SamplerCore.hpp revision 894018228b0e0bdbd7aa7e8f47d4a9458789ca82
1// SwiftShader Software Renderer
2//
3// Copyright(c) 2005-2011 TransGaming Inc.
4//
5// All rights reserved. No part of this software may be copied, distributed, transmitted,
6// transcribed, stored in a retrieval system, translated into any human or computer
7// language by any means, or disclosed to third parties without the explicit written
8// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
9// or implied, including but not limited to any patent rights, are granted to you.
10//
11
12#ifndef sw_SamplerCore_hpp
13#define sw_SamplerCore_hpp
14
15#include "PixelRoutine.hpp"
16#include "Reactor/Nucleus.hpp"
17
18namespace sw
19{
20	class SamplerCore
21	{
22	public:
23		SamplerCore(Pointer<Byte> &r, const Sampler::State &state);
24
25		void sampleTexture(Pointer<Byte> &texture, Color4i &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Color4f &dsx, Color4f &dsy, bool bias = false, bool fixed12 = true, bool gradients = false, bool lodProvided = false);
26		void sampleTexture(Pointer<Byte> &texture, Color4f &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Color4f &dsx, Color4f &dsy, bool bias = false, bool gradients = false, bool lodProvided = false);
27
28	private:
29		void border(Short4 &mask, Float4 &coordinates);
30		void border(Int4 &mask, Float4 &coordinates);
31		Short4 offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, int count);
32		void sampleFilter(Pointer<Byte> &texture, Color4i &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool lodProvided);
33		void sampleAniso(Pointer<Byte> &texture, Color4i &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, bool lodProvided);
34		void sampleQuad(Pointer<Byte> &texture, Color4i &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Int face[4], bool secondLOD);
35		void sampleQuad2D(Pointer<Byte> &texture, Color4i &c, Float4 &u, Float4 &v, Float &lod, Int face[4], bool secondLOD);
36		void sample3D(Pointer<Byte> &texture, Color4i &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, bool secondLOD);
37		void sampleFloatFilter(Pointer<Byte> &texture, Color4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool lodProvided);
38		void sampleFloatAniso(Pointer<Byte> &texture, Color4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, bool lodProvided);
39		void sampleFloat(Pointer<Byte> &texture, Color4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Int face[4], bool secondLOD);
40		void sampleFloat2D(Pointer<Byte> &texture, Color4f &c, Float4 &u, Float4 &v, Float4 &z, Float &lod, Int face[4], bool secondLOD);
41		void sampleFloat3D(Pointer<Byte> &texture, Color4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, bool secondLOD);
42		void computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &u, Float4 &v, Float &lodBias, Color4f &dsx, Color4f &dsy, bool bias, bool gradients, bool lodProvided);
43		void computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, Float &lodBias, Color4f &dsx, Color4f &dsy, bool bias, bool gradients, bool lodProvided);
44		void cubeFace(Int face[4], Float4 &U, Float4 &V, Float4 &lodU, Float4 &lodV, Float4 &x, Float4 &y, Float4 &z);
45		void computeIndices(Int index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, const Pointer<Byte> &mipmap);
46		void sampleTexel(Color4i &c, Short4 &u, Short4 &v, Short4 &s, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4]);
47		void sampleTexel(Color4f &c, Short4 &u, Short4 &v, Short4 &s, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4]);
48		void selectMipmap(Pointer<Byte> &texture, Pointer<Byte> buffer[4], Pointer<Byte> &mipmap, Float &lod, Int face[4], bool secondLOD);
49		void address(Short4 &uuuu, Float4 &uw, AddressingMode addressingMode);
50
51		void convertFixed12(Short4 &ci, Float4 &cf);
52		void convertFixed12(Color4i &ci, Color4f &cf);
53		void convertSigned12(Float4 &cf, Short4 &ci);
54		void convertSigned15(Float4 &cf, Short4 &ci);
55		void convertUnsigned16(Float4 &cf, Short4 &ci);
56		void sRGBtoLinear16_12(Short4 &c);
57
58		bool hasFloatTexture() const;
59		bool hasUnsignedTextureComponent(int component) const;
60		int textureComponentCount() const;
61		bool has16bitTexture() const;
62		bool isRGBComponent(int component) const;
63
64		Pointer<Byte> &constants;
65		const Sampler::State &state;
66	};
67}
68
69#endif   // sw_SamplerCore_hpp
70