| /* |
| * 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 "c99_math.h" |
| #include "main/glheader.h" |
| #include "main/context.h" |
| #include "main/imports.h" |
| #include "main/macros.h" |
| #include "main/samplerobj.h" |
| #include "main/teximage.h" |
| #include "main/texobj.h" |
| |
| #include "s_context.h" |
| #include "s_texfilter.h" |
| |
| |
| /* |
| * 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)) |
| |
| |
| |
| /** |
| * Linear interpolation macro |
| */ |
| #define LERP(T, A, B) ( (A) + (T) * ((B) - (A)) ) |
| |
| |
| /** |
| * 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); |
| } |
| |
| |
| /** |
| * Do 3D/trilinear interpolation of float values. |
| * \sa lerp_2d |
| */ |
| static 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); |
| } |
| |
| |
| /** |
| * Do linear interpolation of colors. |
| */ |
| static 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]); |
| } |
| |
| |
| /** |
| * Do bilinear interpolation of colors. |
| */ |
| static 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]); |
| } |
| |
| |
| /** |
| * Do trilinear interpolation of colors. |
| */ |
| static 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]); |
| } |
| } |
| |
| |
| /** |
| * 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)) |
| |
| |
| /** |
| * 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 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"); |
| *i0 = *i1 = 0; |
| u = 0.0F; |
| break; |
| } |
| *weight = FRAC(u); |
| } |
| |
| |
| /** |
| * Used to compute texel location for nearest sampling. |
| */ |
| static 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; |
| } |
| } |
| |
| |
| /* Power of two image sizes only */ |
| static 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); |
| } |
| |
| |
| /** |
| * Do clamp/wrap for a texture rectangle coord, GL_NEAREST filter mode. |
| */ |
| static 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; |
| } |
| } |
| |
| |
| /** |
| * As above, but GL_LINEAR filtering. |
| */ |
| static 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); |
| } |
| |
| |
| /** |
| * Compute slice/image to use for 1D or 2D array texture. |
| */ |
| static GLint |
| tex_array_slice(GLfloat coord, GLsizei size) |
| { |
| GLint slice = IFLOOR(coord + 0.5f); |
| slice = CLAMP(slice, 0, size - 1); |
| return slice; |
| } |
| |
| |
| /** |
| * Compute nearest integer texcoords for given texobj and coordinate. |
| * NOTE: only used for depth texture sampling. |
| */ |
| static 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; |
| } |
| } |
| |
| |
| /** |
| * Compute linear integer texcoords for given texobj and coordinate. |
| * NOTE: only used for depth texture sampling. |
| */ |
| static 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; |
| } |
| } |
| |
| |
| |
| /** |
| * For linear interpolation between mipmap levels N and N+1, this function |
| * computes N. |
| */ |
| static 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); |
| } |
| |
| |
| /** |
| * Compute the nearest mipmap level to take texels from. |
| */ |
| static 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; |
| } |
| |
| |
| |
| /* |
| * Bitflags for texture border color sampling. |
| */ |
| #define I0BIT 1 |
| #define I1BIT 2 |
| #define J0BIT 4 |
| #define J1BIT 8 |
| #define K0BIT 16 |
| #define K1BIT 32 |
| |
| |
| |
| /** |
| * 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 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 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 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 = _mesa_texture_base_format(tObj); |
| 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 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 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; |
| const struct gl_texture_image *image = _mesa_base_tex_image(tObj); |
| (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; |
| const struct gl_texture_image *image = _mesa_base_tex_image(tObj); |
| (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, _mesa_base_tex_image(tObj), |
| texcoords[i], rgba[i]); |
| break; |
| case GL_LINEAR: |
| for (i = minStart; i < minEnd; i++) |
| sample_1d_linear(ctx, samp, _mesa_base_tex_image(tObj), |
| 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, _mesa_base_tex_image(tObj), |
| texcoords[i], rgba[i]); |
| break; |
| case GL_LINEAR: |
| for (i = magStart; i < magEnd; i++) |
| sample_1d_linear(ctx, samp, _mesa_base_tex_image(tObj), |
| 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 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 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 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; |
| const struct gl_texture_image *image = _mesa_base_tex_image(tObj); |
| (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; |
| const struct gl_texture_image *image = _mesa_base_tex_image(tObj); |
| 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 = _mesa_base_tex_image(tObj); |
| 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_BGR_UNORM8); |
| 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 = _mesa_base_tex_image(tObj); |
| 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_A8B8G8R8_UNORM); |
| 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 = _mesa_base_tex_image(tObj); |
| 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_BGR_UNORM8: |
| opt_sample_rgb_2d(ctx, samp, tObj, m, texcoords + minStart, |
| NULL, rgba + minStart); |
| break; |
| case MESA_FORMAT_A8B8G8R8_UNORM: |
| 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_BGR_UNORM8: |
| opt_sample_rgb_2d(ctx, samp, tObj, m, texcoords + magStart, |
| NULL, rgba + magStart); |
| break; |
| case MESA_FORMAT_A8B8G8R8_UNORM: |
| 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 = |
| _mesa_base_tex_image(tObj); |
| 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 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 = _mesa_base_tex_image(tObj); |
| 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 != -1000.0F || samp->MaxLod != 1000.0F); |
| |
| 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 != -1000.0F || |
| samp->MaxLod != 1000.0F) { |
| /* 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 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; |
| const struct gl_texture_image *image = _mesa_base_tex_image(tObj); |
| (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; |
| const struct gl_texture_image *image = _mesa_base_tex_image(tObj); |
| (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, _mesa_base_tex_image(tObj), |
| texcoords[i], rgba[i]); |
| break; |
| case GL_LINEAR: |
| for (i = minStart; i < minEnd; i++) |
| sample_3d_linear(ctx, samp, _mesa_base_tex_image(tObj), |
| 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, _mesa_base_tex_image(tObj), |
| texcoords[i], rgba[i]); |
| break; |
| case GL_LINEAR: |
| for (i = magStart; i < magEnd; i++) |
| sample_3d_linear(ctx, samp, _mesa_base_tex_image(tObj), |
| 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; |
| const struct gl_texture_image *image = _mesa_base_tex_image(tObj); |
| (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; |
| const struct gl_texture_image *image = _mesa_base_tex_image(tObj); |
| (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, _mesa_base_tex_image(tObj), |
| texcoords[i], rgba[i]); |
| break; |
| case GL_LINEAR: |
| for (i = minStart; i < minEnd; i++) |
| sample_2d_array_linear(ctx, samp, _mesa_base_tex_image(tObj), |
| 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, _mesa_base_tex_image(tObj), |
| texcoords[i], rgba[i]); |
| break; |
| case GL_LINEAR: |
| for (i = magStart; i < magEnd; i++) |
| sample_2d_array_linear(ctx, samp, _mesa_base_tex_image(tObj), |
| 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; |
| const struct gl_texture_image *image = _mesa_base_tex_image(tObj); |
| (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; |
| const struct gl_texture_image *image = _mesa_base_tex_image(tObj); |
| (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, _mesa_base_tex_image(tObj), |
| texcoords[i], rgba[i]); |
| break; |
| case GL_LINEAR: |
| for (i = minStart; i < minEnd; i++) |
| sample_1d_array_linear(ctx, samp, _mesa_base_tex_image(tObj), |
| 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, _mesa_base_tex_image(tObj), |
| texcoords[i], rgba[i]); |
| break; |
| case GL_LINEAR: |
| for (i = magStart; i < magEnd; i++) |
| sample_1d_array_linear(ctx, samp, _mesa_base_tex_image(tObj), |
| 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 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 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 > 1.0F && |
| 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 = _mesa_base_tex_image(t); |
| 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_BGR_UNORM8) |
| func = &opt_sample_rgb_2d; |
| else if (img->TexFormat == MESA_FORMAT_A8B8G8R8_UNORM) |
| 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; |
| } |
| } |
| } |