1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved.
2 //
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
6 //
7 //    http://www.apache.org/licenses/LICENSE-2.0
8 //
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
14 
15 #ifndef sw_SamplerCore_hpp
16 #define sw_SamplerCore_hpp
17 
18 #include "PixelRoutine.hpp"
19 #include "Reactor/Nucleus.hpp"
20 
21 namespace sw
22 {
23 	enum SamplerMethod
24 	{
25 		Implicit,
26 		Bias,
27 		Lod,
28 		Grad,
29 	};
30 
31 	class SamplerCore
32 	{
33 	public:
34 		SamplerCore(Pointer<Byte> &r, const Sampler::State &state);
35 
36 		void sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, SamplerMethod method = Implicit);
37 		void sampleTexture(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, SamplerMethod method = Implicit);
38 
39 	private:
40 		void sampleTexture(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, SamplerMethod method, bool fixed12);
41 
42 		void border(Short4 &mask, Float4 &coordinates);
43 		void border(Int4 &mask, Float4 &coordinates);
44 		Short4 offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, int count, Float &lod);
45 		void sampleFilter(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerMethod method);
46 		void sampleAniso(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerMethod method);
47 		void sampleQuad(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Int face[4], bool secondLOD);
48 		void sampleQuad2D(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Int face[4], bool secondLOD);
49 		void sample3D(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, bool secondLOD);
50 		void sampleFloatFilter(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerMethod method);
51 		void sampleFloatAniso(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerMethod method);
52 		void sampleFloat(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Int face[4], bool secondLOD);
53 		void sampleFloat2D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Int face[4], bool secondLOD);
54 		void sampleFloat3D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, bool secondLOD);
55 		void computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &u, Float4 &v, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerMethod method);
56 		void computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &x, Float4 &y, Float4 &z, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerMethod method);
57 		void computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerMethod method);
58 		void cubeFace(Int face[4], Float4 &U, Float4 &V, Float4 &lodX, Float4 &lodY, Float4 &lodZ, Float4 &x, Float4 &y, Float4 &z);
59 		void computeIndices(Int index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, const Pointer<Byte> &mipmap);
60 		void sampleTexel(Vector4s &c, Short4 &u, Short4 &v, Short4 &s, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4]);
61 		void sampleTexel(Vector4f &c, Short4 &u, Short4 &v, Short4 &s, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4]);
62 		void selectMipmap(Pointer<Byte> &texture, Pointer<Byte> buffer[4], Pointer<Byte> &mipmap, Float &lod, Int face[4], bool secondLOD);
63 		Short4 address(Float4 &uw, AddressingMode addressingMode, Pointer<Byte>& mipmap);
64 
65 		void convertFixed12(Short4 &ci, Float4 &cf);
66 		void convertFixed12(Vector4s &cs, Vector4f &cf);
67 		void convertSigned12(Float4 &cf, Short4 &ci);
68 		void convertSigned15(Float4 &cf, Short4 &ci);
69 		void convertUnsigned16(Float4 &cf, Short4 &ci);
70 		void sRGBtoLinear16_8_12(Short4 &c);
71 		void sRGBtoLinear16_6_12(Short4 &c);
72 		void sRGBtoLinear16_5_12(Short4 &c);
73 
74 		bool hasFloatTexture() const;
75 		bool hasUnsignedTextureComponent(int component) const;
76 		int textureComponentCount() const;
77 		bool has16bitTextureFormat() const;
78 		bool has8bitTextureComponents() const;
79 		bool has16bitTextureComponents() const;
80 		bool hasYuvFormat() const;
81 		bool isRGBComponent(int component) const;
82 
83 		Pointer<Byte> &constants;
84 		const Sampler::State &state;
85 	};
86 }
87 
88 #endif   // sw_SamplerCore_hpp
89