][4]) |
{ |
GLuint minStart, minEnd; /* texels with minification */ |
GLuint magStart, magEnd; /* texels with magnification */ |
GLuint i; |
|
ASSERT(lambda != NULL); |
compute_min_mag_ranges(samp, n, lambda, |
&minStart, &minEnd, &magStart, &magEnd); |
|
if (minStart < minEnd) { |
/* do the minified texels */ |
GLuint m = minEnd - minStart; |
switch (samp->MinFilter) { |
case GL_NEAREST: |
for (i = minStart; i < minEnd; i++) |
sample_2d_array_nearest(ctx, samp, tObj->Image[0][tObj->BaseLevel], |
texcoords[i], rgba[i]); |
break; |
case GL_LINEAR: |
for (i = minStart; i < minEnd; i++) |
sample_2d_array_linear(ctx, samp, tObj->Image[0][tObj->BaseLevel], |
texcoords[i], rgba[i]); |
break; |
case GL_NEAREST_MIPMAP_NEAREST: |
sample_2d_array_nearest_mipmap_nearest(ctx, samp, tObj, m, |
texcoords + minStart, |
lambda + minStart, |
rgba + minStart); |
break; |
case GL_LINEAR_MIPMAP_NEAREST: |
sample_2d_array_linear_mipmap_nearest(ctx, samp, tObj, m, |
texcoords + minStart, |
lambda + minStart, |
rgba + minStart); |
break; |
case GL_NEAREST_MIPMAP_LINEAR: |
sample_2d_array_nearest_mipmap_linear(ctx, samp, tObj, m, |
texcoords + minStart, |
lambda + minStart, |
rgba + minStart); |
break; |
case GL_LINEAR_MIPMAP_LINEAR: |
sample_2d_array_linear_mipmap_linear(ctx, samp, tObj, m, |
texcoords + minStart, |
lambda + minStart, |
rgba + minStart); |
break; |
default: |
_mesa_problem(ctx, "Bad min filter in sample_2d_array_texture"); |
return; |
} |
} |
|
if (magStart < magEnd) { |
/* do the magnified texels */ |
switch (samp->MagFilter) { |
case GL_NEAREST: |
for (i = magStart; i < magEnd; i++) |
sample_2d_array_nearest(ctx, samp, tObj->Image[0][tObj->BaseLevel], |
texcoords[i], rgba[i]); |
break; |
case GL_LINEAR: |
for (i = magStart; i < magEnd; i++) |
sample_2d_array_linear(ctx, samp, tObj->Image[0][tObj->BaseLevel], |
texcoords[i], rgba[i]); |
break; |
default: |
_mesa_problem(ctx, "Bad mag filter in sample_2d_array_texture"); |
return; |
} |
} |
} |
|
|
|
|
/**********************************************************************/ |
/* 1D Texture Array Sampling Functions */ |
/**********************************************************************/ |
|
/** |
* Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter. |
*/ |
static void |
sample_1d_array_nearest(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_image *img, |
const GLfloat texcoord[4], |
GLfloat rgba[4]) |
{ |
const struct swrast_texture_image *swImg = swrast_texture_image_const(img); |
const GLint width = img->Width2; /* without border, power of two */ |
const GLint height = img->Height; |
GLint i; |
GLint array; |
(void) ctx; |
|
i = nearest_texel_location(samp->WrapS, img, width, texcoord[0]); |
array = tex_array_slice(texcoord[1], height); |
|
if (i < 0 || i >= (GLint) img->Width || |
array < 0 || array >= (GLint) img->Height) { |
/* Need this test for GL_CLAMP_TO_BORDER mode */ |
get_border_color(samp, img, rgba); |
} |
else { |
swImg->FetchTexel(swImg, i, array, 0, rgba); |
} |
} |
|
|
/** |
* Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter. |
*/ |
static void |
sample_1d_array_linear(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_image *img, |
const GLfloat texcoord[4], |
GLfloat rgba[4]) |
{ |
const struct swrast_texture_image *swImg = swrast_texture_image_const(img); |
const GLint width = img->Width2; |
const GLint height = img->Height; |
GLint i0, i1; |
GLint array; |
GLbitfield useBorderColor = 0x0; |
GLfloat a; |
GLfloat t0[4], t1[4]; |
|
linear_texel_locations(samp->WrapS, img, width, texcoord[0], &i0, &i1, &a); |
array = tex_array_slice(texcoord[1], height); |
|
if (img->Border) { |
i0 += img->Border; |
i1 += img->Border; |
} |
else { |
/* check if sampling texture border color */ |
if (i0 < 0 || i0 >= width) useBorderColor |= I0BIT; |
if (i1 < 0 || i1 >= width) useBorderColor |= I1BIT; |
} |
|
if (array < 0 || array >= height) useBorderColor |= K0BIT; |
|
/* Fetch texels */ |
if (useBorderColor & (I0BIT | K0BIT)) { |
get_border_color(samp, img, t0); |
} |
else { |
swImg->FetchTexel(swImg, i0, array, 0, t0); |
} |
if (useBorderColor & (I1BIT | K0BIT)) { |
get_border_color(samp, img, t1); |
} |
else { |
swImg->FetchTexel(swImg, i1, array, 0, t1); |
} |
|
/* bilinear interpolation of samples */ |
lerp_rgba(rgba, a, t0, t1); |
} |
|
|
static void |
sample_1d_array_nearest_mipmap_nearest(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, |
GLuint n, const GLfloat texcoord[][4], |
const GLfloat lambda[], GLfloat rgba[][4]) |
{ |
GLuint i; |
for (i = 0; i < n; i++) { |
GLint level = nearest_mipmap_level(tObj, lambda[i]); |
sample_1d_array_nearest(ctx, samp, tObj->Image[0][level], texcoord[i], |
rgba[i]); |
} |
} |
|
|
static void |
sample_1d_array_linear_mipmap_nearest(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, |
GLuint n, const GLfloat texcoord[][4], |
const GLfloat lambda[], GLfloat rgba[][4]) |
{ |
GLuint i; |
ASSERT(lambda != NULL); |
for (i = 0; i < n; i++) { |
GLint level = nearest_mipmap_level(tObj, lambda[i]); |
sample_1d_array_linear(ctx, samp, tObj->Image[0][level], |
texcoord[i], rgba[i]); |
} |
} |
|
|
static void |
sample_1d_array_nearest_mipmap_linear(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, |
GLuint n, const GLfloat texcoord[][4], |
const GLfloat lambda[], GLfloat rgba[][4]) |
{ |
GLuint i; |
ASSERT(lambda != NULL); |
for (i = 0; i < n; i++) { |
GLint level = linear_mipmap_level(tObj, lambda[i]); |
if (level >= tObj->_MaxLevel) { |
sample_1d_array_nearest(ctx, samp, tObj->Image[0][tObj->_MaxLevel], |
texcoord[i], rgba[i]); |
} |
else { |
GLfloat t0[4], t1[4]; /* texels */ |
const GLfloat f = FRAC(lambda[i]); |
sample_1d_array_nearest(ctx, samp, tObj->Image[0][level ], texcoord[i], t0); |
sample_1d_array_nearest(ctx, samp, tObj->Image[0][level+1], texcoord[i], t1); |
lerp_rgba(rgba[i], f, t0, t1); |
} |
} |
} |
|
|
static void |
sample_1d_array_linear_mipmap_linear(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, |
GLuint n, const GLfloat texcoord[][4], |
const GLfloat lambda[], GLfloat rgba[][4]) |
{ |
GLuint i; |
ASSERT(lambda != NULL); |
for (i = 0; i < n; i++) { |
GLint level = linear_mipmap_level(tObj, lambda[i]); |
if (level >= tObj->_MaxLevel) { |
sample_1d_array_linear(ctx, samp, tObj->Image[0][tObj->_MaxLevel], |
texcoord[i], rgba[i]); |
} |
else { |
GLfloat t0[4], t1[4]; /* texels */ |
const GLfloat f = FRAC(lambda[i]); |
sample_1d_array_linear(ctx, samp, tObj->Image[0][level ], texcoord[i], t0); |
sample_1d_array_linear(ctx, samp, tObj->Image[0][level+1], texcoord[i], t1); |
lerp_rgba(rgba[i], f, t0, t1); |
} |
} |
} |
|
|
/** Sample 1D Array texture, nearest filtering for both min/magnification */ |
static void |
sample_nearest_1d_array(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, GLuint n, |
const GLfloat texcoords[][4], const GLfloat lambda[], |
GLfloat rgba[][4]) |
{ |
GLuint i; |
struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; |
(void) lambda; |
for (i = 0; i < n; i++) { |
sample_1d_array_nearest(ctx, samp, image, texcoords[i], rgba[i]); |
} |
} |
|
|
/** Sample 1D Array texture, linear filtering for both min/magnification */ |
static void |
sample_linear_1d_array(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, GLuint n, |
const GLfloat texcoords[][4], |
const GLfloat lambda[], GLfloat rgba[][4]) |
{ |
GLuint i; |
struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; |
(void) lambda; |
for (i = 0; i < n; i++) { |
sample_1d_array_linear(ctx, samp, image, texcoords[i], rgba[i]); |
} |
} |
|
|
/** Sample 1D Array texture, using lambda to choose between min/magnification */ |
static void |
sample_lambda_1d_array(struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, GLuint n, |
const GLfloat texcoords[][4], const GLfloat lambda[], |
GLfloat rgba[][4]) |
{ |
GLuint minStart, minEnd; /* texels with minification */ |
GLuint magStart, magEnd; /* texels with magnification */ |
GLuint i; |
|
ASSERT(lambda != NULL); |
compute_min_mag_ranges(samp, n, lambda, |
&minStart, &minEnd, &magStart, &magEnd); |
|
if (minStart < minEnd) { |
/* do the minified texels */ |
GLuint m = minEnd - minStart; |
switch (samp->MinFilter) { |
case GL_NEAREST: |
for (i = minStart; i < minEnd; i++) |
sample_1d_array_nearest(ctx, samp, tObj->Image[0][tObj->BaseLevel], |
texcoords[i], rgba[i]); |
break; |
case GL_LINEAR: |
for (i = minStart; i < minEnd; i++) |
sample_1d_array_linear(ctx, samp, tObj->Image[0][tObj->BaseLevel], |
texcoords[i], rgba[i]); |
break; |
case GL_NEAREST_MIPMAP_NEAREST: |
sample_1d_array_nearest_mipmap_nearest(ctx, samp, tObj, m, texcoords + minStart, |
lambda + minStart, rgba + minStart); |
break; |
case GL_LINEAR_MIPMAP_NEAREST: |
sample_1d_array_linear_mipmap_nearest(ctx, samp, tObj, m, |
texcoords + minStart, |
lambda + minStart, |
rgba + minStart); |
break; |
case GL_NEAREST_MIPMAP_LINEAR: |
sample_1d_array_nearest_mipmap_linear(ctx, samp, tObj, m, texcoords + minStart, |
lambda + minStart, rgba + minStart); |
break; |
case GL_LINEAR_MIPMAP_LINEAR: |
sample_1d_array_linear_mipmap_linear(ctx, samp, tObj, m, |
texcoords + minStart, |
lambda + minStart, |
rgba + minStart); |
break; |
default: |
_mesa_problem(ctx, "Bad min filter in sample_1d_array_texture"); |
return; |
} |
} |
|
if (magStart < magEnd) { |
/* do the magnified texels */ |
switch (samp->MagFilter) { |
case GL_NEAREST: |
for (i = magStart; i < magEnd; i++) |
sample_1d_array_nearest(ctx, samp, tObj->Image[0][tObj->BaseLevel], |
texcoords[i], rgba[i]); |
break; |
case GL_LINEAR: |
for (i = magStart; i < magEnd; i++) |
sample_1d_array_linear(ctx, samp, tObj->Image[0][tObj->BaseLevel], |
texcoords[i], rgba[i]); |
break; |
default: |
_mesa_problem(ctx, "Bad mag filter in sample_1d_array_texture"); |
return; |
} |
} |
} |
|
|
/** |
* Compare texcoord against depth sample. Return 1.0 or 0.0 value. |
*/ |
static inline GLfloat |
shadow_compare(GLenum function, GLfloat coord, GLfloat depthSample) |
{ |
switch (function) { |
case GL_LEQUAL: |
return (coord <= depthSample) ? 1.0F : 0.0F; |
case GL_GEQUAL: |
return (coord >= depthSample) ? 1.0F : 0.0F; |
case GL_LESS: |
return (coord < depthSample) ? 1.0F : 0.0F; |
case GL_GREATER: |
return (coord > depthSample) ? 1.0F : 0.0F; |
case GL_EQUAL: |
return (coord == depthSample) ? 1.0F : 0.0F; |
case GL_NOTEQUAL: |
return (coord != depthSample) ? 1.0F : 0.0F; |
case GL_ALWAYS: |
return 1.0F; |
case GL_NEVER: |
return 0.0F; |
case GL_NONE: |
return depthSample; |
default: |
_mesa_problem(NULL, "Bad compare func in shadow_compare"); |
return 0.0F; |
} |
} |
|
|
/** |
* Compare texcoord against four depth samples. |
*/ |
static inline GLfloat |
shadow_compare4(GLenum function, GLfloat coord, |
GLfloat depth00, GLfloat depth01, |
GLfloat depth10, GLfloat depth11, |
GLfloat wi, GLfloat wj) |
{ |
const GLfloat d = 0.25F; |
GLfloat luminance = 1.0F; |
|
switch (function) { |
case GL_LEQUAL: |
if (coord > depth00) luminance -= d; |
if (coord > depth01) luminance -= d; |
if (coord > depth10) luminance -= d; |
if (coord > depth11) luminance -= d; |
return luminance; |
case GL_GEQUAL: |
if (coord < depth00) luminance -= d; |
if (coord < depth01) luminance -= d; |
if (coord < depth10) luminance -= d; |
if (coord < depth11) luminance -= d; |
return luminance; |
case GL_LESS: |
if (coord >= depth00) luminance -= d; |
if (coord >= depth01) luminance -= d; |
if (coord >= depth10) luminance -= d; |
if (coord >= depth11) luminance -= d; |
return luminance; |
case GL_GREATER: |
if (coord <= depth00) luminance -= d; |
if (coord <= depth01) luminance -= d; |
if (coord <= depth10) luminance -= d; |
if (coord <= depth11) luminance -= d; |
return luminance; |
case GL_EQUAL: |
if (coord != depth00) luminance -= d; |
if (coord != depth01) luminance -= d; |
if (coord != depth10) luminance -= d; |
if (coord != depth11) luminance -= d; |
return luminance; |
case GL_NOTEQUAL: |
if (coord == depth00) luminance -= d; |
if (coord == depth01) luminance -= d; |
if (coord == depth10) luminance -= d; |
if (coord == depth11) luminance -= d; |
return luminance; |
case GL_ALWAYS: |
return 1.0F; |
case GL_NEVER: |
return 0.0F; |
case GL_NONE: |
/* ordinary bilinear filtering */ |
return lerp_2d(wi, wj, depth00, depth10, depth01, depth11); |
default: |
_mesa_problem(NULL, "Bad compare func in sample_compare4"); |
return 0.0F; |
} |
} |
|
|
/** |
* Choose the mipmap level to use when sampling from a depth texture. |
*/ |
static int |
choose_depth_texture_level(const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, GLfloat lambda) |
{ |
GLint level; |
|
if (samp->MinFilter == GL_NEAREST || samp->MinFilter == GL_LINEAR) { |
/* no mipmapping - use base level */ |
level = tObj->BaseLevel; |
} |
else { |
/* choose mipmap level */ |
lambda = CLAMP(lambda, samp->MinLod, samp->MaxLod); |
level = (GLint) lambda; |
level = CLAMP(level, tObj->BaseLevel, tObj->_MaxLevel); |
} |
|
return level; |
} |
|
|
/** |
* Sample a shadow/depth texture. This function is incomplete. It doesn't |
* check for minification vs. magnification, etc. |
*/ |
static void |
sample_depth_texture( struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, GLuint n, |
const GLfloat texcoords[][4], const GLfloat lambda[], |
GLfloat texel[][4] ) |
{ |
const GLint level = choose_depth_texture_level(samp, tObj, lambda[0]); |
const struct gl_texture_image *img = tObj->Image[0][level]; |
const struct swrast_texture_image *swImg = swrast_texture_image_const(img); |
const GLint width = img->Width; |
const GLint height = img->Height; |
const GLint depth = img->Depth; |
const GLuint compare_coord = (tObj->Target == GL_TEXTURE_2D_ARRAY_EXT) |
? 3 : 2; |
GLenum function; |
GLfloat result; |
|
ASSERT(img->_BaseFormat == GL_DEPTH_COMPONENT || |
img->_BaseFormat == GL_DEPTH_STENCIL_EXT); |
|
ASSERT(tObj->Target == GL_TEXTURE_1D || |
tObj->Target == GL_TEXTURE_2D || |
tObj->Target == GL_TEXTURE_RECTANGLE_NV || |
tObj->Target == GL_TEXTURE_1D_ARRAY_EXT || |
tObj->Target == GL_TEXTURE_2D_ARRAY_EXT || |
tObj->Target == GL_TEXTURE_CUBE_MAP); |
|
/* XXXX if samp->MinFilter != samp->MagFilter, we're ignoring lambda */ |
|
function = (samp->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) ? |
samp->CompareFunc : GL_NONE; |
|
if (samp->MagFilter == GL_NEAREST) { |
GLuint i; |
for (i = 0; i < n; i++) { |
GLfloat depthSample, depthRef; |
GLint col, row, slice; |
|
nearest_texcoord(samp, tObj, level, texcoords[i], &col, &row, &slice); |
|
if (col >= 0 && row >= 0 && col < width && row < height && |
slice >= 0 && slice < depth) { |
swImg->FetchTexel(swImg, col, row, slice, &depthSample); |
} |
else { |
depthSample = samp->BorderColor.f[0]; |
} |
|
depthRef = CLAMP(texcoords[i][compare_coord], 0.0F, 1.0F); |
|
result = shadow_compare(function, depthRef, depthSample); |
|
apply_depth_mode(tObj->DepthMode, result, texel[i]); |
} |
} |
else { |
GLuint i; |
ASSERT(samp->MagFilter == GL_LINEAR); |
for (i = 0; i < n; i++) { |
GLfloat depth00, depth01, depth10, depth11, depthRef; |
GLint i0, i1, j0, j1; |
GLint slice; |
GLfloat wi, wj; |
GLuint useBorderTexel; |
|
linear_texcoord(samp, tObj, level, texcoords[i], &i0, &i1, &j0, &j1, &slice, |
&wi, &wj); |
|
useBorderTexel = 0; |
if (img->Border) { |
i0 += img->Border; |
i1 += img->Border; |
if (tObj->Target != GL_TEXTURE_1D_ARRAY_EXT) { |
j0 += img->Border; |
j1 += img->Border; |
} |
} |
else { |
if (i0 < 0 || i0 >= (GLint) width) useBorderTexel |= I0BIT; |
if (i1 < 0 || i1 >= (GLint) width) useBorderTexel |= I1BIT; |
if (j0 < 0 || j0 >= (GLint) height) useBorderTexel |= J0BIT; |
if (j1 < 0 || j1 >= (GLint) height) useBorderTexel |= J1BIT; |
} |
|
if (slice < 0 || slice >= (GLint) depth) { |
depth00 = samp->BorderColor.f[0]; |
depth01 = samp->BorderColor.f[0]; |
depth10 = samp->BorderColor.f[0]; |
depth11 = samp->BorderColor.f[0]; |
} |
else { |
/* get four depth samples from the texture */ |
if (useBorderTexel & (I0BIT | J0BIT)) { |
depth00 = samp->BorderColor.f[0]; |
} |
else { |
swImg->FetchTexel(swImg, i0, j0, slice, &depth00); |
} |
if (useBorderTexel & (I1BIT | J0BIT)) { |
depth10 = samp->BorderColor.f[0]; |
} |
else { |
swImg->FetchTexel(swImg, i1, j0, slice, &depth10); |
} |
|
if (tObj->Target != GL_TEXTURE_1D_ARRAY_EXT) { |
if (useBorderTexel & (I0BIT | J1BIT)) { |
depth01 = samp->BorderColor.f[0]; |
} |
else { |
swImg->FetchTexel(swImg, i0, j1, slice, &depth01); |
} |
if (useBorderTexel & (I1BIT | J1BIT)) { |
depth11 = samp->BorderColor.f[0]; |
} |
else { |
swImg->FetchTexel(swImg, i1, j1, slice, &depth11); |
} |
} |
else { |
depth01 = depth00; |
depth11 = depth10; |
} |
} |
|
depthRef = CLAMP(texcoords[i][compare_coord], 0.0F, 1.0F); |
|
result = shadow_compare4(function, depthRef, |
depth00, depth01, depth10, depth11, |
wi, wj); |
|
apply_depth_mode(tObj->DepthMode, result, texel[i]); |
} /* for */ |
} /* if filter */ |
} |
|
|
/** |
* We use this function when a texture object is in an "incomplete" state. |
* When a fragment program attempts to sample an incomplete texture we |
* return black (see issue 23 in GL_ARB_fragment_program spec). |
* Note: fragment programs don't observe the texture enable/disable flags. |
*/ |
static void |
null_sample_func( struct gl_context *ctx, |
const struct gl_sampler_object *samp, |
const struct gl_texture_object *tObj, GLuint n, |
const GLfloat texcoords[][4], const GLfloat lambda[], |
GLfloat rgba[][4]) |
{ |
GLuint i; |
(void) ctx; |
(void) tObj; |
(void) texcoords; |
(void) lambda; |
(void) samp; |
for (i = 0; i < n; i++) { |
rgba[i][RCOMP] = 0; |
rgba[i][GCOMP] = 0; |
rgba[i][BCOMP] = 0; |
rgba[i][ACOMP] = 1.0; |
} |
} |
|
|
/** |
* Choose the texture sampling function for the given texture object. |
*/ |
texture_sample_func |
_swrast_choose_texture_sample_func( struct gl_context *ctx, |
const struct gl_texture_object *t, |
const struct gl_sampler_object *sampler) |
{ |
if (!t || !_mesa_is_texture_complete(t, sampler)) { |
return &null_sample_func; |
} |
else { |
const GLboolean needLambda = |
(GLboolean) (sampler->MinFilter != sampler->MagFilter); |
|
switch (t->Target) { |
case GL_TEXTURE_1D: |
if (is_depth_texture(t)) { |
return &sample_depth_texture; |
} |
else if (needLambda) { |
return &sample_lambda_1d; |
} |
else if (sampler->MinFilter == GL_LINEAR) { |
return &sample_linear_1d; |
} |
else { |
ASSERT(sampler->MinFilter == GL_NEAREST); |
return &sample_nearest_1d; |
} |
case GL_TEXTURE_2D: |
if (is_depth_texture(t)) { |
return &sample_depth_texture; |
} |
else if (needLambda) { |
/* Anisotropic filtering extension. Activated only if mipmaps are used */ |
if (sampler->MaxAnisotropy > 1.0 && |
sampler->MinFilter == GL_LINEAR_MIPMAP_LINEAR) { |
return &sample_lambda_2d_aniso; |
} |
return &sample_lambda_2d; |
} |
else if (sampler->MinFilter == GL_LINEAR) { |
return &sample_linear_2d; |
} |
else { |
/* check for a few optimized cases */ |
const struct gl_texture_image *img = t->Image[0][t->BaseLevel]; |
const struct swrast_texture_image *swImg = |
swrast_texture_image_const(img); |
texture_sample_func func; |
|
ASSERT(sampler->MinFilter == GL_NEAREST); |
func = &sample_nearest_2d; |
if (sampler->WrapS == GL_REPEAT && |
sampler->WrapT == GL_REPEAT && |
swImg->_IsPowerOfTwo && |
img->Border == 0) { |
if (img->TexFormat == MESA_FORMAT_RGB888) |
func = &opt_sample_rgb_2d; |
else if (img->TexFormat == MESA_FORMAT_RGBA8888) |
func = &opt_sample_rgba_2d; |
} |
|
return func; |
} |
case GL_TEXTURE_3D: |
if (needLambda) { |
return &sample_lambda_3d; |
} |
else if (sampler->MinFilter == GL_LINEAR) { |
return &sample_linear_3d; |
} |
else { |
ASSERT(sampler->MinFilter == GL_NEAREST); |
return &sample_nearest_3d; |
} |
case GL_TEXTURE_CUBE_MAP: |
if (needLambda) { |
return &sample_lambda_cube; |
} |
else if (sampler->MinFilter == GL_LINEAR) { |
return &sample_linear_cube; |
} |
else { |
ASSERT(sampler->MinFilter == GL_NEAREST); |
return &sample_nearest_cube; |
} |
case GL_TEXTURE_RECTANGLE_NV: |
if (is_depth_texture(t)) { |
return &sample_depth_texture; |
} |
else if (needLambda) { |
return &sample_lambda_rect; |
} |
else if (sampler->MinFilter == GL_LINEAR) { |
return &sample_linear_rect; |
} |
else { |
ASSERT(sampler->MinFilter == GL_NEAREST); |
return &sample_nearest_rect; |
} |
case GL_TEXTURE_1D_ARRAY_EXT: |
if (is_depth_texture(t)) { |
return &sample_depth_texture; |
} |
else if (needLambda) { |
return &sample_lambda_1d_array; |
} |
else if (sampler->MinFilter == GL_LINEAR) { |
return &sample_linear_1d_array; |
} |
else { |
ASSERT(sampler->MinFilter == GL_NEAREST); |
return &sample_nearest_1d_array; |
} |
case GL_TEXTURE_2D_ARRAY_EXT: |
if (is_depth_texture(t)) { |
return &sample_depth_texture; |
} |
else if (needLambda) { |
return &sample_lambda_2d_array; |
} |
else if (sampler->MinFilter == GL_LINEAR) { |
return &sample_linear_2d_array; |
} |
else { |
ASSERT(sampler->MinFilter == GL_NEAREST); |
return &sample_nearest_2d_array; |
} |
default: |
_mesa_problem(ctx, |
"invalid target in _swrast_choose_texture_sample_func"); |
return &null_sample_func; |
} |
} |
} |