blob: ee6131649a66b7fe6761c1a94b5c523b3bd7b93e [file] [log] [blame]
/*
* Mesa 3-D graphics library
* Version: 7.0.3
*
* Copyright (C) 1999-2007 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
* BRIAN PAUL 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 "glheader.h"
#include "context.h"
#include "colormac.h"
#include "imports.h"
#include "texformat.h"
#include "s_context.h"
#include "s_texfilter.h"
/**
* Constants for integer linear interpolation.
*/
#define ILERP_SCALE 65536.0F
#define ILERP_SHIFT 16
/**
* Linear interpolation macros
*/
#define LERP(T, A, B) ( (A) + (T) * ((B) - (A)) )
#define ILERP(IT, A, B) ( (A) + (((IT) * ((B) - (A))) >> ILERP_SHIFT) )
/**
* 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 2D/biliner interpolation of integer values.
* \sa lerp_2d
*/
static INLINE GLint
ilerp_2d(GLint ia, GLint ib,
GLint v00, GLint v10, GLint v01, GLint v11)
{
/* fixed point interpolants in [0, ILERP_SCALE] */
const GLint temp0 = ILERP(ia, v00, v10);
const GLint temp1 = ILERP(ia, v01, v11);
return ILERP(ib, temp0, temp1);
}
/**
* Do 3D/trilinear interpolation of float values.
* \sa lerp_2d
*/
static INLINE 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 3D/trilinear interpolation of integer values.
* \sa lerp_2d
*/
static INLINE GLint
ilerp_3d(GLint ia, GLint ib, GLint ic,
GLint v000, GLint v100, GLint v010, GLint v110,
GLint v001, GLint v101, GLint v011, GLint v111)
{
/* fixed point interpolants in [0, ILERP_SCALE] */
const GLint temp00 = ILERP(ia, v000, v100);
const GLint temp10 = ILERP(ia, v010, v110);
const GLint temp01 = ILERP(ia, v001, v101);
const GLint temp11 = ILERP(ia, v011, v111);
const GLint temp0 = ILERP(ib, temp00, temp10);
const GLint temp1 = ILERP(ib, temp01, temp11);
return ILERP(ic, temp0, temp1);
}
/**
* Do linear interpolation of colors.
*/
static INLINE void
lerp_rgba(GLchan result[4], GLfloat t, const GLchan a[4], const GLchan b[4])
{
#if CHAN_TYPE == GL_FLOAT
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]);
#elif CHAN_TYPE == GL_UNSIGNED_SHORT
result[0] = (GLchan) (LERP(t, a[0], b[0]) + 0.5);
result[1] = (GLchan) (LERP(t, a[1], b[1]) + 0.5);
result[2] = (GLchan) (LERP(t, a[2], b[2]) + 0.5);
result[3] = (GLchan) (LERP(t, a[3], b[3]) + 0.5);
#else
/* fixed point interpolants in [0, ILERP_SCALE] */
const GLint it = IROUND_POS(t * ILERP_SCALE);
ASSERT(CHAN_TYPE == GL_UNSIGNED_BYTE);
result[0] = ILERP(it, a[0], b[0]);
result[1] = ILERP(it, a[1], b[1]);
result[2] = ILERP(it, a[2], b[2]);
result[3] = ILERP(it, a[3], b[3]);
#endif
}
/**
* Do bilinear interpolation of colors.
*/
static INLINE void
lerp_rgba_2d(GLchan result[4], GLfloat a, GLfloat b,
const GLchan t00[4], const GLchan t10[4],
const GLchan t01[4], const GLchan t11[4])
{
#if CHAN_TYPE == GL_FLOAT
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]);
#elif CHAN_TYPE == GL_UNSIGNED_SHORT
result[0] = (GLchan) (lerp_2d(a, b, t00[0], t10[0], t01[0], t11[0]) + 0.5);
result[1] = (GLchan) (lerp_2d(a, b, t00[1], t10[1], t01[1], t11[1]) + 0.5);
result[2] = (GLchan) (lerp_2d(a, b, t00[2], t10[2], t01[2], t11[2]) + 0.5);
result[3] = (GLchan) (lerp_2d(a, b, t00[3], t10[3], t01[3], t11[3]) + 0.5);
#else
const GLint ia = IROUND_POS(a * ILERP_SCALE);
const GLint ib = IROUND_POS(b * ILERP_SCALE);
ASSERT(CHAN_TYPE == GL_UNSIGNED_BYTE);
result[0] = ilerp_2d(ia, ib, t00[0], t10[0], t01[0], t11[0]);
result[1] = ilerp_2d(ia, ib, t00[1], t10[1], t01[1], t11[1]);
result[2] = ilerp_2d(ia, ib, t00[2], t10[2], t01[2], t11[2]);
result[3] = ilerp_2d(ia, ib, t00[3], t10[3], t01[3], t11[3]);
#endif
}
/**
* Do trilinear interpolation of colors.
*/
static INLINE void
lerp_rgba_3d(GLchan result[4], GLfloat a, GLfloat b, GLfloat c,
const GLchan t000[4], const GLchan t100[4],
const GLchan t010[4], const GLchan t110[4],
const GLchan t001[4], const GLchan t101[4],
const GLchan t011[4], const GLchan t111[4])
{
GLuint k;
/* compiler should unroll these short loops */
#if CHAN_TYPE == GL_FLOAT
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]);
}
#elif CHAN_TYPE == GL_UNSIGNED_SHORT
for (k = 0; k < 4; k++) {
result[k] = (GLchan)(lerp_3d(a, b, c,
t000[k], t100[k], t010[k], t110[k],
t001[k], t101[k], t011[k], t111[k]) + 0.5F);
}
#else
GLint ia = IROUND_POS(a * ILERP_SCALE);
GLint ib = IROUND_POS(b * ILERP_SCALE);
GLint ic = IROUND_POS(c * ILERP_SCALE);
for (k = 0; k < 4; k++) {
result[k] = ilerp_3d(ia, ib, ic, t000[k], t100[k], t010[k], t110[k],
t001[k], t101[k], t011[k], t111[k]);
}
#endif
}
/**
* If A is a signed integer, A % B doesn't give the right value for A < 0
* (in terms of texture repeat). Just casting to unsigned fixes that.
*/
#define REMAINDER(A, B) ((unsigned) (A) % (unsigned) (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:
* U = texcoord in [0, width]
* I0, I1 = two nearest texel indexes
*/
#define COMPUTE_LINEAR_TEXEL_LOCATIONS(wrapMode, S, U, SIZE, I0, I1) \
{ \
switch (wrapMode) { \
case GL_REPEAT: \
U = S * SIZE - 0.5F; \
if (img->_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); /* flr is odd */ \
else \
U = S - (GLfloat) flr; /* flr is even */ \
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(ctx, "Bad wrap mode"); \
return; \
} \
}
/**
* Used to compute texel location for nearest sampling.
*/
#define COMPUTE_NEAREST_TEXEL_LOCATION(wrapMode, S, SIZE, I) \
{ \
switch (wrapMode) { \
case GL_REPEAT: \
/* s limited to [0,1) */ \
/* i limited to [0,size-1] */ \
I = IFLOOR(S * SIZE); \
if (img->_IsPowerOfTwo) \
I &= (SIZE - 1); \
else \
I = REMAINDER(I, SIZE); \
break; \
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); \
} \
break; \
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); \
} \
break; \
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); /* flr is odd */ \
else \
u = S - (GLfloat) flr; /* flr is even */ \
if (u < min) \
I = 0; \
else if (u > max) \
I = SIZE - 1; \
else \
I = IFLOOR(u * SIZE); \
} \
break; \
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); \
} \
break; \
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); \
} \
break; \
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); \
} \
break; \
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); \
break; \
default: \
_mesa_problem(ctx, "Bad wrap mode"); \
return; \
} \
}
/* Power of two image sizes only */
#define COMPUTE_LINEAR_REPEAT_TEXEL_LOCATION(S, U, SIZE, I0, I1) \
{ \
U = S * SIZE - 0.5F; \
I0 = IFLOOR(U) & (SIZE - 1); \
I1 = (I0 + 1) & (SIZE - 1); \
}
/**
* For linear interpolation between mipmap levels N and N+1, this function
* computes N.
*/
static INLINE 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 INLINE 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;
}
/*
* 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))
/*
* 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 INLINE void
compute_min_mag_ranges(const struct gl_texture_object *tObj,
GLuint n, const GLfloat lambda[],
GLuint *minStart, GLuint *minEnd,
GLuint *magStart, GLuint *magEnd)
{
GLfloat minMagThresh;
/* we shouldn't be here if minfilter == magfilter */
ASSERT(tObj->MinFilter != tObj->MagFilter);
/* This bit comes from the OpenGL spec: */
if (tObj->MagFilter == GL_LINEAR
&& (tObj->MinFilter == GL_NEAREST_MIPMAP_NEAREST ||
tObj->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
}
/**********************************************************************/
/* 1-D Texture Sampling Functions */
/**********************************************************************/
/*
* Return the texture sample for coordinate (s) using GL_NEAREST filter.
*/
static void
sample_1d_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
const GLfloat texcoord[4], GLchan rgba[4])
{
const GLint width = img->Width2; /* without border, power of two */
GLint i;
COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoord[0], width, i);
/* 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 */
COPY_CHAN4(rgba, tObj->_BorderChan);
}
else {
img->FetchTexelc(img, i, 0, 0, rgba);
}
}
/*
* Return the texture sample for coordinate (s) using GL_LINEAR filter.
*/
static void
sample_1d_linear(GLcontext *ctx,
const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
const GLfloat texcoord[4], GLchan rgba[4])
{
const GLint width = img->Width2;
GLint i0, i1;
GLfloat u;
GLbitfield useBorderColor = 0x0;
GLfloat a;
GLchan t0[4], t1[4]; /* texels */
COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoord[0], u, width, i0, i1);
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) {
COPY_CHAN4(t0, tObj->_BorderChan);
}
else {
img->FetchTexelc(img, i0, 0, 0, t0);
}
if (useBorderColor & I1BIT) {
COPY_CHAN4(t1, tObj->_BorderChan);
}
else {
img->FetchTexelc(img, i1, 0, 0, t1);
}
a = FRAC(u);
lerp_rgba(rgba, a, t0, t1);
}
static void
sample_1d_nearest_mipmap_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan 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, tObj, tObj->Image[0][level], texcoord[i], rgba[i]);
}
}
static void
sample_1d_linear_mipmap_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan 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, tObj, tObj->Image[0][level], texcoord[i], rgba[i]);
}
}
static void
sample_1d_nearest_mipmap_linear(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan 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, tObj, tObj->Image[0][tObj->_MaxLevel],
texcoord[i], rgba[i]);
}
else {
GLchan t0[4], t1[4];
const GLfloat f = FRAC(lambda[i]);
sample_1d_nearest(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
sample_1d_nearest(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
}
static void
sample_1d_linear_mipmap_linear(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan 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, tObj, tObj->Image[0][tObj->_MaxLevel],
texcoord[i], rgba[i]);
}
else {
GLchan t0[4], t1[4];
const GLfloat f = FRAC(lambda[i]);
sample_1d_linear(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
sample_1d_linear(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
}
static void
sample_nearest_1d( GLcontext *ctx,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLchan rgba[][4] )
{
GLuint i;
struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
(void) lambda;
for (i=0;i<n;i++) {
sample_1d_nearest(ctx, tObj, image, texcoords[i], rgba[i]);
}
}
static void
sample_linear_1d( GLcontext *ctx,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLchan rgba[][4] )
{
GLuint i;
struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
(void) lambda;
for (i=0;i<n;i++) {
sample_1d_linear(ctx, tObj, image, texcoords[i], rgba[i]);
}
}
/*
* Given an (s) texture coordinate and lambda (level of detail) value,
* return a texture sample.
*
*/
static void
sample_lambda_1d( GLcontext *ctx,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4],
const GLfloat lambda[], GLchan rgba[][4] )
{
GLuint minStart, minEnd; /* texels with minification */
GLuint magStart, magEnd; /* texels with magnification */
GLuint i;
ASSERT(lambda != NULL);
compute_min_mag_ranges(tObj, n, lambda,
&minStart, &minEnd, &magStart, &magEnd);
if (minStart < minEnd) {
/* do the minified texels */
const GLuint m = minEnd - minStart;
switch (tObj->MinFilter) {
case GL_NEAREST:
for (i = minStart; i < minEnd; i++)
sample_1d_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
texcoords[i], rgba[i]);
break;
case GL_LINEAR:
for (i = minStart; i < minEnd; i++)
sample_1d_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
texcoords[i], rgba[i]);
break;
case GL_NEAREST_MIPMAP_NEAREST:
sample_1d_nearest_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR_MIPMAP_NEAREST:
sample_1d_linear_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_NEAREST_MIPMAP_LINEAR:
sample_1d_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR_MIPMAP_LINEAR:
sample_1d_linear_mipmap_linear(ctx, 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 (tObj->MagFilter) {
case GL_NEAREST:
for (i = magStart; i < magEnd; i++)
sample_1d_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
texcoords[i], rgba[i]);
break;
case GL_LINEAR:
for (i = magStart; i < magEnd; i++)
sample_1d_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
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 INLINE void
sample_2d_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
const GLfloat texcoord[4],
GLchan rgba[])
{
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;
COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoord[0], width, i);
COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoord[1], height, j);
/* 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 */
COPY_CHAN4(rgba, tObj->_BorderChan);
}
else {
img->FetchTexelc(img, 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 INLINE void
sample_2d_linear(GLcontext *ctx,
const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
const GLfloat texcoord[4],
GLchan rgba[])
{
const GLint width = img->Width2;
const GLint height = img->Height2;
GLint i0, j0, i1, j1;
GLbitfield useBorderColor = 0x0;
GLfloat u, v;
GLfloat a, b;
GLchan t00[4], t10[4], t01[4], t11[4]; /* sampled texel colors */
COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoord[0], u, width, i0, i1);
COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapT, texcoord[1], v, height, j0, j1);
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)) {
COPY_CHAN4(t00, tObj->_BorderChan);
}
else {
img->FetchTexelc(img, i0, j0, 0, t00);
}
if (useBorderColor & (I1BIT | J0BIT)) {
COPY_CHAN4(t10, tObj->_BorderChan);
}
else {
img->FetchTexelc(img, i1, j0, 0, t10);
}
if (useBorderColor & (I0BIT | J1BIT)) {
COPY_CHAN4(t01, tObj->_BorderChan);
}
else {
img->FetchTexelc(img, i0, j1, 0, t01);
}
if (useBorderColor & (I1BIT | J1BIT)) {
COPY_CHAN4(t11, tObj->_BorderChan);
}
else {
img->FetchTexelc(img, i1, j1, 0, t11);
}
a = FRAC(u);
b = FRAC(v);
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 INLINE void
sample_2d_linear_repeat(GLcontext *ctx,
const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
const GLfloat texcoord[4],
GLchan rgba[])
{
const GLint width = img->Width2;
const GLint height = img->Height2;
GLint i0, j0, i1, j1;
GLfloat u, v;
GLfloat a, b;
GLchan t00[4], t10[4], t01[4], t11[4]; /* sampled texel colors */
(void) ctx;
ASSERT(tObj->WrapS == GL_REPEAT);
ASSERT(tObj->WrapT == GL_REPEAT);
ASSERT(img->Border == 0);
ASSERT(img->TexFormat->BaseFormat != GL_COLOR_INDEX);
ASSERT(img->_IsPowerOfTwo);
COMPUTE_LINEAR_REPEAT_TEXEL_LOCATION(texcoord[0], u, width, i0, i1);
COMPUTE_LINEAR_REPEAT_TEXEL_LOCATION(texcoord[1], v, height, j0, j1);
img->FetchTexelc(img, i0, j0, 0, t00);
img->FetchTexelc(img, i1, j0, 0, t10);
img->FetchTexelc(img, i0, j1, 0, t01);
img->FetchTexelc(img, i1, j1, 0, t11);
a = FRAC(u);
b = FRAC(v);
lerp_rgba_2d(rgba, a, b, t00, t10, t01, t11);
}
static void
sample_2d_nearest_mipmap_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan rgba[][4])
{
GLuint i;
for (i = 0; i < n; i++) {
GLint level = nearest_mipmap_level(tObj, lambda[i]);
sample_2d_nearest(ctx, tObj, tObj->Image[0][level], texcoord[i], rgba[i]);
}
}
static void
sample_2d_linear_mipmap_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan 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, tObj, tObj->Image[0][level], texcoord[i], rgba[i]);
}
}
static void
sample_2d_nearest_mipmap_linear(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan 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, tObj, tObj->Image[0][tObj->_MaxLevel],
texcoord[i], rgba[i]);
}
else {
GLchan t0[4], t1[4]; /* texels */
const GLfloat f = FRAC(lambda[i]);
sample_2d_nearest(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
sample_2d_nearest(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
}
/* Trilinear filtering */
static void
sample_2d_linear_mipmap_linear( GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan 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, tObj, tObj->Image[0][tObj->_MaxLevel],
texcoord[i], rgba[i]);
}
else {
GLchan t0[4], t1[4]; /* texels */
const GLfloat f = FRAC(lambda[i]);
sample_2d_linear(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
sample_2d_linear(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
}
static void
sample_2d_linear_mipmap_linear_repeat( GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan rgba[][4] )
{
GLuint i;
ASSERT(lambda != NULL);
ASSERT(tObj->WrapS == GL_REPEAT);
ASSERT(tObj->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, tObj, tObj->Image[0][tObj->_MaxLevel],
texcoord[i], rgba[i]);
}
else {
GLchan t0[4], t1[4]; /* texels */
const GLfloat f = FRAC(lambda[i]);
sample_2d_linear_repeat(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
sample_2d_linear_repeat(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
}
static void
sample_nearest_2d( GLcontext *ctx,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4],
const GLfloat lambda[], GLchan rgba[][4] )
{
GLuint i;
struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
(void) lambda;
for (i=0;i<n;i++) {
sample_2d_nearest(ctx, tObj, image, texcoords[i], rgba[i]);
}
}
static void
sample_linear_2d( GLcontext *ctx,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4],
const GLfloat lambda[], GLchan rgba[][4] )
{
GLuint i;
struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
(void) lambda;
if (tObj->WrapS == GL_REPEAT &&
tObj->WrapT == GL_REPEAT &&
image->_IsPowerOfTwo &&
image->Border == 0) {
for (i=0;i<n;i++) {
sample_2d_linear_repeat(ctx, tObj, image, texcoords[i], rgba[i]);
}
}
else {
for (i=0;i<n;i++) {
sample_2d_linear(ctx, tObj, 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( GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoords[][4],
const GLfloat lambda[], GLchan rgba[][4] )
{
const struct gl_texture_image *img = tObj->Image[0][tObj->BaseLevel];
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(tObj->WrapS==GL_REPEAT);
ASSERT(tObj->WrapT==GL_REPEAT);
ASSERT(img->Border==0);
ASSERT(img->TexFormat->MesaFormat==MESA_FORMAT_RGB);
ASSERT(img->_IsPowerOfTwo);
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;
GLchan *texel = ((GLchan *) img->Data) + 3*pos;
rgba[k][RCOMP] = texel[0];
rgba[k][GCOMP] = texel[1];
rgba[k][BCOMP] = texel[2];
}
}
/*
* 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( GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoords[][4],
const GLfloat lambda[], GLchan rgba[][4] )
{
const struct gl_texture_image *img = tObj->Image[0][tObj->BaseLevel];
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(tObj->WrapS==GL_REPEAT);
ASSERT(tObj->WrapT==GL_REPEAT);
ASSERT(img->Border==0);
ASSERT(img->TexFormat->MesaFormat==MESA_FORMAT_RGBA);
ASSERT(img->_IsPowerOfTwo);
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 GLchan *texel = ((GLchan *) img->Data) + (pos << 2); /* pos*4 */
COPY_CHAN4(rgba[i], texel);
}
}
/*
* Given an array of texture coordinate and lambda (level of detail)
* values, return an array of texture sample.
*/
static void
sample_lambda_2d( GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoords[][4],
const GLfloat lambda[], GLchan rgba[][4] )
{
const struct gl_texture_image *tImg = tObj->Image[0][tObj->BaseLevel];
GLuint minStart, minEnd; /* texels with minification */
GLuint magStart, magEnd; /* texels with magnification */
const GLboolean repeatNoBorderPOT = (tObj->WrapS == GL_REPEAT)
&& (tObj->WrapT == GL_REPEAT)
&& (tImg->Border == 0 && (tImg->Width == tImg->RowStride))
&& (tImg->TexFormat->BaseFormat != GL_COLOR_INDEX)
&& tImg->_IsPowerOfTwo;
ASSERT(lambda != NULL);
compute_min_mag_ranges(tObj, n, lambda,
&minStart, &minEnd, &magStart, &magEnd);
if (minStart < minEnd) {
/* do the minified texels */
const GLuint m = minEnd - minStart;
switch (tObj->MinFilter) {
case GL_NEAREST:
if (repeatNoBorderPOT) {
switch (tImg->TexFormat->MesaFormat) {
case MESA_FORMAT_RGB:
opt_sample_rgb_2d(ctx, tObj, m, texcoords + minStart,
NULL, rgba + minStart);
break;
case MESA_FORMAT_RGBA:
opt_sample_rgba_2d(ctx, tObj, m, texcoords + minStart,
NULL, rgba + minStart);
break;
default:
sample_nearest_2d(ctx, tObj, m, texcoords + minStart,
NULL, rgba + minStart );
}
}
else {
sample_nearest_2d(ctx, tObj, m, texcoords + minStart,
NULL, rgba + minStart);
}
break;
case GL_LINEAR:
sample_linear_2d(ctx, tObj, m, texcoords + minStart,
NULL, rgba + minStart);
break;
case GL_NEAREST_MIPMAP_NEAREST:
sample_2d_nearest_mipmap_nearest(ctx, tObj, m,
texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR_MIPMAP_NEAREST:
sample_2d_linear_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_NEAREST_MIPMAP_LINEAR:
sample_2d_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR_MIPMAP_LINEAR:
if (repeatNoBorderPOT)
sample_2d_linear_mipmap_linear_repeat(ctx, tObj, m,
texcoords + minStart, lambda + minStart, rgba + minStart);
else
sample_2d_linear_mipmap_linear(ctx, 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 (tObj->MagFilter) {
case GL_NEAREST:
if (repeatNoBorderPOT) {
switch (tImg->TexFormat->MesaFormat) {
case MESA_FORMAT_RGB:
opt_sample_rgb_2d(ctx, tObj, m, texcoords + magStart,
NULL, rgba + magStart);
break;
case MESA_FORMAT_RGBA:
opt_sample_rgba_2d(ctx, tObj, m, texcoords + magStart,
NULL, rgba + magStart);
break;
default:
sample_nearest_2d(ctx, tObj, m, texcoords + magStart,
NULL, rgba + magStart );
}
}
else {
sample_nearest_2d(ctx, tObj, m, texcoords + magStart,
NULL, rgba + magStart);
}
break;
case GL_LINEAR:
sample_linear_2d(ctx, tObj, m, texcoords + magStart,
NULL, rgba + magStart);
break;
default:
_mesa_problem(ctx, "Bad mag filter in sample_lambda_2d");
}
}
}
/**********************************************************************/
/* 3-D Texture Sampling Functions */
/**********************************************************************/
/*
* Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter.
*/
static void
sample_3d_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
const GLfloat texcoord[4],
GLchan rgba[4])
{
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;
COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoord[0], width, i);
COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoord[1], height, j);
COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapR, texcoord[2], depth, k);
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 */
COPY_CHAN4(rgba, tObj->_BorderChan);
}
else {
img->FetchTexelc(img, i, j, k, rgba);
}
}
/*
* Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter.
*/
static void
sample_3d_linear(GLcontext *ctx,
const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
const GLfloat texcoord[4],
GLchan rgba[4])
{
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 u, v, w;
GLfloat a, b, c;
GLchan t000[4], t010[4], t001[4], t011[4];
GLchan t100[4], t110[4], t101[4], t111[4];
COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoord[0], u, width, i0, i1);
COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapT, texcoord[1], v, height, j0, j1);
COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapR, texcoord[2], w, depth, k0, k1);
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)) {
COPY_CHAN4(t000, tObj->_BorderChan);
}
else {
img->FetchTexelc(img, i0, j0, k0, t000);
}
if (useBorderColor & (I1BIT | J0BIT | K0BIT)) {
COPY_CHAN4(t100, tObj->_BorderChan);
}
else {
img->FetchTexelc(img, i1, j0, k0, t100);
}
if (useBorderColor & (I0BIT | J1BIT | K0BIT)) {
COPY_CHAN4(t010, tObj->_BorderChan);
}
else {
img->FetchTexelc(img, i0, j1, k0, t010);
}
if (useBorderColor & (I1BIT | J1BIT | K0BIT)) {
COPY_CHAN4(t110, tObj->_BorderChan);
}
else {
img->FetchTexelc(img, i1, j1, k0, t110);
}
if (useBorderColor & (I0BIT | J0BIT | K1BIT)) {
COPY_CHAN4(t001, tObj->_BorderChan);
}
else {
img->FetchTexelc(img, i0, j0, k1, t001);
}
if (useBorderColor & (I1BIT | J0BIT | K1BIT)) {
COPY_CHAN4(t101, tObj->_BorderChan);
}
else {
img->FetchTexelc(img, i1, j0, k1, t101);
}
if (useBorderColor & (I0BIT | J1BIT | K1BIT)) {
COPY_CHAN4(t011, tObj->_BorderChan);
}
else {
img->FetchTexelc(img, i0, j1, k1, t011);
}
if (useBorderColor & (I1BIT | J1BIT | K1BIT)) {
COPY_CHAN4(t111, tObj->_BorderChan);
}
else {
img->FetchTexelc(img, i1, j1, k1, t111);
}
/* trilinear interpolation of samples */
a = FRAC(u);
b = FRAC(v);
c = FRAC(w);
lerp_rgba_3d(rgba, a, b, c, t000, t100, t010, t110, t001, t101, t011, t111);
}
static void
sample_3d_nearest_mipmap_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan rgba[][4] )
{
GLuint i;
for (i = 0; i < n; i++) {
GLint level = nearest_mipmap_level(tObj, lambda[i]);
sample_3d_nearest(ctx, tObj, tObj->Image[0][level], texcoord[i], rgba[i]);
}
}
static void
sample_3d_linear_mipmap_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan 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, tObj, tObj->Image[0][level], texcoord[i], rgba[i]);
}
}
static void
sample_3d_nearest_mipmap_linear(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan 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, tObj, tObj->Image[0][tObj->_MaxLevel],
texcoord[i], rgba[i]);
}
else {
GLchan t0[4], t1[4]; /* texels */
const GLfloat f = FRAC(lambda[i]);
sample_3d_nearest(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
sample_3d_nearest(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
}
static void
sample_3d_linear_mipmap_linear(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan 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, tObj, tObj->Image[0][tObj->_MaxLevel],
texcoord[i], rgba[i]);
}
else {
GLchan t0[4], t1[4]; /* texels */
const GLfloat f = FRAC(lambda[i]);
sample_3d_linear(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
sample_3d_linear(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
}
static void
sample_nearest_3d(GLcontext *ctx,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLchan rgba[][4])
{
GLuint i;
struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
(void) lambda;
for (i=0;i<n;i++) {
sample_3d_nearest(ctx, tObj, image, texcoords[i], rgba[i]);
}
}
static void
sample_linear_3d( GLcontext *ctx,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4],
const GLfloat lambda[], GLchan rgba[][4] )
{
GLuint i;
struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
(void) lambda;
for (i=0;i<n;i++) {
sample_3d_linear(ctx, tObj, image, texcoords[i], rgba[i]);
}
}
/*
* Given an (s,t,r) texture coordinate and lambda (level of detail) value,
* return a texture sample.
*/
static void
sample_lambda_3d( GLcontext *ctx,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLchan rgba[][4] )
{
GLuint minStart, minEnd; /* texels with minification */
GLuint magStart, magEnd; /* texels with magnification */
GLuint i;
ASSERT(lambda != NULL);
compute_min_mag_ranges(tObj, n, lambda,
&minStart, &minEnd, &magStart, &magEnd);
if (minStart < minEnd) {
/* do the minified texels */
GLuint m = minEnd - minStart;
switch (tObj->MinFilter) {
case GL_NEAREST:
for (i = minStart; i < minEnd; i++)
sample_3d_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
texcoords[i], rgba[i]);
break;
case GL_LINEAR:
for (i = minStart; i < minEnd; i++)
sample_3d_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
texcoords[i], rgba[i]);
break;
case GL_NEAREST_MIPMAP_NEAREST:
sample_3d_nearest_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR_MIPMAP_NEAREST:
sample_3d_linear_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_NEAREST_MIPMAP_LINEAR:
sample_3d_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR_MIPMAP_LINEAR:
sample_3d_linear_mipmap_linear(ctx, 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 (tObj->MagFilter) {
case GL_NEAREST:
for (i = magStart; i < magEnd; i++)
sample_3d_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
texcoords[i], rgba[i]);
break;
case GL_LINEAR:
for (i = magStart; i < magEnd; i++)
sample_3d_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
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;
}
}
newCoord[0] = ( sc / ma + 1.0F ) * 0.5F;
newCoord[1] = ( tc / ma + 1.0F ) * 0.5F;
return (const struct gl_texture_image **) texObj->Image[face];
}
static void
sample_nearest_cube(GLcontext *ctx,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLchan 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, tObj, images[tObj->BaseLevel],
newCoord, rgba[i]);
}
}
static void
sample_linear_cube(GLcontext *ctx,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4],
const GLfloat lambda[], GLchan 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, tObj, images[tObj->BaseLevel],
newCoord, rgba[i]);
}
}
static void
sample_cube_nearest_mipmap_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan 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, tObj, images[level], newCoord, rgba[i]);
}
}
static void
sample_cube_linear_mipmap_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan 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, tObj, images[level], newCoord, rgba[i]);
}
}
static void
sample_cube_nearest_mipmap_linear(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan 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, tObj, images[tObj->_MaxLevel],
newCoord, rgba[i]);
}
else {
GLchan t0[4], t1[4]; /* texels */
const GLfloat f = FRAC(lambda[i]);
sample_2d_nearest(ctx, tObj, images[level ], newCoord, t0);
sample_2d_nearest(ctx, tObj, images[level+1], newCoord, t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
}
static void
sample_cube_linear_mipmap_linear(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan 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, tObj, images[tObj->_MaxLevel],
newCoord, rgba[i]);
}
else {
GLchan t0[4], t1[4];
const GLfloat f = FRAC(lambda[i]);
sample_2d_linear(ctx, tObj, images[level ], newCoord, t0);
sample_2d_linear(ctx, tObj, images[level+1], newCoord, t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
}
static void
sample_lambda_cube( GLcontext *ctx,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLchan rgba[][4])
{
GLuint minStart, minEnd; /* texels with minification */
GLuint magStart, magEnd; /* texels with magnification */
ASSERT(lambda != NULL);
compute_min_mag_ranges(tObj, n, lambda,
&minStart, &minEnd, &magStart, &magEnd);
if (minStart < minEnd) {
/* do the minified texels */
const GLuint m = minEnd - minStart;
switch (tObj->MinFilter) {
case GL_NEAREST:
sample_nearest_cube(ctx, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR:
sample_linear_cube(ctx, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_NEAREST_MIPMAP_NEAREST:
sample_cube_nearest_mipmap_nearest(ctx, tObj, m,
texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR_MIPMAP_NEAREST:
sample_cube_linear_mipmap_nearest(ctx, tObj, m,
texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_NEAREST_MIPMAP_LINEAR:
sample_cube_nearest_mipmap_linear(ctx, tObj, m,
texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR_MIPMAP_LINEAR:
sample_cube_linear_mipmap_linear(ctx, tObj, m,
texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
default:
_mesa_problem(ctx, "Bad min filter in sample_lambda_cube");
}
}
if (magStart < magEnd) {
/* do the magnified texels */
const GLuint m = magEnd - magStart;
switch (tObj->MagFilter) {
case GL_NEAREST:
sample_nearest_cube(ctx, tObj, m, texcoords + magStart,
lambda + magStart, rgba + magStart);
break;
case GL_LINEAR:
sample_linear_cube(ctx, tObj, m, texcoords + magStart,
lambda + magStart, rgba + magStart);
break;
default:
_mesa_problem(ctx, "Bad mag filter in sample_lambda_cube");
}
}
}
/**********************************************************************/
/* Texture Rectangle Sampling Functions */
/**********************************************************************/
/**
* Do clamp/wrap for a texture rectangle coord, GL_NEAREST filter mode.
*/
static INLINE GLint
clamp_rect_coord_nearest(GLenum wrapMode, GLfloat coord, GLint max)
{
if (wrapMode == GL_CLAMP) {
return IFLOOR( CLAMP(coord, 0.0F, max - 1) );
}
else if (wrapMode == GL_CLAMP_TO_EDGE) {
return IFLOOR( CLAMP(coord, 0.5F, max - 0.5F) );
}
else {
return IFLOOR( CLAMP(coord, -0.5F, max + 0.5F) );
}
}
/*
* As above, but GL_LINEAR filtering.
*/
static INLINE void
clamp_rect_coord_linear(GLenum wrapMode, GLfloat coord, GLint max,
GLint *i0out, GLint *i1out)
{
GLfloat fcol;
GLint i0, i1;
if (wrapMode == GL_CLAMP) {
/* Not exactly what the spec says, but it matches NVIDIA output */
fcol = CLAMP(coord - 0.5F, 0.0, max-1);
i0 = IFLOOR(fcol);
i1 = i0 + 1;
}
else if (wrapMode == 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;
}
else {
ASSERT(wrapMode == GL_CLAMP_TO_BORDER);
fcol = CLAMP(coord, -0.5F, max + 0.5F);
fcol -= 0.5F;
i0 = IFLOOR(fcol);
i1 = i0 + 1;
}
*i0out = i0;
*i1out = i1;
}
static void
sample_nearest_rect(GLcontext *ctx,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLchan rgba[][4])
{
const struct gl_texture_image *img = tObj->Image[0][0];
const GLfloat width = (GLfloat) img->Width;
const GLfloat height = (GLfloat) img->Height;
const GLint width_minus_1 = img->Width - 1;
const GLint height_minus_1 = img->Height - 1;
GLuint i;
(void) ctx;
(void) lambda;
ASSERT(tObj->WrapS == GL_CLAMP ||
tObj->WrapS == GL_CLAMP_TO_EDGE ||
tObj->WrapS == GL_CLAMP_TO_BORDER);
ASSERT(tObj->WrapT == GL_CLAMP ||
tObj->WrapT == GL_CLAMP_TO_EDGE ||
tObj->WrapT == GL_CLAMP_TO_BORDER);
ASSERT(img->TexFormat->BaseFormat != GL_COLOR_INDEX);
for (i = 0; i < n; i++) {
GLint row, col;
col = clamp_rect_coord_nearest(tObj->WrapS, texcoords[i][0], width);
row = clamp_rect_coord_nearest(tObj->WrapT, texcoords[i][1], height);
if (col < 0 || col > width_minus_1 || row < 0 || row > height_minus_1)
COPY_CHAN4(rgba[i], tObj->_BorderChan);
else
img->FetchTexelc(img, col, row, 0, rgba[i]);
}
}
static void
sample_linear_rect(GLcontext *ctx,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4],
const GLfloat lambda[], GLchan rgba[][4])
{
const struct gl_texture_image *img = tObj->Image[0][0];
const GLfloat width = (GLfloat) img->Width;
const GLfloat height = (GLfloat) img->Height;
const GLint width_minus_1 = img->Width - 1;
const GLint height_minus_1 = img->Height - 1;
GLuint i;
(void) ctx;
(void) lambda;
ASSERT(tObj->WrapS == GL_CLAMP ||
tObj->WrapS == GL_CLAMP_TO_EDGE ||
tObj->WrapS == GL_CLAMP_TO_BORDER);
ASSERT(tObj->WrapT == GL_CLAMP ||
tObj->WrapT == GL_CLAMP_TO_EDGE ||
tObj->WrapT == GL_CLAMP_TO_BORDER);
ASSERT(img->TexFormat->BaseFormat != GL_COLOR_INDEX);
/* XXX lots of opportunity for optimization in this loop */
for (i = 0; i < n; i++) {
GLfloat frow, fcol;
GLint i0, j0, i1, j1;
GLchan t00[4], t01[4], t10[4], t11[4];
GLfloat a, b;
GLbitfield useBorderColor = 0x0;
/* NOTE: we DO NOT use [0, 1] texture coordinates! */
if (tObj->WrapS == GL_CLAMP) {
/* Not exactly what the spec says, but it matches NVIDIA output */
fcol = CLAMP(texcoords[i][0] - 0.5F, 0.0, width_minus_1);
i0 = IFLOOR(fcol);
i1 = i0 + 1;
}
else if (tObj->WrapS == GL_CLAMP_TO_EDGE) {
fcol = CLAMP(texcoords[i][0], 0.5F, width - 0.5F);
fcol -= 0.5F;
i0 = IFLOOR(fcol);
i1 = i0 + 1;
if (i1 > width_minus_1)
i1 = width_minus_1;
}
else {
ASSERT(tObj->WrapS == GL_CLAMP_TO_BORDER);
fcol = CLAMP(texcoords[i][0], -0.5F, width + 0.5F);
fcol -= 0.5F;
i0 = IFLOOR(fcol);
i1 = i0 + 1;
}
if (tObj->WrapT == GL_CLAMP) {
/* Not exactly what the spec says, but it matches NVIDIA output */
frow = CLAMP(texcoords[i][1] - 0.5F, 0.0, width_minus_1);
j0 = IFLOOR(frow);
j1 = j0 + 1;
}
else if (tObj->WrapT == GL_CLAMP_TO_EDGE) {
frow = CLAMP(texcoords[i][1], 0.5F, height - 0.5F);
frow -= 0.5F;
j0 = IFLOOR(frow);
j1 = j0 + 1;
if (j1 > height_minus_1)
j1 = height_minus_1;
}
else {
ASSERT(tObj->WrapT == GL_CLAMP_TO_BORDER);
frow = CLAMP(texcoords[i][1], -0.5F, height + 0.5F);
frow -= 0.5F;
j0 = IFLOOR(frow);
j1 = j0 + 1;
}
/* compute integer rows/columns */
if (i0 < 0 || i0 > width_minus_1) useBorderColor |= I0BIT;
if (i1 < 0 || i1 > width_minus_1) useBorderColor |= I1BIT;
if (j0 < 0 || j0 > height_minus_1) useBorderColor |= J0BIT;
if (j1 < 0 || j1 > height_minus_1) useBorderColor |= J1BIT;
/* get four texel samples */
if (useBorderColor & (I0BIT | J0BIT))
COPY_CHAN4(t00, tObj->_BorderChan);
else
img->FetchTexelc(img, i0, j0, 0, t00);
if (useBorderColor & (I1BIT | J0BIT))
COPY_CHAN4(t10, tObj->_BorderChan);
else
img->FetchTexelc(img, i1, j0, 0, t10);
if (useBorderColor & (I0BIT | J1BIT))
COPY_CHAN4(t01, tObj->_BorderChan);
else
img->FetchTexelc(img, i0, j1, 0, t01);
if (useBorderColor & (I1BIT | J1BIT))
COPY_CHAN4(t11, tObj->_BorderChan);
else
img->FetchTexelc(img, i1, j1, 0, t11);
/* compute interpolants */
a = FRAC(fcol);
b = FRAC(frow);
lerp_rgba_2d(rgba[i], a, b, t00, t10, t01, t11);
}
}
static void
sample_lambda_rect( GLcontext *ctx,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLchan 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(tObj, n, lambda,
&minStart, &minEnd, &magStart, &magEnd);
if (minStart < minEnd) {
if (tObj->MinFilter == GL_NEAREST) {
sample_nearest_rect( ctx, tObj, minEnd - minStart,
texcoords + minStart, NULL, rgba + minStart);
}
else {
sample_linear_rect( ctx, tObj, minEnd - minStart,
texcoords + minStart, NULL, rgba + minStart);
}
}
if (magStart < magEnd) {
if (tObj->MagFilter == GL_NEAREST) {
sample_nearest_rect( ctx, tObj, magEnd - magStart,
texcoords + magStart, NULL, rgba + magStart);
}
else {
sample_linear_rect( ctx, 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(GLcontext *ctx,
const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
const GLfloat texcoord[4],
GLchan rgba[4])
{
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;
COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoord[0], width, i);
COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoord[1], height, j);
array = clamp_rect_coord_nearest(tObj->WrapR, 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 */
COPY_CHAN4(rgba, tObj->_BorderChan);
}
else {
img->FetchTexelc(img, i, j, array, rgba);
}
}
/*
* Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter.
*/
static void
sample_2d_array_linear(GLcontext *ctx,
const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
const GLfloat texcoord[4],
GLchan rgba[4])
{
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 u, v;
GLfloat a, b;
GLchan t00[4], t01[4], t10[4], t11[4];
COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoord[0], u, width, i0, i1);
COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapT, texcoord[1], v, height, j0, j1);
array = clamp_rect_coord_nearest(tObj->WrapR, texcoord[2], depth);
if (array < 0 || array >= depth) {
COPY_CHAN4(rgba, tObj->_BorderChan);
}
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)) {
COPY_CHAN4(t00, tObj->_BorderChan);
}
else {
img->FetchTexelc(img, i0, j0, array, t00);
}
if (useBorderColor & (I1BIT | J0BIT)) {
COPY_CHAN4(t10, tObj->_BorderChan);
}
else {
img->FetchTexelc(img, i1, j0, array, t10);
}
if (useBorderColor & (I0BIT | J1BIT)) {
COPY_CHAN4(t01, tObj->_BorderChan);
}
else {
img->FetchTexelc(img, i0, j1, array, t01);
}
if (useBorderColor & (I1BIT | J1BIT)) {
COPY_CHAN4(t11, tObj->_BorderChan);
}
else {
img->FetchTexelc(img, i1, j1, array, t11);
}
/* trilinear interpolation of samples */
a = FRAC(u);
b = FRAC(v);
lerp_rgba_2d(rgba, a, b, t00, t10, t01, t11);
}
}
static void
sample_2d_array_nearest_mipmap_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan rgba[][4] )
{
GLuint i;
for (i = 0; i < n; i++) {
GLint level = nearest_mipmap_level(tObj, lambda[i]);
sample_2d_array_nearest(ctx, tObj, tObj->Image[0][level], texcoord[i],
rgba[i]);
}
}
static void
sample_2d_array_linear_mipmap_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan 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, tObj, tObj->Image[0][level],
texcoord[i], rgba[i]);
}
}
static void
sample_2d_array_nearest_mipmap_linear(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan 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, tObj, tObj->Image[0][tObj->_MaxLevel],
texcoord[i], rgba[i]);
}
else {
GLchan t0[4], t1[4]; /* texels */
const GLfloat f = FRAC(lambda[i]);
sample_2d_array_nearest(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
sample_2d_array_nearest(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
}
static void
sample_2d_array_linear_mipmap_linear(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan 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, tObj, tObj->Image[0][tObj->_MaxLevel],
texcoord[i], rgba[i]);
}
else {
GLchan t0[4], t1[4]; /* texels */
const GLfloat f = FRAC(lambda[i]);
sample_2d_array_linear(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
sample_2d_array_linear(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
}
static void
sample_nearest_2d_array(GLcontext *ctx,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLchan rgba[][4])
{
GLuint i;
struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
(void) lambda;
for (i=0;i<n;i++) {
sample_2d_array_nearest(ctx, tObj, image, texcoords[i], rgba[i]);
}
}
static void
sample_linear_2d_array(GLcontext *ctx,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4],
const GLfloat lambda[], GLchan rgba[][4])
{
GLuint i;
struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
(void) lambda;
for (i=0;i<n;i++) {
sample_2d_array_linear(ctx, tObj, image, texcoords[i], rgba[i]);
}
}
/*
* Given an (s,t,r) texture coordinate and lambda (level of detail) value,
* return a texture sample.
*/
static void
sample_lambda_2d_array(GLcontext *ctx,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLchan rgba[][4])
{
GLuint minStart, minEnd; /* texels with minification */
GLuint magStart, magEnd; /* texels with magnification */
GLuint i;
ASSERT(lambda != NULL);
compute_min_mag_ranges(tObj, n, lambda,
&minStart, &minEnd, &magStart, &magEnd);
if (minStart < minEnd) {
/* do the minified texels */
GLuint m = minEnd - minStart;
switch (tObj->MinFilter) {
case GL_NEAREST:
for (i = minStart; i < minEnd; i++)
sample_2d_array_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
texcoords[i], rgba[i]);
break;
case GL_LINEAR:
for (i = minStart; i < minEnd; i++)
sample_2d_array_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
texcoords[i], rgba[i]);
break;
case GL_NEAREST_MIPMAP_NEAREST:
sample_2d_array_nearest_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR_MIPMAP_NEAREST:
sample_2d_array_linear_mipmap_nearest(ctx, tObj, m,
texcoords + minStart,
lambda + minStart,
rgba + minStart);
break;
case GL_NEAREST_MIPMAP_LINEAR:
sample_2d_array_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR_MIPMAP_LINEAR:
sample_2d_array_linear_mipmap_linear(ctx, 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 (tObj->MagFilter) {
case GL_NEAREST:
for (i = magStart; i < magEnd; i++)
sample_2d_array_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
texcoords[i], rgba[i]);
break;
case GL_LINEAR:
for (i = magStart; i < magEnd; i++)
sample_2d_array_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
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(GLcontext *ctx,
const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
const GLfloat texcoord[4],
GLchan rgba[4])
{
const GLint width = img->Width2; /* without border, power of two */
const GLint height = img->Height;
GLint i;
GLint array;
(void) ctx;
COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoord[0], width, i);
array = clamp_rect_coord_nearest(tObj->WrapT, 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 */
COPY_CHAN4(rgba, tObj->_BorderChan);
}
else {
img->FetchTexelc(img, i, array, 0, rgba);
}
}
/*
* Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter.
*/
static void
sample_1d_array_linear(GLcontext *ctx,
const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
const GLfloat texcoord[4],
GLchan rgba[4])
{
const GLint width = img->Width2;
const GLint height = img->Height;
GLint i0, i1;
GLint array;
GLbitfield useBorderColor = 0x0;
GLfloat u;
GLfloat a;
GLchan t0[4], t1[4];
COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoord[0], u, width, i0, i1);
array = clamp_rect_coord_nearest(tObj->WrapT, 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)) {
COPY_CHAN4(t0, tObj->_BorderChan);
}
else {
img->FetchTexelc(img, i0, array, 0, t0);
}
if (useBorderColor & (I1BIT | K0BIT)) {
COPY_CHAN4(t1, tObj->_BorderChan);
}
else {
img->FetchTexelc(img, i1, array, 0, t1);
}
/* bilinear interpolation of samples */
a = FRAC(u);
lerp_rgba(rgba, a, t0, t1);
}
static void
sample_1d_array_nearest_mipmap_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan rgba[][4] )
{
GLuint i;
for (i = 0; i < n; i++) {
GLint level = nearest_mipmap_level(tObj, lambda[i]);
sample_1d_array_nearest(ctx, tObj, tObj->Image[0][level], texcoord[i],
rgba[i]);
}
}
static void
sample_1d_array_linear_mipmap_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan 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, tObj, tObj->Image[0][level],
texcoord[i], rgba[i]);
}
}
static void
sample_1d_array_nearest_mipmap_linear(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan 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, tObj, tObj->Image[0][tObj->_MaxLevel],
texcoord[i], rgba[i]);
}
else {
GLchan t0[4], t1[4]; /* texels */
const GLfloat f = FRAC(lambda[i]);
sample_1d_array_nearest(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
sample_1d_array_nearest(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
}
static void
sample_1d_array_linear_mipmap_linear(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan 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, tObj, tObj->Image[0][tObj->_MaxLevel],
texcoord[i], rgba[i]);
}
else {
GLchan t0[4], t1[4]; /* texels */
const GLfloat f = FRAC(lambda[i]);
sample_1d_array_linear(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
sample_1d_array_linear(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
}
static void
sample_nearest_1d_array(GLcontext *ctx,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLchan rgba[][4])
{
GLuint i;
struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
(void) lambda;
for (i=0;i<n;i++) {
sample_1d_array_nearest(ctx, tObj, image, texcoords[i], rgba[i]);
}
}
static void
sample_linear_1d_array(GLcontext *ctx,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4],
const GLfloat lambda[], GLchan rgba[][4])
{
GLuint i;
struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
(void) lambda;
for (i=0;i<n;i++) {
sample_1d_array_linear(ctx, tObj, image, texcoords[i], rgba[i]);
}
}
/*
* Given an (s,t,r) texture coordinate and lambda (level of detail) value,
* return a texture sample.
*/
static void
sample_lambda_1d_array(GLcontext *ctx,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLchan rgba[][4])
{
GLuint minStart, minEnd; /* texels with minification */
GLuint magStart, magEnd; /* texels with magnification */
GLuint i;
ASSERT(lambda != NULL);
compute_min_mag_ranges(tObj, n, lambda,
&minStart, &minEnd, &magStart, &magEnd);
if (minStart < minEnd) {
/* do the minified texels */
GLuint m = minEnd - minStart;
switch (tObj->MinFilter) {
case GL_NEAREST:
for (i = minStart; i < minEnd; i++)
sample_1d_array_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
texcoords[i], rgba[i]);
break;
case GL_LINEAR:
for (i = minStart; i < minEnd; i++)
sample_1d_array_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
texcoords[i], rgba[i]);
break;
case GL_NEAREST_MIPMAP_NEAREST:
sample_1d_array_nearest_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR_MIPMAP_NEAREST:
sample_1d_array_linear_mipmap_nearest(ctx, tObj, m,
texcoords + minStart,
lambda + minStart,
rgba + minStart);
break;
case GL_NEAREST_MIPMAP_LINEAR:
sample_1d_array_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR_MIPMAP_LINEAR:
sample_1d_array_linear_mipmap_linear(ctx, 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 (tObj->MagFilter) {
case GL_NEAREST:
for (i = magStart; i < magEnd; i++)
sample_1d_array_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
texcoords[i], rgba[i]);
break;
case GL_LINEAR:
for (i = magStart; i < magEnd; i++)
sample_1d_array_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
texcoords[i], rgba[i]);
break;
default:
_mesa_problem(ctx, "Bad mag filter in sample_1d_array_texture");
return;
}
}
}
/*
* Sample a shadow/depth texture.
*/
static void
sample_depth_texture( GLcontext *ctx,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLchan texel[][4] )
{
const GLint baseLevel = tObj->BaseLevel;
const struct gl_texture_image *img = tObj->Image[0][baseLevel];
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;
GLchan ambient;
GLenum function;
GLchan result;
(void) lambda;
ASSERT(img->TexFormat->BaseFormat == GL_DEPTH_COMPONENT ||
img->TexFormat->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);
UNCLAMPED_FLOAT_TO_CHAN(ambient, tObj->ShadowAmbient);
/* XXXX if tObj->MinFilter != tObj->MagFilter, we're ignoring lambda */
function = tObj->_Function;
if (tObj->MagFilter == GL_NEAREST) {
GLuint i;
for (i = 0; i < n; i++) {
GLfloat depthSample;
GLint col, row, slice;
switch (tObj->Target) {
case GL_TEXTURE_RECTANGLE_ARB:
col = clamp_rect_coord_nearest(tObj->WrapS, texcoords[i][0], width);
row = clamp_rect_coord_nearest(tObj->WrapT, texcoords[i][1], height);
slice = 0;
break;
case GL_TEXTURE_1D:
COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoords[i][0],
width, col);
row = 0;
slice = 0;
break;
case GL_TEXTURE_2D:
COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoords[i][0],
width, col);
COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoords[i][1],
height, row);
slice = 0;
break;
case GL_TEXTURE_1D_ARRAY_EXT:
COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoords[i][0],
width, col);
row = clamp_rect_coord_nearest(tObj->WrapT, texcoords[i][1], height);
slice = 0;
case GL_TEXTURE_2D_ARRAY_EXT:
COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoords[i][0],
width, col);
COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoords[i][1],
height, row);
slice = clamp_rect_coord_nearest(tObj->WrapR, texcoords[i][2], depth);
break;
}
if (col >= 0 && row >= 0 && col < width && row < height &&
slice >= 0 && slice < depth) {
img->FetchTexelf(img, col, row, slice, &depthSample);
}
else {
depthSample = tObj->BorderColor[0];
}
switch (function) {
case GL_LEQUAL:
result = (texcoords[i][compare_coord] <= depthSample) ? CHAN_MAX : ambient;
break;
case GL_GEQUAL:
result = (texcoords[i][compare_coord] >= depthSample) ? CHAN_MAX : ambient;
break;
case GL_LESS:
result = (texcoords[i][compare_coord] < depthSample) ? CHAN_MAX : ambient;
break;
case GL_GREATER:
result = (texcoords[i][compare_coord] > depthSample) ? CHAN_MAX : ambient;
break;
case GL_EQUAL:
result = (texcoords[i][compare_coord] == depthSample) ? CHAN_MAX : ambient;
break;
case GL_NOTEQUAL:
result = (texcoords[i][compare_coord] != depthSample) ? CHAN_MAX : ambient;
break;
case GL_ALWAYS:
result = CHAN_MAX;
break;
case GL_NEVER:
result = ambient;
break;
case GL_NONE:
CLAMPED_FLOAT_TO_CHAN(result, depthSample);
break;
default:
_mesa_problem(ctx, "Bad compare func in sample_depth_texture");
return;
}
switch (tObj->DepthMode) {
case GL_LUMINANCE:
texel[i][RCOMP] = result;
texel[i][GCOMP] = result;
texel[i][BCOMP] = result;
texel[i][ACOMP] = CHAN_MAX;
break;
case GL_INTENSITY:
texel[i][RCOMP] = result;
texel[i][GCOMP] = result;
texel[i][BCOMP] = result;
texel[i][ACOMP] = result;
break;
case GL_ALPHA:
texel[i][RCOMP] = 0;
texel[i][GCOMP] = 0;
texel[i][BCOMP] = 0;
texel[i][ACOMP] = result;
break;
default:
_mesa_problem(ctx, "Bad depth texture mode");
}
}
}
else {
GLuint i;
ASSERT(tObj->MagFilter == GL_LINEAR);
for (i = 0; i < n; i++) {
GLfloat depth00, depth01, depth10, depth11;
GLint i0, i1, j0, j1;
GLint slice;
GLfloat u, v;
GLuint useBorderTexel;
switch (tObj->Target) {
case GL_TEXTURE_RECTANGLE_ARB:
clamp_rect_coord_linear(tObj->WrapS, texcoords[i][0],
width, &i0, &i1);
clamp_rect_coord_linear(tObj->WrapT, texcoords[i][1],
height, &j0, &j1);
slice = 0;
break;
case GL_TEXTURE_1D:
case GL_TEXTURE_2D:
COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoords[i][0],
u, width, i0, i1);
COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapT, texcoords[i][1],
v, height,j0, j1);
slice = 0;
break;
case GL_TEXTURE_1D_ARRAY_EXT:
COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoords[i][0],
u, width, i0, i1);
j0 = clamp_rect_coord_nearest(tObj->WrapT, texcoords[i][1], height);
j1 = j0;
slice = 0;
case GL_TEXTURE_2D_ARRAY_EXT:
COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoords[i][0],
u, width, i0, i1);
COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapT, texcoords[i][1],
v, height,j0, j1);
slice = clamp_rect_coord_nearest(tObj->WrapR, texcoords[i][2], depth);
break;
}
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 = tObj->BorderColor[0];
depth01 = tObj->BorderColor[0];
depth10 = tObj->BorderColor[0];
depth11 = tObj->BorderColor[0];
}
else {
/* get four depth samples from the texture */
if (useBorderTexel & (I0BIT | J0BIT)) {
depth00 = tObj->BorderColor[0];
}
else {
img->FetchTexelf(img, i0, j0, slice, &depth00);
}
if (useBorderTexel & (I1BIT | J0BIT)) {
depth10 = tObj->BorderColor[0];
}
else {
img->FetchTexelf(img, i1, j0, slice, &depth10);
}
if (tObj->Target != GL_TEXTURE_1D_ARRAY_EXT) {
if (useBorderTexel & (I0BIT | J1BIT)) {
depth01 = tObj->BorderColor[0];
}
else {
img->FetchTexelf(img, i0, j1, slice, &depth01);
}
if (useBorderTexel & (I1BIT | J1BIT)) {
depth11 = tObj->BorderColor[0];
}
else {
img->FetchTexelf(img, i1, j1, slice, &depth11);
}
}
else {
depth01 = depth00;
depth11 = depth10;
}
}
if (0) {
/* compute a single weighted depth sample and do one comparison */
const GLfloat a = FRAC(u + 1.0F);
const GLfloat b = FRAC(v + 1.0F);
const GLfloat depthSample
= lerp_2d(a, b, depth00, depth10, depth01, depth11);
if ((depthSample <= texcoords[i][compare_coord] && function == GL_LEQUAL) ||
(depthSample >= texcoords[i][compare_coord] && function == GL_GEQUAL)) {
result = ambient;
}
else {
result = CHAN_MAX;
}
}
else {
/* Do four depth/R comparisons and compute a weighted result.
* If this touches on somebody's I.P., I'll remove this code
* upon request.
*/
const GLfloat d = (CHAN_MAXF - (GLfloat) ambient) * 0.25F;
GLfloat luminance = CHAN_MAXF;
switch (function) {
case GL_LEQUAL:
if (depth00 <= texcoords[i][compare_coord]) luminance -= d;
if (depth01 <= texcoords[i][compare_coord]) luminance -= d;
if (depth10 <= texcoords[i][compare_coord]) luminance -= d;
if (depth11 <= texcoords[i][compare_coord]) luminance -= d;
result = (GLchan) luminance;
break;
case GL_GEQUAL:
if (depth00 >= texcoords[i][compare_coord]) luminance -= d;
if (depth01 >= texcoords[i][compare_coord]) luminance -= d;
if (depth10 >= texcoords[i][compare_coord]) luminance -= d;
if (depth11 >= texcoords[i][compare_coord]) luminance -= d;
result = (GLchan) luminance;
break;
case GL_LESS:
if (depth00 < texcoords[i][compare_coord]) luminance -= d;
if (depth01 < texcoords[i][compare_coord]) luminance -= d;
if (depth10 < texcoords[i][compare_coord]) luminance -= d;
if (depth11 < texcoords[i][compare_coord]) luminance -= d;
result = (GLchan) luminance;
break;
case GL_GREATER:
if (depth00 > texcoords[i][compare_coord]) luminance -= d;
if (depth01 > texcoords[i][compare_coord]) luminance -= d;
if (depth10 > texcoords[i][compare_coord]) luminance -= d;
if (depth11 > texcoords[i][compare_coord]) luminance -= d;
result = (GLchan) luminance;
break;
case GL_EQUAL:
if (depth00 == texcoords[i][compare_coord]) luminance -= d;
if (depth01 == texcoords[i][compare_coord]) luminance -= d;
if (depth10 == texcoords[i][compare_coord]) luminance -= d;
if (depth11 == texcoords[i][compare_coord]) luminance -= d;
result = (GLchan) luminance;
break;
case GL_NOTEQUAL:
if (depth00 != texcoords[i][compare_coord]) luminance -= d;
if (depth01 != texcoords[i][compare_coord]) luminance -= d;
if (depth10 != texcoords[i][compare_coord]) luminance -= d;
if (depth11 != texcoords[i][compare_coord]) luminance -= d;
result = (GLchan) luminance;
break;
case GL_ALWAYS:
result = 0;
break;
case GL_NEVER:
result = CHAN_MAX;
break;
case GL_NONE:
/* ordinary bilinear filtering */
{
const GLfloat a = FRAC(u + 1.0F);
const GLfloat b = FRAC(v + 1.0F);
const GLfloat depthSample
= lerp_2d(a, b, depth00, depth10, depth01, depth11);
CLAMPED_FLOAT_TO_CHAN(result, depthSample);
}
break;
default:
_mesa_problem(ctx, "Bad compare func in sample_depth_texture");
return;
}
}
switch (tObj->DepthMode) {
case GL_LUMINANCE:
texel[i][RCOMP] = result;
texel[i][GCOMP] = result;
texel[i][BCOMP] = result;
texel[i][ACOMP] = CHAN_MAX;
break;
case GL_INTENSITY:
texel[i][RCOMP] = result;
texel[i][GCOMP] = result;
texel[i][BCOMP] = result;
texel[i][ACOMP] = result;
break;
case GL_ALPHA:
texel[i][RCOMP] = 0;
texel[i][GCOMP] = 0;
texel[i][BCOMP] = 0;
texel[i][ACOMP] = result;
break;
default:
_mesa_problem(ctx, "Bad depth texture mode");
}
} /* for */
} /* if filter */
}
#if 0
/*
* Experimental depth texture sampling function.
*/
static void
sample_depth_texture2(const GLcontext *ctx,
const struct gl_texture_unit *texUnit,
GLuint n, const GLfloat texcoords[][4],
GLchan texel[][4])
{
const struct gl_texture_object *texObj = texUnit->_Current;
const GLint baseLevel = texObj->BaseLevel;
const struct gl_texture_image *texImage = texObj->Image[0][baseLevel];
const GLuint width = texImage->Width;
const GLuint height = texImage->Height;
GLchan ambient;
GLboolean lequal, gequal;
if (texObj->Target != GL_TEXTURE_2D) {
_mesa_problem(ctx, "only 2-D depth textures supported at this time");
return;
}
if (texObj->MinFilter != texObj->MagFilter) {
_mesa_problem(ctx, "mipmapped depth textures not supported at this time");
return;
}
/* XXX the GL_SGIX_shadow extension spec doesn't say what to do if
* GL_TEXTURE_COMPARE_SGIX == GL_TRUE but the current texture object
* isn't a depth texture.
*/
if (texImage->TexFormat->BaseFormat != GL_DEPTH_COMPONENT) {
_mesa_problem(ctx,"GL_TEXTURE_COMPARE_SGIX enabled with non-depth texture");
return;
}
UNCLAMPED_FLOAT_TO_CHAN(ambient, tObj->ShadowAmbient);
if (texObj->CompareOperator == GL_TEXTURE_LEQUAL_R_SGIX) {
lequal = GL_TRUE;
gequal = GL_FALSE;
}
else {
lequal = GL_FALSE;
gequal = GL_TRUE;
}
{
GLuint i;
for (i = 0; i < n; i++) {
const GLint K = 3;
GLint col, row, ii, jj, imin, imax, jmin, jmax, samples, count;
GLfloat w;
GLchan lum;
COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapS, texcoords[i][0],
width, col);
COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapT, texcoords[i][1],
height, row);
imin = col - K;
imax = col + K;
jmin = row - K;
jmax = row + K;
if (imin < 0) imin = 0;
if (imax >= width) imax = width - 1;
if (jmin < 0) jmin = 0;
if (jmax >= height) jmax = height - 1;
samples = (imax - imin + 1) * (jmax - jmin + 1);
count = 0;
for (jj = jmin; jj <= jmax; jj++) {
for (ii = imin; ii <= imax; ii++) {
GLfloat depthSample;
texImage->FetchTexelf(texImage, ii, jj, 0, &depthSample);
if ((depthSample <= r[i] && lequal) ||
(depthSample >= r[i] && gequal)) {
count++;
}
}
}
w = (GLfloat) count / (GLfloat) samples;
w = CHAN_MAXF - w * (CHAN_MAXF - (GLfloat) ambient);
lum = (GLint) w;
texel[i][RCOMP] = lum;
texel[i][GCOMP] = lum;
texel[i][BCOMP] = lum;
texel[i][ACOMP] = CHAN_MAX;
}
}
}
#endif
/**
* 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( GLcontext *ctx,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLchan rgba[][4])
{
GLuint i;
(void) ctx;
(void) tObj;
(void) texcoords;
(void) lambda;
for (i = 0; i < n; i++) {
rgba[i][RCOMP] = 0;
rgba[i][GCOMP] = 0;
rgba[i][BCOMP] = 0;
rgba[i][ACOMP] = CHAN_MAX;
}
}
/**
* Choose the texture sampling function for the given texture object.
*/
texture_sample_func
_swrast_choose_texture_sample_func( GLcontext *ctx,
const struct gl_texture_object *t )
{
if (!t || !t->_Complete) {
return &null_sample_func;
}
else {
const GLboolean needLambda = (GLboolean) (t->MinFilter != t->MagFilter);
const GLenum format = t->Image[0][t->BaseLevel]->TexFormat->BaseFormat;
switch (t->Target) {
case GL_TEXTURE_1D:
if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
return &sample_depth_texture;
}
else if (needLambda) {
return &sample_lambda_1d;
}
else if (t->MinFilter == GL_LINEAR) {
return &sample_linear_1d;
}
else {
ASSERT(t->MinFilter == GL_NEAREST);
return &sample_nearest_1d;
}
case GL_TEXTURE_2D:
if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
return &sample_depth_texture;
}
else if (needLambda) {
return &sample_lambda_2d;
}
else if (t->MinFilter == GL_LINEAR) {
return &sample_linear_2d;
}
else {
/* check for a few optimized cases */
const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
ASSERT(t->MinFilter == GL_NEAREST);
if (t->WrapS == GL_REPEAT &&
t->WrapT == GL_REPEAT &&
img->_IsPowerOfTwo &&
img->Border == 0 &&
img->TexFormat->MesaFormat == MESA_FORMAT_RGB) {
return &opt_sample_rgb_2d;
}
else if (t->WrapS == GL_REPEAT &&
t->WrapT == GL_REPEAT &&
img->_IsPowerOfTwo &&
img->Border == 0 &&
img->TexFormat->MesaFormat == MESA_FORMAT_RGBA) {
return &opt_sample_rgba_2d;
}
else {
return &sample_nearest_2d;
}
}
case GL_TEXTURE_3D:
if (needLambda) {
return &sample_lambda_3d;
}
else if (t->MinFilter == GL_LINEAR) {
return &sample_linear_3d;
}
else {
ASSERT(t->MinFilter == GL_NEAREST);
return &sample_nearest_3d;
}
case GL_TEXTURE_CUBE_MAP:
if (needLambda) {
return &sample_lambda_cube;
}
else if (t->MinFilter == GL_LINEAR) {
return &sample_linear_cube;
}
else {
ASSERT(t->MinFilter == GL_NEAREST);
return &sample_nearest_cube;
}
case GL_TEXTURE_RECTANGLE_NV:
if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
return &sample_depth_texture;
}
else if (needLambda) {
return &sample_lambda_rect;
}
else if (t->MinFilter == GL_LINEAR) {
return &sample_linear_rect;
}
else {
ASSERT(t->MinFilter == GL_NEAREST);
return &sample_nearest_rect;
}
case GL_TEXTURE_1D_ARRAY_EXT:
if (needLambda) {
return &sample_lambda_1d_array;
}
else if (t->MinFilter == GL_LINEAR) {
return &sample_linear_1d_array;
}
else {
ASSERT(t->MinFilter == GL_NEAREST);
return &sample_nearest_1d_array;
}
case GL_TEXTURE_2D_ARRAY_EXT:
if (needLambda) {
return &sample_lambda_2d_array;
}
else if (t->MinFilter == GL_LINEAR) {
return &sample_linear_2d_array;
}
else {
ASSERT(t->MinFilter == GL_NEAREST);
return &sample_nearest_2d_array;
}
default:
_mesa_problem(ctx,
"invalid target in _swrast_choose_texture_sample_func");
return &null_sample_func;
}
}
}