lp_tex_sample.c revision 1e4376a68fae2156018d2e3423df521c6db70013
1/**************************************************************************
2 *
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 * Copyright 2008 VMware, Inc.  All rights reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the
9 * "Software"), to deal in the Software without restriction, including
10 * without limitation the rights to use, copy, modify, merge, publish,
11 * distribute, sub license, and/or sell copies of the Software, and to
12 * permit persons to whom the Software is furnished to do so, subject to
13 * the following conditions:
14 *
15 * The above copyright notice and this permission notice (including the
16 * next paragraph) shall be included in all copies or substantial portions
17 * of the Software.
18 *
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
21 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
22 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
23 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
24 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
25 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 *
27 **************************************************************************/
28
29/**
30 * Texture sampling
31 *
32 * Authors:
33 *   Brian Paul
34 */
35
36#include "lp_context.h"
37#include "lp_quad.h"
38#include "lp_surface.h"
39#include "lp_texture.h"
40#include "lp_tex_sample.h"
41#include "lp_tex_cache.h"
42#include "pipe/p_context.h"
43#include "pipe/p_defines.h"
44#include "pipe/p_shader_tokens.h"
45#include "util/u_math.h"
46#include "util/u_memory.h"
47
48
49
50/*
51 * Note, the FRAC macro has to work perfectly.  Otherwise you'll sometimes
52 * see 1-pixel bands of improperly weighted linear-filtered textures.
53 * The tests/texwrap.c demo is a good test.
54 * Also note, FRAC(x) doesn't truly return the fractional part of x for x < 0.
55 * Instead, if x < 0 then FRAC(x) = 1 - true_frac(x).
56 */
57#define FRAC(f)  ((f) - util_ifloor(f))
58
59
60/**
61 * Linear interpolation macro
62 */
63static INLINE float
64lerp(float a, float v0, float v1)
65{
66   return v0 + a * (v1 - v0);
67}
68
69
70/**
71 * Do 2D/biliner interpolation of float values.
72 * v00, v10, v01 and v11 are typically four texture samples in a square/box.
73 * a and b are the horizontal and vertical interpolants.
74 * It's important that this function is inlined when compiled with
75 * optimization!  If we find that's not true on some systems, convert
76 * to a macro.
77 */
78static INLINE float
79lerp_2d(float a, float b,
80        float v00, float v10, float v01, float v11)
81{
82   const float temp0 = lerp(a, v00, v10);
83   const float temp1 = lerp(a, v01, v11);
84   return lerp(b, temp0, temp1);
85}
86
87
88/**
89 * As above, but 3D interpolation of 8 values.
90 */
91static INLINE float
92lerp_3d(float a, float b, float c,
93        float v000, float v100, float v010, float v110,
94        float v001, float v101, float v011, float v111)
95{
96   const float temp0 = lerp_2d(a, b, v000, v100, v010, v110);
97   const float temp1 = lerp_2d(a, b, v001, v101, v011, v111);
98   return lerp(c, temp0, temp1);
99}
100
101
102
103/**
104 * If A is a signed integer, A % B doesn't give the right value for A < 0
105 * (in terms of texture repeat).  Just casting to unsigned fixes that.
106 */
107#define REMAINDER(A, B) ((unsigned) (A) % (unsigned) (B))
108
109
110/**
111 * Apply texture coord wrapping mode and return integer texture indexes
112 * for a vector of four texcoords (S or T or P).
113 * \param wrapMode  PIPE_TEX_WRAP_x
114 * \param s  the incoming texcoords
115 * \param size  the texture image size
116 * \param icoord  returns the integer texcoords
117 * \return  integer texture index
118 */
119static INLINE void
120nearest_texcoord_4(unsigned wrapMode, const float s[4], unsigned size,
121                   int icoord[4])
122{
123   uint ch;
124   switch (wrapMode) {
125   case PIPE_TEX_WRAP_REPEAT:
126      /* s limited to [0,1) */
127      /* i limited to [0,size-1] */
128      for (ch = 0; ch < 4; ch++) {
129         int i = util_ifloor(s[ch] * size);
130         icoord[ch] = REMAINDER(i, size);
131      }
132      return;
133   case PIPE_TEX_WRAP_CLAMP:
134      /* s limited to [0,1] */
135      /* i limited to [0,size-1] */
136      for (ch = 0; ch < 4; ch++) {
137         if (s[ch] <= 0.0F)
138            icoord[ch] = 0;
139         else if (s[ch] >= 1.0F)
140            icoord[ch] = size - 1;
141         else
142            icoord[ch] = util_ifloor(s[ch] * size);
143      }
144      return;
145   case PIPE_TEX_WRAP_CLAMP_TO_EDGE:
146      {
147         /* s limited to [min,max] */
148         /* i limited to [0, size-1] */
149         const float min = 1.0F / (2.0F * size);
150         const float max = 1.0F - min;
151         for (ch = 0; ch < 4; ch++) {
152            if (s[ch] < min)
153               icoord[ch] = 0;
154            else if (s[ch] > max)
155               icoord[ch] = size - 1;
156            else
157               icoord[ch] = util_ifloor(s[ch] * size);
158         }
159      }
160      return;
161   case PIPE_TEX_WRAP_CLAMP_TO_BORDER:
162      {
163         /* s limited to [min,max] */
164         /* i limited to [-1, size] */
165         const float min = -1.0F / (2.0F * size);
166         const float max = 1.0F - min;
167         for (ch = 0; ch < 4; ch++) {
168            if (s[ch] <= min)
169               icoord[ch] = -1;
170            else if (s[ch] >= max)
171               icoord[ch] = size;
172            else
173               icoord[ch] = util_ifloor(s[ch] * size);
174         }
175      }
176      return;
177   case PIPE_TEX_WRAP_MIRROR_REPEAT:
178      {
179         const float min = 1.0F / (2.0F * size);
180         const float max = 1.0F - min;
181         for (ch = 0; ch < 4; ch++) {
182            const int flr = util_ifloor(s[ch]);
183            float u;
184            if (flr & 1)
185               u = 1.0F - (s[ch] - (float) flr);
186            else
187               u = s[ch] - (float) flr;
188            if (u < min)
189               icoord[ch] = 0;
190            else if (u > max)
191               icoord[ch] = size - 1;
192            else
193               icoord[ch] = util_ifloor(u * size);
194         }
195      }
196      return;
197   case PIPE_TEX_WRAP_MIRROR_CLAMP:
198      for (ch = 0; ch < 4; ch++) {
199         /* s limited to [0,1] */
200         /* i limited to [0,size-1] */
201         const float u = fabsf(s[ch]);
202         if (u <= 0.0F)
203            icoord[ch] = 0;
204         else if (u >= 1.0F)
205            icoord[ch] = size - 1;
206         else
207            icoord[ch] = util_ifloor(u * size);
208      }
209      return;
210   case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
211      {
212         /* s limited to [min,max] */
213         /* i limited to [0, size-1] */
214         const float min = 1.0F / (2.0F * size);
215         const float max = 1.0F - min;
216         for (ch = 0; ch < 4; ch++) {
217            const float u = fabsf(s[ch]);
218            if (u < min)
219               icoord[ch] = 0;
220            else if (u > max)
221               icoord[ch] = size - 1;
222            else
223               icoord[ch] = util_ifloor(u * size);
224         }
225      }
226      return;
227   case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
228      {
229         /* s limited to [min,max] */
230         /* i limited to [0, size-1] */
231         const float min = -1.0F / (2.0F * size);
232         const float max = 1.0F - min;
233         for (ch = 0; ch < 4; ch++) {
234            const float u = fabsf(s[ch]);
235            if (u < min)
236               icoord[ch] = -1;
237            else if (u > max)
238               icoord[ch] = size;
239            else
240               icoord[ch] = util_ifloor(u * size);
241         }
242      }
243      return;
244   default:
245      assert(0);
246   }
247}
248
249
250/**
251 * Used to compute texel locations for linear sampling for four texcoords.
252 * \param wrapMode  PIPE_TEX_WRAP_x
253 * \param s  the texcoords
254 * \param size  the texture image size
255 * \param icoord0  returns first texture indexes
256 * \param icoord1  returns second texture indexes (usually icoord0 + 1)
257 * \param w  returns blend factor/weight between texture indexes
258 * \param icoord  returns the computed integer texture coords
259 */
260static INLINE void
261linear_texcoord_4(unsigned wrapMode, const float s[4], unsigned size,
262                  int icoord0[4], int icoord1[4], float w[4])
263{
264   uint ch;
265
266   switch (wrapMode) {
267   case PIPE_TEX_WRAP_REPEAT:
268      for (ch = 0; ch < 4; ch++) {
269         float u = s[ch] * size - 0.5F;
270         icoord0[ch] = REMAINDER(util_ifloor(u), size);
271         icoord1[ch] = REMAINDER(icoord0[ch] + 1, size);
272         w[ch] = FRAC(u);
273      }
274      break;;
275   case PIPE_TEX_WRAP_CLAMP:
276      for (ch = 0; ch < 4; ch++) {
277         float u = CLAMP(s[ch], 0.0F, 1.0F);
278         u = u * size - 0.5f;
279         icoord0[ch] = util_ifloor(u);
280         icoord1[ch] = icoord0[ch] + 1;
281         w[ch] = FRAC(u);
282      }
283      break;;
284   case PIPE_TEX_WRAP_CLAMP_TO_EDGE:
285      for (ch = 0; ch < 4; ch++) {
286         float u = CLAMP(s[ch], 0.0F, 1.0F);
287         u = u * size - 0.5f;
288         icoord0[ch] = util_ifloor(u);
289         icoord1[ch] = icoord0[ch] + 1;
290         if (icoord0[ch] < 0)
291            icoord0[ch] = 0;
292         if (icoord1[ch] >= (int) size)
293            icoord1[ch] = size - 1;
294         w[ch] = FRAC(u);
295      }
296      break;;
297   case PIPE_TEX_WRAP_CLAMP_TO_BORDER:
298      {
299         const float min = -1.0F / (2.0F * size);
300         const float max = 1.0F - min;
301         for (ch = 0; ch < 4; ch++) {
302            float u = CLAMP(s[ch], min, max);
303            u = u * size - 0.5f;
304            icoord0[ch] = util_ifloor(u);
305            icoord1[ch] = icoord0[ch] + 1;
306            w[ch] = FRAC(u);
307         }
308      }
309      break;;
310   case PIPE_TEX_WRAP_MIRROR_REPEAT:
311      for (ch = 0; ch < 4; ch++) {
312         const int flr = util_ifloor(s[ch]);
313         float u;
314         if (flr & 1)
315            u = 1.0F - (s[ch] - (float) flr);
316         else
317            u = s[ch] - (float) flr;
318         u = u * size - 0.5F;
319         icoord0[ch] = util_ifloor(u);
320         icoord1[ch] = icoord0[ch] + 1;
321         if (icoord0[ch] < 0)
322            icoord0[ch] = 0;
323         if (icoord1[ch] >= (int) size)
324            icoord1[ch] = size - 1;
325         w[ch] = FRAC(u);
326      }
327      break;;
328   case PIPE_TEX_WRAP_MIRROR_CLAMP:
329      for (ch = 0; ch < 4; ch++) {
330         float u = fabsf(s[ch]);
331         if (u >= 1.0F)
332            u = (float) size;
333         else
334            u *= size;
335         u -= 0.5F;
336         icoord0[ch] = util_ifloor(u);
337         icoord1[ch] = icoord0[ch] + 1;
338         w[ch] = FRAC(u);
339      }
340      break;;
341   case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
342      for (ch = 0; ch < 4; ch++) {
343         float u = fabsf(s[ch]);
344         if (u >= 1.0F)
345            u = (float) size;
346         else
347            u *= size;
348         u -= 0.5F;
349         icoord0[ch] = util_ifloor(u);
350         icoord1[ch] = icoord0[ch] + 1;
351         if (icoord0[ch] < 0)
352            icoord0[ch] = 0;
353         if (icoord1[ch] >= (int) size)
354            icoord1[ch] = size - 1;
355         w[ch] = FRAC(u);
356      }
357      break;;
358   case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
359      {
360         const float min = -1.0F / (2.0F * size);
361         const float max = 1.0F - min;
362         for (ch = 0; ch < 4; ch++) {
363            float u = fabsf(s[ch]);
364            if (u <= min)
365               u = min * size;
366            else if (u >= max)
367               u = max * size;
368            else
369               u *= size;
370            u -= 0.5F;
371            icoord0[ch] = util_ifloor(u);
372            icoord1[ch] = icoord0[ch] + 1;
373            w[ch] = FRAC(u);
374         }
375      }
376      break;;
377   default:
378      assert(0);
379   }
380}
381
382
383/**
384 * For RECT textures / unnormalized texcoords
385 * Only a subset of wrap modes supported.
386 */
387static INLINE void
388nearest_texcoord_unnorm_4(unsigned wrapMode, const float s[4], unsigned size,
389                          int icoord[4])
390{
391   uint ch;
392   switch (wrapMode) {
393   case PIPE_TEX_WRAP_CLAMP:
394      for (ch = 0; ch < 4; ch++) {
395         int i = util_ifloor(s[ch]);
396         icoord[ch]= CLAMP(i, 0, (int) size-1);
397      }
398      return;
399   case PIPE_TEX_WRAP_CLAMP_TO_EDGE:
400      /* fall-through */
401   case PIPE_TEX_WRAP_CLAMP_TO_BORDER:
402      for (ch = 0; ch < 4; ch++) {
403         icoord[ch]= util_ifloor( CLAMP(s[ch], 0.5F, (float) size - 0.5F) );
404      }
405      return;
406   default:
407      assert(0);
408   }
409}
410
411
412/**
413 * For RECT textures / unnormalized texcoords.
414 * Only a subset of wrap modes supported.
415 */
416static INLINE void
417linear_texcoord_unnorm_4(unsigned wrapMode, const float s[4], unsigned size,
418                         int icoord0[4], int icoord1[4], float w[4])
419{
420   uint ch;
421   switch (wrapMode) {
422   case PIPE_TEX_WRAP_CLAMP:
423      for (ch = 0; ch < 4; ch++) {
424         /* Not exactly what the spec says, but it matches NVIDIA output */
425         float u = CLAMP(s[ch] - 0.5F, 0.0f, (float) size - 1.0f);
426         icoord0[ch] = util_ifloor(u);
427         icoord1[ch] = icoord0[ch] + 1;
428         w[ch] = FRAC(u);
429      }
430      return;
431   case PIPE_TEX_WRAP_CLAMP_TO_EDGE:
432      /* fall-through */
433   case PIPE_TEX_WRAP_CLAMP_TO_BORDER:
434      for (ch = 0; ch < 4; ch++) {
435         float u = CLAMP(s[ch], 0.5F, (float) size - 0.5F);
436         u -= 0.5F;
437         icoord0[ch] = util_ifloor(u);
438         icoord1[ch] = icoord0[ch] + 1;
439         if (icoord1[ch] > (int) size - 1)
440            icoord1[ch] = size - 1;
441         w[ch] = FRAC(u);
442      }
443      break;
444   default:
445      assert(0);
446   }
447}
448
449
450static unsigned
451choose_cube_face(float rx, float ry, float rz, float *newS, float *newT)
452{
453   /*
454      major axis
455      direction     target                             sc     tc    ma
456      ----------    -------------------------------    ---    ---   ---
457       +rx          TEXTURE_CUBE_MAP_POSITIVE_X_EXT    -rz    -ry   rx
458       -rx          TEXTURE_CUBE_MAP_NEGATIVE_X_EXT    +rz    -ry   rx
459       +ry          TEXTURE_CUBE_MAP_POSITIVE_Y_EXT    +rx    +rz   ry
460       -ry          TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT    +rx    -rz   ry
461       +rz          TEXTURE_CUBE_MAP_POSITIVE_Z_EXT    +rx    -ry   rz
462       -rz          TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT    -rx    -ry   rz
463   */
464   const float arx = fabsf(rx), ary = fabsf(ry), arz = fabsf(rz);
465   unsigned face;
466   float sc, tc, ma;
467
468   if (arx > ary && arx > arz) {
469      if (rx >= 0.0F) {
470         face = PIPE_TEX_FACE_POS_X;
471         sc = -rz;
472         tc = -ry;
473         ma = arx;
474      }
475      else {
476         face = PIPE_TEX_FACE_NEG_X;
477         sc = rz;
478         tc = -ry;
479         ma = arx;
480      }
481   }
482   else if (ary > arx && ary > arz) {
483      if (ry >= 0.0F) {
484         face = PIPE_TEX_FACE_POS_Y;
485         sc = rx;
486         tc = rz;
487         ma = ary;
488      }
489      else {
490         face = PIPE_TEX_FACE_NEG_Y;
491         sc = rx;
492         tc = -rz;
493         ma = ary;
494      }
495   }
496   else {
497      if (rz > 0.0F) {
498         face = PIPE_TEX_FACE_POS_Z;
499         sc = rx;
500         tc = -ry;
501         ma = arz;
502      }
503      else {
504         face = PIPE_TEX_FACE_NEG_Z;
505         sc = -rx;
506         tc = -ry;
507         ma = arz;
508      }
509   }
510
511   *newS = ( sc / ma + 1.0F ) * 0.5F;
512   *newT = ( tc / ma + 1.0F ) * 0.5F;
513
514   return face;
515}
516
517
518/**
519 * Examine the quad's texture coordinates to compute the partial
520 * derivatives w.r.t X and Y, then compute lambda (level of detail).
521 *
522 * This is only done for fragment shaders, not vertex shaders.
523 */
524static float
525compute_lambda(struct tgsi_sampler *tgsi_sampler,
526               const float s[QUAD_SIZE],
527               const float t[QUAD_SIZE],
528               const float p[QUAD_SIZE],
529               float lodbias)
530{
531   const struct lp_shader_sampler *samp = lp_shader_sampler(tgsi_sampler);
532   const struct pipe_texture *texture = samp->texture;
533   const struct pipe_sampler_state *sampler = samp->sampler;
534   float rho, lambda;
535
536   if (samp->processor == TGSI_PROCESSOR_VERTEX)
537      return lodbias;
538
539   assert(sampler->normalized_coords);
540
541   assert(s);
542   {
543      float dsdx = s[QUAD_BOTTOM_RIGHT] - s[QUAD_BOTTOM_LEFT];
544      float dsdy = s[QUAD_TOP_LEFT]     - s[QUAD_BOTTOM_LEFT];
545      dsdx = fabsf(dsdx);
546      dsdy = fabsf(dsdy);
547      rho = MAX2(dsdx, dsdy) * texture->width[0];
548   }
549   if (t) {
550      float dtdx = t[QUAD_BOTTOM_RIGHT] - t[QUAD_BOTTOM_LEFT];
551      float dtdy = t[QUAD_TOP_LEFT]     - t[QUAD_BOTTOM_LEFT];
552      float max;
553      dtdx = fabsf(dtdx);
554      dtdy = fabsf(dtdy);
555      max = MAX2(dtdx, dtdy) * texture->height[0];
556      rho = MAX2(rho, max);
557   }
558   if (p) {
559      float dpdx = p[QUAD_BOTTOM_RIGHT] - p[QUAD_BOTTOM_LEFT];
560      float dpdy = p[QUAD_TOP_LEFT]     - p[QUAD_BOTTOM_LEFT];
561      float max;
562      dpdx = fabsf(dpdx);
563      dpdy = fabsf(dpdy);
564      max = MAX2(dpdx, dpdy) * texture->depth[0];
565      rho = MAX2(rho, max);
566   }
567
568   lambda = util_fast_log2(rho);
569   lambda += lodbias + sampler->lod_bias;
570   lambda = CLAMP(lambda, sampler->min_lod, sampler->max_lod);
571
572   return lambda;
573}
574
575
576/**
577 * Do several things here:
578 * 1. Compute lambda from the texcoords, if needed
579 * 2. Determine if we're minifying or magnifying
580 * 3. If minifying, choose mipmap levels
581 * 4. Return image filter to use within mipmap images
582 * \param level0  Returns first mipmap level to sample from
583 * \param level1  Returns second mipmap level to sample from
584 * \param levelBlend  Returns blend factor between levels, in [0,1]
585 * \param imgFilter  Returns either the min or mag filter, depending on lambda
586 */
587static void
588choose_mipmap_levels(struct tgsi_sampler *tgsi_sampler,
589                     const float s[QUAD_SIZE],
590                     const float t[QUAD_SIZE],
591                     const float p[QUAD_SIZE],
592                     float lodbias,
593                     unsigned *level0, unsigned *level1, float *levelBlend,
594                     unsigned *imgFilter)
595{
596   const struct lp_shader_sampler *samp = lp_shader_sampler(tgsi_sampler);
597   const struct pipe_texture *texture = samp->texture;
598   const struct pipe_sampler_state *sampler = samp->sampler;
599
600   if (sampler->min_mip_filter == PIPE_TEX_MIPFILTER_NONE) {
601      /* no mipmap selection needed */
602      *level0 = *level1 = CLAMP((int) sampler->min_lod,
603                                0, (int) texture->last_level);
604
605      if (sampler->min_img_filter != sampler->mag_img_filter) {
606         /* non-mipmapped texture, but still need to determine if doing
607          * minification or magnification.
608          */
609         float lambda = compute_lambda(tgsi_sampler, s, t, p, lodbias);
610         if (lambda <= 0.0) {
611            *imgFilter = sampler->mag_img_filter;
612         }
613         else {
614            *imgFilter = sampler->min_img_filter;
615         }
616      }
617      else {
618         *imgFilter = sampler->mag_img_filter;
619      }
620   }
621   else {
622      float lambda = compute_lambda(tgsi_sampler, s, t, p, lodbias);
623
624      if (lambda <= 0.0) { /* XXX threshold depends on the filter */
625         /* magnifying */
626         *imgFilter = sampler->mag_img_filter;
627         *level0 = *level1 = 0;
628      }
629      else {
630         /* minifying */
631         *imgFilter = sampler->min_img_filter;
632
633         /* choose mipmap level(s) and compute the blend factor between them */
634         if (sampler->min_mip_filter == PIPE_TEX_MIPFILTER_NEAREST) {
635            /* Nearest mipmap level */
636            const int lvl = (int) (lambda + 0.5);
637            *level0 =
638            *level1 = CLAMP(lvl, 0, (int) texture->last_level);
639         }
640         else {
641            /* Linear interpolation between mipmap levels */
642            const int lvl = (int) lambda;
643            *level0 = CLAMP(lvl,     0, (int) texture->last_level);
644            *level1 = CLAMP(lvl + 1, 0, (int) texture->last_level);
645            *levelBlend = FRAC(lambda);  /* blending weight between levels */
646         }
647      }
648   }
649}
650
651
652/**
653 * Get a texel from a texture, using the texture tile cache.
654 *
655 * \param face  the cube face in 0..5
656 * \param level  the mipmap level
657 * \param x  the x coord of texel within 2D image
658 * \param y  the y coord of texel within 2D image
659 * \param z  which slice of a 3D texture
660 * \param rgba  the quad to put the texel/color into
661 * \param j  which element of the rgba quad to write to
662 *
663 * XXX maybe move this into lp_tile_cache.c and merge with the
664 * lp_get_cached_tile_tex() function.  Also, get 4 texels instead of 1...
665 */
666static void
667get_texel_quad_2d(const struct tgsi_sampler *tgsi_sampler,
668                  unsigned face, unsigned level, int x, int y,
669                  const float *out[4])
670{
671   const struct lp_shader_sampler *samp = lp_shader_sampler(tgsi_sampler);
672
673   const struct llvmpipe_cached_tex_tile *tile
674      = lp_get_cached_tex_tile(samp->cache,
675                               tex_tile_address(x, y, 0, face, level));
676
677   y %= TEX_TILE_SIZE;
678   x %= TEX_TILE_SIZE;
679
680   out[0] = &tile->color[y  ][x  ][0];
681   out[1] = &tile->color[y  ][x+1][0];
682   out[2] = &tile->color[y+1][x  ][0];
683   out[3] = &tile->color[y+1][x+1][0];
684}
685
686static INLINE const float *
687get_texel_2d_ptr(const struct tgsi_sampler *tgsi_sampler,
688                 unsigned face, unsigned level, int x, int y)
689{
690   const struct lp_shader_sampler *samp = lp_shader_sampler(tgsi_sampler);
691
692   const struct llvmpipe_cached_tex_tile *tile
693      = lp_get_cached_tex_tile(samp->cache,
694                               tex_tile_address(x, y, 0, face, level));
695
696   y %= TEX_TILE_SIZE;
697   x %= TEX_TILE_SIZE;
698
699   return &tile->color[y][x][0];
700}
701
702
703static void
704get_texel_quad_2d_mt(const struct tgsi_sampler *tgsi_sampler,
705                     unsigned face, unsigned level,
706                     int x0, int y0,
707                     int x1, int y1,
708                     const float *out[4])
709{
710   unsigned i;
711
712   for (i = 0; i < 4; i++) {
713      unsigned tx = (i & 1) ? x1 : x0;
714      unsigned ty = (i >> 1) ? y1 : y0;
715
716      out[i] = get_texel_2d_ptr( tgsi_sampler, face, level, tx, ty );
717   }
718}
719
720static void
721get_texel(const struct tgsi_sampler *tgsi_sampler,
722                 unsigned face, unsigned level, int x, int y, int z,
723                 float rgba[NUM_CHANNELS][QUAD_SIZE], unsigned j)
724{
725   const struct lp_shader_sampler *samp = lp_shader_sampler(tgsi_sampler);
726   const struct pipe_texture *texture = samp->texture;
727   const struct pipe_sampler_state *sampler = samp->sampler;
728
729   if (x < 0 || x >= (int) texture->width[level] ||
730       y < 0 || y >= (int) texture->height[level] ||
731       z < 0 || z >= (int) texture->depth[level]) {
732      rgba[0][j] = sampler->border_color[0];
733      rgba[1][j] = sampler->border_color[1];
734      rgba[2][j] = sampler->border_color[2];
735      rgba[3][j] = sampler->border_color[3];
736   }
737   else {
738      const unsigned tx = x % TEX_TILE_SIZE;
739      const unsigned ty = y % TEX_TILE_SIZE;
740      const struct llvmpipe_cached_tex_tile *tile;
741
742      tile = lp_get_cached_tex_tile(samp->cache,
743                                    tex_tile_address(x, y, z, face, level));
744
745      rgba[0][j] = tile->color[ty][tx][0];
746      rgba[1][j] = tile->color[ty][tx][1];
747      rgba[2][j] = tile->color[ty][tx][2];
748      rgba[3][j] = tile->color[ty][tx][3];
749      if (0)
750      {
751         debug_printf("Get texel %f %f %f %f from %s\n",
752                      rgba[0][j], rgba[1][j], rgba[2][j], rgba[3][j],
753                      pf_name(texture->format));
754      }
755   }
756}
757
758
759/**
760 * Compare texcoord 'p' (aka R) against texture value 'rgba[0]'
761 * When we sampled the depth texture, the depth value was put into all
762 * RGBA channels.  We look at the red channel here.
763 * \param rgba  quad of (depth) texel values
764 * \param p  texture 'P' components for four pixels in quad
765 * \param j  which pixel in the quad to test [0..3]
766 */
767static INLINE void
768shadow_compare(const struct pipe_sampler_state *sampler,
769               float rgba[NUM_CHANNELS][QUAD_SIZE],
770               const float p[QUAD_SIZE],
771               uint j)
772{
773   int k;
774   switch (sampler->compare_func) {
775   case PIPE_FUNC_LESS:
776      k = p[j] < rgba[0][j];
777      break;
778   case PIPE_FUNC_LEQUAL:
779      k = p[j] <= rgba[0][j];
780      break;
781   case PIPE_FUNC_GREATER:
782      k = p[j] > rgba[0][j];
783      break;
784   case PIPE_FUNC_GEQUAL:
785      k = p[j] >= rgba[0][j];
786      break;
787   case PIPE_FUNC_EQUAL:
788      k = p[j] == rgba[0][j];
789      break;
790   case PIPE_FUNC_NOTEQUAL:
791      k = p[j] != rgba[0][j];
792      break;
793   case PIPE_FUNC_ALWAYS:
794      k = 1;
795      break;
796   case PIPE_FUNC_NEVER:
797      k = 0;
798      break;
799   default:
800      k = 0;
801      assert(0);
802      break;
803   }
804
805   /* XXX returning result for default GL_DEPTH_TEXTURE_MODE = GL_LUMINANCE */
806   rgba[0][j] = rgba[1][j] = rgba[2][j] = (float) k;
807   rgba[3][j] = 1.0F;
808}
809
810
811/**
812 * As above, but do four z/texture comparisons.
813 */
814static INLINE void
815shadow_compare4(const struct pipe_sampler_state *sampler,
816                float rgba[NUM_CHANNELS][QUAD_SIZE],
817                const float p[QUAD_SIZE])
818{
819   int j, k0, k1, k2, k3;
820   float val;
821
822   /* compare four texcoords vs. four texture samples */
823   switch (sampler->compare_func) {
824   case PIPE_FUNC_LESS:
825      k0 = p[0] < rgba[0][0];
826      k1 = p[1] < rgba[0][1];
827      k2 = p[2] < rgba[0][2];
828      k3 = p[3] < rgba[0][3];
829      break;
830   case PIPE_FUNC_LEQUAL:
831      k0 = p[0] <= rgba[0][0];
832      k1 = p[1] <= rgba[0][1];
833      k2 = p[2] <= rgba[0][2];
834      k3 = p[3] <= rgba[0][3];
835      break;
836   case PIPE_FUNC_GREATER:
837      k0 = p[0] > rgba[0][0];
838      k1 = p[1] > rgba[0][1];
839      k2 = p[2] > rgba[0][2];
840      k3 = p[3] > rgba[0][3];
841      break;
842   case PIPE_FUNC_GEQUAL:
843      k0 = p[0] >= rgba[0][0];
844      k1 = p[1] >= rgba[0][1];
845      k2 = p[2] >= rgba[0][2];
846      k3 = p[3] >= rgba[0][3];
847      break;
848   case PIPE_FUNC_EQUAL:
849      k0 = p[0] == rgba[0][0];
850      k1 = p[1] == rgba[0][1];
851      k2 = p[2] == rgba[0][2];
852      k3 = p[3] == rgba[0][3];
853      break;
854   case PIPE_FUNC_NOTEQUAL:
855      k0 = p[0] != rgba[0][0];
856      k1 = p[1] != rgba[0][1];
857      k2 = p[2] != rgba[0][2];
858      k3 = p[3] != rgba[0][3];
859      break;
860   case PIPE_FUNC_ALWAYS:
861      k0 = k1 = k2 = k3 = 1;
862      break;
863   case PIPE_FUNC_NEVER:
864      k0 = k1 = k2 = k3 = 0;
865      break;
866   default:
867      k0 = k1 = k2 = k3 = 0;
868      assert(0);
869      break;
870   }
871
872   /* convert four pass/fail values to an intensity in [0,1] */
873   val = 0.25F * (k0 + k1 + k2 + k3);
874
875   /* XXX returning result for default GL_DEPTH_TEXTURE_MODE = GL_LUMINANCE */
876   for (j = 0; j < 4; j++) {
877      rgba[0][j] = rgba[1][j] = rgba[2][j] = val;
878      rgba[3][j] = 1.0F;
879   }
880}
881
882
883
884static void
885lp_get_samples_2d_linear_repeat_POT(struct tgsi_sampler *tgsi_sampler,
886                                    const float s[QUAD_SIZE],
887                                    const float t[QUAD_SIZE],
888                                    const float p[QUAD_SIZE],
889                                    float lodbias,
890                                    float rgba[NUM_CHANNELS][QUAD_SIZE])
891{
892   const struct lp_shader_sampler *samp = lp_shader_sampler(tgsi_sampler);
893   unsigned  j;
894   unsigned level = samp->level;
895   unsigned xpot = 1 << (samp->xpot - level);
896   unsigned ypot = 1 << (samp->ypot - level);
897   unsigned xmax = (xpot - 1) & (TEX_TILE_SIZE - 1); /* MIN2(TEX_TILE_SIZE, xpot) - 1; */
898   unsigned ymax = (ypot - 1) & (TEX_TILE_SIZE - 1); /* MIN2(TEX_TILE_SIZE, ypot) - 1; */
899
900   for (j = 0; j < QUAD_SIZE; j++) {
901      int c;
902
903      float u = s[j] * xpot - 0.5F;
904      float v = t[j] * ypot - 0.5F;
905
906      int uflr = util_ifloor(u);
907      int vflr = util_ifloor(v);
908
909      float xw = u - (float)uflr;
910      float yw = v - (float)vflr;
911
912      int x0 = uflr & (xpot - 1);
913      int y0 = vflr & (ypot - 1);
914
915      const float *tx[4];
916
917
918      /* Can we fetch all four at once:
919       */
920      if (x0 < xmax && y0 < ymax)
921      {
922         get_texel_quad_2d(tgsi_sampler, 0, level, x0, y0, tx);
923      }
924      else
925      {
926         unsigned x1 = (x0 + 1) & (xpot - 1);
927         unsigned y1 = (y0 + 1) & (ypot - 1);
928         get_texel_quad_2d_mt(tgsi_sampler, 0, level,
929                              x0, y0, x1, y1, tx);
930      }
931
932
933      /* interpolate R, G, B, A */
934      for (c = 0; c < 4; c++) {
935         rgba[c][j] = lerp_2d(xw, yw,
936                              tx[0][c], tx[1][c],
937                              tx[2][c], tx[3][c]);
938      }
939   }
940}
941
942
943static void
944lp_get_samples_2d_nearest_repeat_POT(struct tgsi_sampler *tgsi_sampler,
945                                     const float s[QUAD_SIZE],
946                                     const float t[QUAD_SIZE],
947                                     const float p[QUAD_SIZE],
948                                     float lodbias,
949                                     float rgba[NUM_CHANNELS][QUAD_SIZE])
950{
951   const struct lp_shader_sampler *samp = lp_shader_sampler(tgsi_sampler);
952   unsigned  j;
953   unsigned level = samp->level;
954   unsigned xpot = 1 << (samp->xpot - level);
955   unsigned ypot = 1 << (samp->ypot - level);
956
957   for (j = 0; j < QUAD_SIZE; j++) {
958      int c;
959
960      float u = s[j] * xpot;
961      float v = t[j] * ypot;
962
963      int uflr = util_ifloor(u);
964      int vflr = util_ifloor(v);
965
966      int x0 = uflr & (xpot - 1);
967      int y0 = vflr & (ypot - 1);
968
969      const float *out = get_texel_2d_ptr(tgsi_sampler, 0, level, x0, y0);
970
971      for (c = 0; c < 4; c++) {
972         rgba[c][j] = out[c];
973      }
974   }
975}
976
977
978static void
979lp_get_samples_2d_nearest_clamp_POT(struct tgsi_sampler *tgsi_sampler,
980                                     const float s[QUAD_SIZE],
981                                     const float t[QUAD_SIZE],
982                                     const float p[QUAD_SIZE],
983                                     float lodbias,
984                                     float rgba[NUM_CHANNELS][QUAD_SIZE])
985{
986   const struct lp_shader_sampler *samp = lp_shader_sampler(tgsi_sampler);
987   unsigned  j;
988   unsigned level = samp->level;
989   unsigned xpot = 1 << (samp->xpot - level);
990   unsigned ypot = 1 << (samp->ypot - level);
991
992   for (j = 0; j < QUAD_SIZE; j++) {
993      int c;
994
995      float u = s[j] * xpot;
996      float v = t[j] * ypot;
997
998      int x0, y0;
999      const float *out;
1000
1001      x0 = util_ifloor(u);
1002      if (x0 < 0)
1003         x0 = 0;
1004      else if (x0 > xpot - 1)
1005         x0 = xpot - 1;
1006
1007      y0 = util_ifloor(v);
1008      if (y0 < 0)
1009         y0 = 0;
1010      else if (y0 > ypot - 1)
1011         y0 = ypot - 1;
1012
1013      out = get_texel_2d_ptr(tgsi_sampler, 0, level, x0, y0);
1014
1015      for (c = 0; c < 4; c++) {
1016         rgba[c][j] = out[c];
1017      }
1018   }
1019}
1020
1021
1022static void
1023lp_get_samples_2d_linear_mip_linear_repeat_POT(struct tgsi_sampler *tgsi_sampler,
1024                                               const float s[QUAD_SIZE],
1025                                               const float t[QUAD_SIZE],
1026                                               const float p[QUAD_SIZE],
1027                                               float lodbias,
1028                                               float rgba[NUM_CHANNELS][QUAD_SIZE])
1029{
1030   struct lp_shader_sampler *samp = lp_shader_sampler(tgsi_sampler);
1031   const struct pipe_texture *texture = samp->texture;
1032   int level0;
1033   float lambda;
1034
1035   lambda = compute_lambda(tgsi_sampler, s, t, p, lodbias);
1036   level0 = (int)lambda;
1037
1038   if (lambda < 0.0) {
1039      samp->level = 0;
1040      lp_get_samples_2d_linear_repeat_POT( tgsi_sampler,
1041                                           s, t, p, 0, rgba );
1042   }
1043   else if (level0 >= texture->last_level) {
1044      samp->level = texture->last_level;
1045      lp_get_samples_2d_linear_repeat_POT( tgsi_sampler,
1046                                           s, t, p, 0, rgba );
1047   }
1048   else {
1049      float levelBlend = lambda - level0;
1050      float rgba0[4][4];
1051      float rgba1[4][4];
1052      int c,j;
1053
1054      samp->level = level0;
1055      lp_get_samples_2d_linear_repeat_POT( tgsi_sampler,
1056                                           s, t, p, 0, rgba0 );
1057
1058      samp->level = level0+1;
1059      lp_get_samples_2d_linear_repeat_POT( tgsi_sampler,
1060                                           s, t, p, 0, rgba1 );
1061
1062      for (j = 0; j < QUAD_SIZE; j++) {
1063         for (c = 0; c < 4; c++) {
1064            rgba[c][j] = lerp(levelBlend, rgba0[c][j], rgba1[c][j]);
1065         }
1066      }
1067   }
1068}
1069
1070/**
1071 * Common code for sampling 1D/2D/cube textures.
1072 * Could probably extend for 3D...
1073 */
1074static void
1075lp_get_samples_2d_common(struct tgsi_sampler *tgsi_sampler,
1076                         const float s[QUAD_SIZE],
1077                         const float t[QUAD_SIZE],
1078                         const float p[QUAD_SIZE],
1079                         float lodbias,
1080                         float rgba[NUM_CHANNELS][QUAD_SIZE],
1081                         const unsigned faces[4])
1082{
1083   const struct lp_shader_sampler *samp = lp_shader_sampler(tgsi_sampler);
1084   const struct pipe_texture *texture = samp->texture;
1085   const struct pipe_sampler_state *sampler = samp->sampler;
1086   unsigned level0, level1, j, imgFilter;
1087   int width, height;
1088   float levelBlend;
1089
1090   choose_mipmap_levels(tgsi_sampler, s, t, p,
1091                        lodbias,
1092                        &level0, &level1, &levelBlend, &imgFilter);
1093
1094   assert(sampler->normalized_coords);
1095
1096   width = texture->width[level0];
1097   height = texture->height[level0];
1098
1099   assert(width > 0);
1100
1101   switch (imgFilter) {
1102   case PIPE_TEX_FILTER_NEAREST:
1103      {
1104         int x[4], y[4];
1105         nearest_texcoord_4(sampler->wrap_s, s, width, x);
1106         nearest_texcoord_4(sampler->wrap_t, t, height, y);
1107
1108         for (j = 0; j < QUAD_SIZE; j++) {
1109            get_texel(tgsi_sampler, faces[j], level0, x[j], y[j], 0, rgba, j);
1110            if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
1111               shadow_compare(sampler, rgba, p, j);
1112            }
1113
1114            if (level0 != level1) {
1115               /* get texels from second mipmap level and blend */
1116               float rgba2[4][4];
1117               unsigned c;
1118               x[j] /= 2;
1119               y[j] /= 2;
1120               get_texel(tgsi_sampler, faces[j], level1, x[j], y[j], 0,
1121                         rgba2, j);
1122               if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE){
1123                  shadow_compare(sampler, rgba2, p, j);
1124               }
1125
1126               for (c = 0; c < NUM_CHANNELS; c++) {
1127                  rgba[c][j] = lerp(levelBlend, rgba[c][j], rgba2[c][j]);
1128               }
1129            }
1130         }
1131      }
1132      break;
1133   case PIPE_TEX_FILTER_LINEAR:
1134   case PIPE_TEX_FILTER_ANISO:
1135      {
1136         int x0[4], y0[4], x1[4], y1[4];
1137         float xw[4], yw[4]; /* weights */
1138
1139         linear_texcoord_4(sampler->wrap_s, s, width, x0, x1, xw);
1140         linear_texcoord_4(sampler->wrap_t, t, height, y0, y1, yw);
1141
1142         for (j = 0; j < QUAD_SIZE; j++) {
1143            float tx[4][4]; /* texels */
1144            int c;
1145            get_texel(tgsi_sampler, faces[j], level0, x0[j], y0[j], 0, tx, 0);
1146            get_texel(tgsi_sampler, faces[j], level0, x1[j], y0[j], 0, tx, 1);
1147            get_texel(tgsi_sampler, faces[j], level0, x0[j], y1[j], 0, tx, 2);
1148            get_texel(tgsi_sampler, faces[j], level0, x1[j], y1[j], 0, tx, 3);
1149            if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
1150               shadow_compare4(sampler, tx, p);
1151            }
1152
1153            /* interpolate R, G, B, A */
1154            for (c = 0; c < 4; c++) {
1155               rgba[c][j] = lerp_2d(xw[j], yw[j],
1156                                    tx[c][0], tx[c][1],
1157                                    tx[c][2], tx[c][3]);
1158            }
1159
1160            if (level0 != level1) {
1161               /* get texels from second mipmap level and blend */
1162               float rgba2[4][4];
1163
1164               /* XXX: This is incorrect -- will often end up with (x0
1165                *  == x1 && y0 == y1), meaning that we fetch the same
1166                *  texel four times and linearly interpolate between
1167                *  identical values.  The correct approach would be to
1168                *  call linear_texcoord again for the second level.
1169                */
1170               x0[j] /= 2;
1171               y0[j] /= 2;
1172               x1[j] /= 2;
1173               y1[j] /= 2;
1174               get_texel(tgsi_sampler, faces[j], level1, x0[j], y0[j], 0, tx, 0);
1175               get_texel(tgsi_sampler, faces[j], level1, x1[j], y0[j], 0, tx, 1);
1176               get_texel(tgsi_sampler, faces[j], level1, x0[j], y1[j], 0, tx, 2);
1177               get_texel(tgsi_sampler, faces[j], level1, x1[j], y1[j], 0, tx, 3);
1178               if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE){
1179                  shadow_compare4(sampler, tx, p);
1180               }
1181
1182               /* interpolate R, G, B, A */
1183               for (c = 0; c < 4; c++) {
1184                  rgba2[c][j] = lerp_2d(xw[j], yw[j],
1185                                        tx[c][0], tx[c][1], tx[c][2], tx[c][3]);
1186               }
1187
1188               for (c = 0; c < NUM_CHANNELS; c++) {
1189                  rgba[c][j] = lerp(levelBlend, rgba[c][j], rgba2[c][j]);
1190               }
1191            }
1192         }
1193      }
1194      break;
1195   default:
1196      assert(0);
1197   }
1198}
1199
1200
1201static INLINE void
1202lp_get_samples_1d(struct tgsi_sampler *sampler,
1203                  const float s[QUAD_SIZE],
1204                  const float t[QUAD_SIZE],
1205                  const float p[QUAD_SIZE],
1206                  float lodbias,
1207                  float rgba[NUM_CHANNELS][QUAD_SIZE])
1208{
1209   static const unsigned faces[4] = {0, 0, 0, 0};
1210   static const float tzero[4] = {0, 0, 0, 0};
1211   lp_get_samples_2d_common(sampler, s, tzero, NULL,
1212                            lodbias, rgba, faces);
1213}
1214
1215
1216static INLINE void
1217lp_get_samples_2d(struct tgsi_sampler *sampler,
1218                  const float s[QUAD_SIZE],
1219                  const float t[QUAD_SIZE],
1220                  const float p[QUAD_SIZE],
1221                  float lodbias,
1222                  float rgba[NUM_CHANNELS][QUAD_SIZE])
1223{
1224   static const unsigned faces[4] = {0, 0, 0, 0};
1225   lp_get_samples_2d_common(sampler, s, t, p,
1226                            lodbias, rgba, faces);
1227}
1228
1229
1230static INLINE void
1231lp_get_samples_3d(struct tgsi_sampler *tgsi_sampler,
1232                  const float s[QUAD_SIZE],
1233                  const float t[QUAD_SIZE],
1234                  const float p[QUAD_SIZE],
1235                  float lodbias,
1236                  float rgba[NUM_CHANNELS][QUAD_SIZE])
1237{
1238   const struct lp_shader_sampler *samp = lp_shader_sampler(tgsi_sampler);
1239   const struct pipe_texture *texture = samp->texture;
1240   const struct pipe_sampler_state *sampler = samp->sampler;
1241   /* get/map pipe_surfaces corresponding to 3D tex slices */
1242   unsigned level0, level1, j, imgFilter;
1243   int width, height, depth;
1244   float levelBlend;
1245   const uint face = 0;
1246
1247   choose_mipmap_levels(tgsi_sampler, s, t, p,
1248                        lodbias,
1249                        &level0, &level1, &levelBlend, &imgFilter);
1250
1251   assert(sampler->normalized_coords);
1252
1253   width = texture->width[level0];
1254   height = texture->height[level0];
1255   depth = texture->depth[level0];
1256
1257   assert(width > 0);
1258   assert(height > 0);
1259   assert(depth > 0);
1260
1261   switch (imgFilter) {
1262   case PIPE_TEX_FILTER_NEAREST:
1263      {
1264         int x[4], y[4], z[4];
1265         nearest_texcoord_4(sampler->wrap_s, s, width, x);
1266         nearest_texcoord_4(sampler->wrap_t, t, height, y);
1267         nearest_texcoord_4(sampler->wrap_r, p, depth, z);
1268         for (j = 0; j < QUAD_SIZE; j++) {
1269            get_texel(tgsi_sampler, face, level0, x[j], y[j], z[j], rgba, j);
1270            if (level0 != level1) {
1271               /* get texels from second mipmap level and blend */
1272               float rgba2[4][4];
1273               unsigned c;
1274               x[j] /= 2;
1275               y[j] /= 2;
1276               z[j] /= 2;
1277               get_texel(tgsi_sampler, face, level1, x[j], y[j], z[j], rgba2, j);
1278               for (c = 0; c < NUM_CHANNELS; c++) {
1279                  rgba[c][j] = lerp(levelBlend, rgba2[c][j], rgba[c][j]);
1280               }
1281            }
1282         }
1283      }
1284      break;
1285   case PIPE_TEX_FILTER_LINEAR:
1286   case PIPE_TEX_FILTER_ANISO:
1287      {
1288         int x0[4], x1[4], y0[4], y1[4], z0[4], z1[4];
1289         float xw[4], yw[4], zw[4]; /* interpolation weights */
1290         linear_texcoord_4(sampler->wrap_s, s, width,  x0, x1, xw);
1291         linear_texcoord_4(sampler->wrap_t, t, height, y0, y1, yw);
1292         linear_texcoord_4(sampler->wrap_r, p, depth,  z0, z1, zw);
1293
1294         for (j = 0; j < QUAD_SIZE; j++) {
1295            int c;
1296            float tx0[4][4], tx1[4][4];
1297            get_texel(tgsi_sampler, face, level0, x0[j], y0[j], z0[j], tx0, 0);
1298            get_texel(tgsi_sampler, face, level0, x1[j], y0[j], z0[j], tx0, 1);
1299            get_texel(tgsi_sampler, face, level0, x0[j], y1[j], z0[j], tx0, 2);
1300            get_texel(tgsi_sampler, face, level0, x1[j], y1[j], z0[j], tx0, 3);
1301            get_texel(tgsi_sampler, face, level0, x0[j], y0[j], z1[j], tx1, 0);
1302            get_texel(tgsi_sampler, face, level0, x1[j], y0[j], z1[j], tx1, 1);
1303            get_texel(tgsi_sampler, face, level0, x0[j], y1[j], z1[j], tx1, 2);
1304            get_texel(tgsi_sampler, face, level0, x1[j], y1[j], z1[j], tx1, 3);
1305
1306            /* interpolate R, G, B, A */
1307            for (c = 0; c < 4; c++) {
1308               rgba[c][j] = lerp_3d(xw[j], yw[j], zw[j],
1309                                    tx0[c][0], tx0[c][1],
1310                                    tx0[c][2], tx0[c][3],
1311                                    tx1[c][0], tx1[c][1],
1312                                    tx1[c][2], tx1[c][3]);
1313            }
1314
1315            if (level0 != level1) {
1316               /* get texels from second mipmap level and blend */
1317               float rgba2[4][4];
1318               x0[j] /= 2;
1319               y0[j] /= 2;
1320               z0[j] /= 2;
1321               x1[j] /= 2;
1322               y1[j] /= 2;
1323               z1[j] /= 2;
1324               get_texel(tgsi_sampler, face, level1, x0[j], y0[j], z0[j], tx0, 0);
1325               get_texel(tgsi_sampler, face, level1, x1[j], y0[j], z0[j], tx0, 1);
1326               get_texel(tgsi_sampler, face, level1, x0[j], y1[j], z0[j], tx0, 2);
1327               get_texel(tgsi_sampler, face, level1, x1[j], y1[j], z0[j], tx0, 3);
1328               get_texel(tgsi_sampler, face, level1, x0[j], y0[j], z1[j], tx1, 0);
1329               get_texel(tgsi_sampler, face, level1, x1[j], y0[j], z1[j], tx1, 1);
1330               get_texel(tgsi_sampler, face, level1, x0[j], y1[j], z1[j], tx1, 2);
1331               get_texel(tgsi_sampler, face, level1, x1[j], y1[j], z1[j], tx1, 3);
1332
1333               /* interpolate R, G, B, A */
1334               for (c = 0; c < 4; c++) {
1335                  rgba2[c][j] = lerp_3d(xw[j], yw[j], zw[j],
1336                                        tx0[c][0], tx0[c][1],
1337                                        tx0[c][2], tx0[c][3],
1338                                        tx1[c][0], tx1[c][1],
1339                                        tx1[c][2], tx1[c][3]);
1340               }
1341
1342               /* blend mipmap levels */
1343               for (c = 0; c < NUM_CHANNELS; c++) {
1344                  rgba[c][j] = lerp(levelBlend, rgba[c][j], rgba2[c][j]);
1345               }
1346            }
1347         }
1348      }
1349      break;
1350   default:
1351      assert(0);
1352   }
1353}
1354
1355
1356static void
1357lp_get_samples_cube(struct tgsi_sampler *sampler,
1358                    const float s[QUAD_SIZE],
1359                    const float t[QUAD_SIZE],
1360                    const float p[QUAD_SIZE],
1361                    float lodbias,
1362                    float rgba[NUM_CHANNELS][QUAD_SIZE])
1363{
1364   unsigned faces[QUAD_SIZE], j;
1365   float ssss[4], tttt[4];
1366   for (j = 0; j < QUAD_SIZE; j++) {
1367      faces[j] = choose_cube_face(s[j], t[j], p[j], ssss + j, tttt + j);
1368   }
1369   lp_get_samples_2d_common(sampler, ssss, tttt, NULL,
1370                            lodbias, rgba, faces);
1371}
1372
1373
1374static void
1375lp_get_samples_rect(struct tgsi_sampler *tgsi_sampler,
1376                    const float s[QUAD_SIZE],
1377                    const float t[QUAD_SIZE],
1378                    const float p[QUAD_SIZE],
1379                    float lodbias,
1380                    float rgba[NUM_CHANNELS][QUAD_SIZE])
1381{
1382   const struct lp_shader_sampler *samp = lp_shader_sampler(tgsi_sampler);
1383   const struct pipe_texture *texture = samp->texture;
1384   const struct pipe_sampler_state *sampler = samp->sampler;
1385   const uint face = 0;
1386   unsigned level0, level1, j, imgFilter;
1387   int width, height;
1388   float levelBlend;
1389
1390   choose_mipmap_levels(tgsi_sampler, s, t, p,
1391                        lodbias,
1392                        &level0, &level1, &levelBlend, &imgFilter);
1393
1394   /* texture RECTS cannot be mipmapped */
1395   assert(level0 == level1);
1396
1397   width = texture->width[level0];
1398   height = texture->height[level0];
1399
1400   assert(width > 0);
1401
1402   switch (imgFilter) {
1403   case PIPE_TEX_FILTER_NEAREST:
1404      {
1405         int x[4], y[4];
1406         nearest_texcoord_unnorm_4(sampler->wrap_s, s, width, x);
1407         nearest_texcoord_unnorm_4(sampler->wrap_t, t, height, y);
1408         for (j = 0; j < QUAD_SIZE; j++) {
1409            get_texel(tgsi_sampler, face, level0, x[j], y[j], 0, rgba, j);
1410            if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
1411               shadow_compare(sampler, rgba, p, j);
1412            }
1413         }
1414      }
1415      break;
1416   case PIPE_TEX_FILTER_LINEAR:
1417   case PIPE_TEX_FILTER_ANISO:
1418      {
1419         int x0[4], y0[4], x1[4], y1[4];
1420         float xw[4], yw[4]; /* weights */
1421         linear_texcoord_unnorm_4(sampler->wrap_s, s, width,  x0, x1, xw);
1422         linear_texcoord_unnorm_4(sampler->wrap_t, t, height, y0, y1, yw);
1423         for (j = 0; j < QUAD_SIZE; j++) {
1424            float tx[4][4]; /* texels */
1425            int c;
1426            get_texel(tgsi_sampler, face, level0, x0[j], y0[j], 0, tx, 0);
1427            get_texel(tgsi_sampler, face, level0, x1[j], y0[j], 0, tx, 1);
1428            get_texel(tgsi_sampler, face, level0, x0[j], y1[j], 0, tx, 2);
1429            get_texel(tgsi_sampler, face, level0, x1[j], y1[j], 0, tx, 3);
1430            if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
1431               shadow_compare4(sampler, tx, p);
1432            }
1433            for (c = 0; c < 4; c++) {
1434               rgba[c][j] = lerp_2d(xw[j], yw[j],
1435                                    tx[c][0], tx[c][1], tx[c][2], tx[c][3]);
1436            }
1437         }
1438      }
1439      break;
1440   default:
1441      assert(0);
1442   }
1443}
1444
1445
1446/**
1447 * Error condition handler
1448 */
1449static INLINE void
1450lp_get_samples_null(struct tgsi_sampler *tgsi_sampler,
1451                    const float s[QUAD_SIZE],
1452                    const float t[QUAD_SIZE],
1453                    const float p[QUAD_SIZE],
1454                    float lodbias,
1455                    float rgba[NUM_CHANNELS][QUAD_SIZE])
1456{
1457   int i,j;
1458
1459   for (i = 0; i < 4; i++)
1460      for (j = 0; j < 4; j++)
1461         rgba[i][j] = 1.0;
1462}
1463
1464/**
1465 * Called via tgsi_sampler::get_samples() when using a sampler for the
1466 * first time.  Determine the actual sampler function, link it in and
1467 * call it.
1468 */
1469void
1470lp_get_samples(struct tgsi_sampler *tgsi_sampler,
1471               const float s[QUAD_SIZE],
1472               const float t[QUAD_SIZE],
1473               const float p[QUAD_SIZE],
1474               float lodbias,
1475               float rgba[NUM_CHANNELS][QUAD_SIZE])
1476{
1477   struct lp_shader_sampler *samp = lp_shader_sampler(tgsi_sampler);
1478   const struct pipe_texture *texture = samp->texture;
1479   const struct pipe_sampler_state *sampler = samp->sampler;
1480
1481   /* Default to the 'undefined' case:
1482    */
1483   tgsi_sampler->get_samples = lp_get_samples_null;
1484
1485   if (!texture) {
1486      assert(0);                /* is this legal?? */
1487      goto out;
1488   }
1489
1490   if (!sampler->normalized_coords) {
1491      assert (texture->target == PIPE_TEXTURE_2D);
1492      tgsi_sampler->get_samples = lp_get_samples_rect;
1493      goto out;
1494   }
1495
1496   switch (texture->target) {
1497   case PIPE_TEXTURE_1D:
1498      tgsi_sampler->get_samples = lp_get_samples_1d;
1499      break;
1500   case PIPE_TEXTURE_2D:
1501      tgsi_sampler->get_samples = lp_get_samples_2d;
1502      break;
1503   case PIPE_TEXTURE_3D:
1504      tgsi_sampler->get_samples = lp_get_samples_3d;
1505      break;
1506   case PIPE_TEXTURE_CUBE:
1507      tgsi_sampler->get_samples = lp_get_samples_cube;
1508      break;
1509   default:
1510      assert(0);
1511      break;
1512   }
1513
1514   /* Do this elsewhere:
1515    */
1516   samp->xpot = util_unsigned_logbase2( samp->texture->width[0] );
1517   samp->ypot = util_unsigned_logbase2( samp->texture->height[0] );
1518
1519   /* Try to hook in a faster sampler.  Ultimately we'll have to
1520    * code-generate these.  Luckily most of this looks like it is
1521    * orthogonal state within the sampler.
1522    */
1523   if (texture->target == PIPE_TEXTURE_2D &&
1524       sampler->min_img_filter == sampler->mag_img_filter &&
1525       sampler->wrap_s == sampler->wrap_t &&
1526       sampler->compare_mode == FALSE &&
1527       sampler->normalized_coords)
1528   {
1529      if (sampler->min_mip_filter == PIPE_TEX_MIPFILTER_NONE) {
1530         samp->level = CLAMP((int) sampler->min_lod,
1531                             0, (int) texture->last_level);
1532
1533         if (sampler->wrap_s == PIPE_TEX_WRAP_REPEAT) {
1534            switch (sampler->min_img_filter) {
1535            case PIPE_TEX_FILTER_NEAREST:
1536               tgsi_sampler->get_samples = lp_get_samples_2d_nearest_repeat_POT;
1537               break;
1538            case PIPE_TEX_FILTER_LINEAR:
1539               tgsi_sampler->get_samples = lp_get_samples_2d_linear_repeat_POT;
1540               break;
1541            default:
1542               break;
1543            }
1544         }
1545         else if (sampler->wrap_s == PIPE_TEX_WRAP_CLAMP) {
1546            switch (sampler->min_img_filter) {
1547            case PIPE_TEX_FILTER_NEAREST:
1548               tgsi_sampler->get_samples = lp_get_samples_2d_nearest_clamp_POT;
1549               break;
1550            default:
1551               break;
1552            }
1553         }
1554      }
1555      else if (sampler->min_mip_filter == PIPE_TEX_MIPFILTER_LINEAR) {
1556         if (sampler->wrap_s == PIPE_TEX_WRAP_REPEAT) {
1557            switch (sampler->min_img_filter) {
1558            case PIPE_TEX_FILTER_LINEAR:
1559               tgsi_sampler->get_samples = lp_get_samples_2d_linear_mip_linear_repeat_POT;
1560               break;
1561            default:
1562               break;
1563            }
1564         }
1565      }
1566   }
1567   else if (0) {
1568      _debug_printf("target %d/%d min_mip %d/%d min_img %d/%d wrap %d/%d compare %d/%d norm %d/%d\n",
1569                    texture->target, PIPE_TEXTURE_2D,
1570                    sampler->min_mip_filter, PIPE_TEX_MIPFILTER_NONE,
1571                    sampler->min_img_filter, sampler->mag_img_filter,
1572                    sampler->wrap_s, sampler->wrap_t,
1573                    sampler->compare_mode, FALSE,
1574                    sampler->normalized_coords, TRUE);
1575   }
1576
1577out:
1578   tgsi_sampler->get_samples( tgsi_sampler, s, t, p, lodbias, rgba );
1579}
1580
1581