| /* |
| * 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; |
| } |
| } |
| } |