1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved. 2 // 3 // Licensed under the Apache License, Version 2.0 (the "License"); 4 // you may not use this file except in compliance with the License. 5 // You may obtain a copy of the License at 6 // 7 // http://www.apache.org/licenses/LICENSE-2.0 8 // 9 // Unless required by applicable law or agreed to in writing, software 10 // distributed under the License is distributed on an "AS IS" BASIS, 11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 12 // See the License for the specific language governing permissions and 13 // limitations under the License. 14 15 #ifndef sw_SamplerCore_hpp 16 #define sw_SamplerCore_hpp 17 18 #include "ShaderCore.hpp" 19 #include "Device/Sampler.hpp" 20 #include "Reactor/Print.hpp" 21 #include "Reactor/Reactor.hpp" 22 23 namespace sw { 24 25 using namespace rr; 26 27 enum SamplerMethod : uint32_t 28 { 29 Implicit, // Compute gradients (pixel shader only). 30 Bias, // Compute gradients and add provided bias. 31 Lod, // Use provided LOD. 32 Grad, // Use provided gradients. 33 Fetch, // Use provided integer coordinates. 34 Base, // Sample base level. 35 Query, // Return implicit LOD. 36 Gather, // Return one channel of each texel in footprint. 37 SAMPLER_METHOD_LAST = Gather, 38 }; 39 40 // TODO(b/129523279): Eliminate and use SpirvShader::ImageInstruction instead. 41 struct SamplerFunction 42 { SamplerFunctionsw::SamplerFunction43 SamplerFunction(SamplerMethod method, bool offset = false, bool sample = false) 44 : method(method) 45 , offset(offset) 46 , sample(sample) 47 {} 48 operator SamplerMethodsw::SamplerFunction49 operator SamplerMethod() { return method; } 50 51 const SamplerMethod method; 52 const bool offset; 53 const bool sample; 54 }; 55 56 class SamplerCore 57 { 58 public: 59 SamplerCore(Pointer<Byte> &constants, const Sampler &state); 60 61 Vector4f sampleTexture(Pointer<Byte> &texture, Float4 uvwa[4], Float4 &q, Float &&lodOrBias, Float4 &dsx, Float4 &dsy, Vector4i &offset, Int4 &sample, SamplerFunction function); 62 63 private: 64 Float4 applySwizzle(const Vector4f &c, VkComponentSwizzle swizzle, bool integer); 65 Short4 offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, int count, Float &lod); 66 Vector4s sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function); 67 Vector4s sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD, SamplerFunction function); 68 Vector4s sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function); 69 Vector4s sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function); 70 Vector4s sample3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function); 71 Vector4f sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function); 72 Vector4f sampleFloatAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD, SamplerFunction function); 73 Vector4f sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function); 74 Vector4f sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function); 75 Vector4f sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function); 76 void computeLod1D(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &dsx, Float4 &dsy, SamplerFunction function); 77 void computeLod2D(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &u, Float4 &v, Float4 &dsx, Float4 &dsy, SamplerFunction function); 78 void computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, Float4 &dsx, Float4 &dsy, Float4 &M, SamplerFunction function); 79 void computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, Float4 &dsx, Float4 &dsy, SamplerFunction function); 80 Int4 cubeFace(Float4 &U, Float4 &V, Float4 &x, Float4 &y, Float4 &z, Float4 &M); 81 Short4 applyOffset(Short4 &uvw, Int4 &offset, const Int4 &whd, AddressingMode mode); 82 void computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, const Short4 &cubeArrayLayer, Vector4i &offset, const Int4 &sample, const Pointer<Byte> &mipmap, SamplerFunction function); 83 void computeIndices(UInt index[4], Int4 uuuu, Int4 vvvv, Int4 wwww, const Int4 &sample, Int4 valid, const Pointer<Byte> &mipmap, SamplerFunction function); 84 Vector4s sampleTexel(Short4 &u, Short4 &v, Short4 &w, const Short4 &cubeArrayLayer, Vector4i &offset, const Int4 &sample, Pointer<Byte> &mipmap, Pointer<Byte> buffer, SamplerFunction function); 85 Vector4s sampleTexel(UInt index[4], Pointer<Byte> buffer); 86 Vector4f sampleTexel(Int4 &u, Int4 &v, Int4 &w, Float4 &dRef, const Int4 &sample, Pointer<Byte> &mipmap, Pointer<Byte> buffer, SamplerFunction function); 87 Vector4f replaceBorderTexel(const Vector4f &c, Int4 valid); 88 void selectMipmap(const Pointer<Byte> &texture, Pointer<Byte> &mipmap, Pointer<Byte> &buffer, const Float &lod, bool secondLOD); 89 Short4 address(const Float4 &uvw, AddressingMode addressingMode, Pointer<Byte> &mipmap); 90 Short4 computeLayerIndex(const Float4 &a, Pointer<Byte> &mipmap); 91 void address(const Float4 &uvw, Int4 &xyz0, Int4 &xyz1, Float4 &f, Pointer<Byte> &mipmap, Int4 &offset, Int4 &filter, int whd, AddressingMode addressingMode, SamplerFunction function); 92 Int4 computeLayerIndex(const Float4 &a, Pointer<Byte> &mipmap, SamplerFunction function); 93 Int4 computeFilterOffset(Float &lod); 94 95 void convertSigned15(Float4 &cf, Short4 &ci); 96 void convertUnsigned16(Float4 &cf, Short4 &ci); 97 void sRGBtoLinearFF00(Short4 &c); 98 99 bool hasFloatTexture() const; 100 bool hasUnnormalizedIntegerTexture() const; 101 bool hasUnsignedTextureComponent(int component) const; 102 int textureComponentCount() const; 103 bool has16bitPackedTextureFormat() const; 104 bool has8bitTextureComponents() const; 105 bool has16bitTextureComponents() const; 106 bool has32bitIntegerTextureComponents() const; 107 bool isYcbcrFormat() const; 108 bool isRGBComponent(int component) const; 109 bool borderModeActive() const; 110 VkComponentSwizzle gatherSwizzle() const; 111 112 Pointer<Byte> &constants; 113 const Sampler &state; 114 }; 115 116 } // namespace sw 117 118 #ifdef ENABLE_RR_PRINT 119 namespace rr { 120 121 template<> 122 struct PrintValue::Ty<sw::SamplerFunction> 123 { fmtrr::PrintValue::Ty124 static std::string fmt(const sw::SamplerFunction &v) 125 { 126 return std::string("SamplerFunction[") + 127 "method: " + std::to_string(v.method) + 128 ", offset: " + std::to_string(v.offset) + 129 ", sample: " + std::to_string(v.sample) + 130 "]"; 131 } 132 valrr::PrintValue::Ty133 static std::vector<rr::Value *> val(const sw::SamplerFunction &v) { return {}; } 134 }; 135 136 } // namespace rr 137 #endif // ENABLE_RR_PRINT 138 139 #endif // sw_SamplerCore_hpp 140