blob: d116a059dca30c65e7b2f4694e5599d0d257d456 [file] [log] [blame]
/*
* Mesa 3-D graphics library
* Version: 7.3
*
* Copyright (C) 1999-2008 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 "main/glheader.h"
#include "main/context.h"
#include "main/colormac.h"
#include "main/imports.h"
#include "main/texobj.h"
#include "main/samplerobj.h"
#include "s_context.h"
#include "s_texfilter.h"
/*
* 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))
/**
* Linear interpolation macro
*/
#define LERP(T, A, B) ( (A) + (T) * ((B) - (A)) )
/**
* 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 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 linear interpolation of colors.
*/
static inline void
lerp_rgba(GLfloat result[4], GLfloat t, const GLfloat a[4], const GLfloat b[4])
{
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]);
}
/**
* Do bilinear interpolation of colors.
*/
static inline void
lerp_rgba_2d(GLfloat result[4], GLfloat a, GLfloat b,
const GLfloat t00[4], const GLfloat t10[4],
const GLfloat t01[4], const GLfloat t11[4])
{
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]);
}
/**
* Do trilinear interpolation of colors.
*/
static inline void
lerp_rgba_3d(GLfloat result[4], GLfloat a, GLfloat b, GLfloat c,
const GLfloat t000[4], const GLfloat t100[4],
const GLfloat t010[4], const GLfloat t110[4],
const GLfloat t001[4], const GLfloat t101[4],
const GLfloat t011[4], const GLfloat t111[4])
{
GLuint k;
/* compiler should unroll these short loops */
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]);
}
}
/**
* Used for GL_REPEAT wrap mode. Using A % B doesn't produce the
* right results for A<0. Casting to A to be unsigned only works if B
* is a power of two. Adding a bias to A (which is a multiple of B)
* avoids the problems with A < 0 (for reasonable A) without using a
* conditional.
*/
#define REMAINDER(A, B) (((A) + (B) * 1024) % (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:
* i0, i1 = returns two nearest texel indexes
* weight = returns blend factor between texels
*/
static inline void
linear_texel_locations(GLenum wrapMode,
const struct gl_texture_image *img,
GLint size, GLfloat s,
GLint *i0, GLint *i1, GLfloat *weight)
{
const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
GLfloat u;
switch (wrapMode) {
case GL_REPEAT:
u = s * size - 0.5F;
if (swImg->_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);
else
u = s - (GLfloat) flr;
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(NULL, "Bad wrap mode");
u = 0.0F;
break;
}
*weight = FRAC(u);
}
/**
* Used to compute texel location for nearest sampling.
*/
static inline GLint
nearest_texel_location(GLenum wrapMode,
const struct gl_texture_image *img,
GLint size, GLfloat s)
{
const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
GLint i;
switch (wrapMode) {
case GL_REPEAT:
/* s limited to [0,1) */
/* i limited to [0,size-1] */
i = IFLOOR(s * size);
if (swImg->_IsPowerOfTwo)
i &= (size - 1);
else
i = REMAINDER(i, size);
return i;
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);
}
return i;
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);
}
return i;
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);
else
u = s - (GLfloat) flr;
if (u < min)
i = 0;
else if (u > max)
i = size - 1;
else
i = IFLOOR(u * size);
}
return i;
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);
}
return i;
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);
}
return i;
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);
}
return i;
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);
return i;
default:
_mesa_problem(NULL, "Bad wrap mode");
return 0;
}
}
/* Power of two image sizes only */
static inline void
linear_repeat_texel_location(GLuint size, GLfloat s,
GLint *i0, GLint *i1, GLfloat *weight)
{
GLfloat u = s * size - 0.5F;
*i0 = IFLOOR(u) & (size - 1);
*i1 = (*i0 + 1) & (size - 1);
*weight = FRAC(u);
}
/**
* 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)
{
switch (wrapMode) {
case GL_CLAMP:
return IFLOOR( CLAMP(coord, 0.0F, max - 1) );
case GL_CLAMP_TO_EDGE:
return IFLOOR( CLAMP(coord, 0.5F, max - 0.5F) );
case GL_CLAMP_TO_BORDER:
return IFLOOR( CLAMP(coord, -0.5F, max + 0.5F) );
default:
_mesa_problem(NULL, "bad wrapMode in clamp_rect_coord_nearest");
return 0;
}
}
/**
* As above, but GL_LINEAR filtering.
*/
static inline void
clamp_rect_coord_linear(GLenum wrapMode, GLfloat coord, GLint max,
GLint *i0out, GLint *i1out, GLfloat *weight)
{
GLfloat fcol;
GLint i0, i1;
switch (wrapMode) {
case GL_CLAMP:
/* Not exactly what the spec says, but it matches NVIDIA output */
fcol = CLAMP(coord - 0.5F, 0.0F, max - 1);
i0 = IFLOOR(fcol);
i1 = i0 + 1;
break;
case 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;
break;
case GL_CLAMP_TO_BORDER:
fcol = CLAMP(coord, -0.5F, max + 0.5F);
fcol -= 0.5F;
i0 = IFLOOR(fcol);
i1 = i0 + 1;
break;
default:
_mesa_problem(NULL, "bad wrapMode in clamp_rect_coord_linear");
i0 = i1 = 0;
fcol = 0.0F;
break;
}
*i0out = i0;
*i1out = i1;
*weight = FRAC(fcol);
}
/**
* Compute slice/image to use for 1D or 2D array texture.
*/
static inline GLint
tex_array_slice(GLfloat coord, GLsizei size)
{
GLint slice = IFLOOR(coord + 0.5f);
slice = CLAMP(slice, 0, size - 1);
return slice;
}
/**
* Compute nearest integer texcoords for given texobj and coordinate.
* NOTE: only used for depth texture sampling.
*/
static inline void
nearest_texcoord(const struct gl_sampler_object *samp,
const struct gl_texture_object *texObj,
GLuint level,
const GLfloat texcoord[4],
GLint *i, GLint *j, GLint *k)
{
const struct gl_texture_image *img = texObj->Image[0][level];
const GLint width = img->Width;
const GLint height = img->Height;
const GLint depth = img->Depth;
switch (texObj->Target) {
case GL_TEXTURE_RECTANGLE_ARB:
*i = clamp_rect_coord_nearest(samp->WrapS, texcoord[0], width);
*j = clamp_rect_coord_nearest(samp->WrapT, texcoord[1], height);
*k = 0;
break;
case GL_TEXTURE_1D:
*i = nearest_texel_location(samp->WrapS, img, width, texcoord[0]);
*j = 0;
*k = 0;
break;
case GL_TEXTURE_2D:
*i = nearest_texel_location(samp->WrapS, img, width, texcoord[0]);
*j = nearest_texel_location(samp->WrapT, img, height, texcoord[1]);
*k = 0;
break;
case GL_TEXTURE_1D_ARRAY_EXT:
*i = nearest_texel_location(samp->WrapS, img, width, texcoord[0]);
*j = tex_array_slice(texcoord[1], height);
*k = 0;
break;
case GL_TEXTURE_2D_ARRAY_EXT:
*i = nearest_texel_location(samp->WrapS, img, width, texcoord[0]);
*j = nearest_texel_location(samp->WrapT, img, height, texcoord[1]);
*k = tex_array_slice(texcoord[2], depth);
break;
default:
*i = *j = *k = 0;
break;
}
}
/**
* Compute linear integer texcoords for given texobj and coordinate.
* NOTE: only used for depth texture sampling.
*/
static inline void
linear_texcoord(const struct gl_sampler_object *samp,
const struct gl_texture_object *texObj,
GLuint level,
const GLfloat texcoord[4],
GLint *i0, GLint *i1, GLint *j0, GLint *j1, GLint *slice,
GLfloat *wi, GLfloat *wj)
{
const struct gl_texture_image *img = texObj->Image[0][level];
const GLint width = img->Width;
const GLint height = img->Height;
const GLint depth = img->Depth;
switch (texObj->Target) {
case GL_TEXTURE_RECTANGLE_ARB:
clamp_rect_coord_linear(samp->WrapS, texcoord[0],
width, i0, i1, wi);
clamp_rect_coord_linear(samp->WrapT, texcoord[1],
height, j0, j1, wj);
*slice = 0;
break;
case GL_TEXTURE_1D:
case GL_TEXTURE_2D:
linear_texel_locations(samp->WrapS, img, width,
texcoord[0], i0, i1, wi);
linear_texel_locations(samp->WrapT, img, height,
texcoord[1], j0, j1, wj);
*slice = 0;
break;
case GL_TEXTURE_1D_ARRAY_EXT:
linear_texel_locations(samp->WrapS, img, width,
texcoord[0], i0, i1, wi);
*j0 = tex_array_slice(texcoord[1], height);
*j1 = *j0;
*slice = 0;
break;
case GL_TEXTURE_2D_ARRAY_EXT:
linear_texel_locations(samp->WrapS, img, width,
texcoord[0], i0, i1, wi);
linear_texel_locations(samp->WrapT, img, height,
texcoord[1], j0, j1, wj);
*slice = tex_array_slice(texcoord[2], depth);
break;
default:
*slice = 0;
break;
}
}
/**
* 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;
}
/*
* 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_sampler_object *samp,
GLuint n, const GLfloat lambda[],
GLuint *minStart, GLuint *minEnd,
GLuint *magStart, GLuint *magEnd)
{
GLfloat minMagThresh;
/* we shouldn't be here if minfilter == magfilter */
ASSERT(samp->MinFilter != samp->MagFilter);
/* This bit comes from the OpenGL spec: */
if (samp->MagFilter == GL_LINEAR
&& (samp->MinFilter == GL_NEAREST_MIPMAP_NEAREST ||
samp->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
}
/**
* When we sample the border color, it must be interpreted according to
* the base texture format. Ex: if the texture base format it GL_ALPHA,
* we return (0,0,0,BorderAlpha).
*/
static inline void
get_border_color(const struct gl_sampler_object *samp,
const struct gl_texture_image *img,
GLfloat rgba[4])
{
switch (img->_BaseFormat) {
case GL_RGB:
rgba[0] = samp->BorderColor.f[0];
rgba[1] = samp->BorderColor.f[1];
rgba[2] = samp->BorderColor.f[2];
rgba[3] = 1.0F;
break;
case GL_ALPHA:
rgba[0] = rgba[1] = rgba[2] = 0.0;
rgba[3] = samp->BorderColor.f[3];
break;
case GL_LUMINANCE:
rgba[0] = rgba[1] = rgba[2] = samp->BorderColor.f[0];
rgba[3] = 1.0;
break;
case GL_LUMINANCE_ALPHA:
rgba[0] = rgba[1] = rgba[2] = samp->BorderColor.f[0];
rgba[3] = samp->BorderColor.f[3];
break;
case GL_INTENSITY:
rgba[0] = rgba[1] = rgba[2] = rgba[3] = samp->BorderColor.f[0];
break;
default:
COPY_4V(rgba, samp->BorderColor.f);
break;
}
}
/**
* Put z into texel according to GL_DEPTH_MODE.
*/
static INLINE void
apply_depth_mode(GLenum depthMode, GLfloat z, GLfloat texel[4])
{
switch (depthMode) {
case GL_LUMINANCE:
ASSIGN_4V(texel, z, z, z, 1.0F);
break;
case GL_INTENSITY:
ASSIGN_4V(texel, z, z, z, z);
break;
case GL_ALPHA:
ASSIGN_4V(texel, 0.0F, 0.0F, 0.0F, z);
break;
case GL_RED:
ASSIGN_4V(texel, z, 0.0F, 0.0F, 1.0F);
break;
default:
_mesa_problem(NULL, "Bad depth texture mode");
}
}
/**
* Is the given texture a depth (or depth/stencil) texture?
*/
static GLboolean
is_depth_texture(const struct gl_texture_object *tObj)
{
GLenum format = tObj->Image[0][tObj->BaseLevel]->_BaseFormat;
return format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT;
}
/**********************************************************************/
/* 1-D Texture Sampling Functions */
/**********************************************************************/
/**
* Return the texture sample for coordinate (s) using GL_NEAREST filter.
*/
static inline void
sample_1d_nearest(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_image *img,
const GLfloat texcoord[4], GLfloat rgba[4])
{
const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width2; /* without border, power of two */
GLint i;
i = nearest_texel_location(samp->WrapS, img, width, texcoord[0]);
/* 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 */
get_border_color(samp, img, rgba);
}
else {
swImg->FetchTexel(swImg, i, 0, 0, rgba);
}
}
/**
* Return the texture sample for coordinate (s) using GL_LINEAR filter.
*/
static inline void
sample_1d_linear(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_image *img,
const GLfloat texcoord[4], GLfloat rgba[4])
{
const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width2;
GLint i0, i1;
GLbitfield useBorderColor = 0x0;
GLfloat a;
GLfloat t0[4], t1[4]; /* texels */
linear_texel_locations(samp->WrapS, img, width, texcoord[0], &i0, &i1, &a);
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) {
get_border_color(samp, img, t0);
}
else {
swImg->FetchTexel(swImg, i0, 0, 0, t0);
}
if (useBorderColor & I1BIT) {
get_border_color(samp, img, t1);
}
else {
swImg->FetchTexel(swImg, i1, 0, 0, t1);
}
lerp_rgba(rgba, a, t0, t1);
}
static void
sample_1d_nearest_mipmap_nearest(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat 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, samp, tObj->Image[0][level], texcoord[i], rgba[i]);
}
}
static void
sample_1d_linear_mipmap_nearest(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat 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, samp, tObj->Image[0][level], texcoord[i], rgba[i]);
}
}
static void
sample_1d_nearest_mipmap_linear(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat 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, samp, tObj->Image[0][tObj->_MaxLevel],
texcoord[i], rgba[i]);
}
else {
GLfloat t0[4], t1[4];
const GLfloat f = FRAC(lambda[i]);
sample_1d_nearest(ctx, samp, tObj->Image[0][level ], texcoord[i], t0);
sample_1d_nearest(ctx, samp, tObj->Image[0][level+1], texcoord[i], t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
}
static void
sample_1d_linear_mipmap_linear(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat 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, samp, tObj->Image[0][tObj->_MaxLevel],
texcoord[i], rgba[i]);
}
else {
GLfloat t0[4], t1[4];
const GLfloat f = FRAC(lambda[i]);
sample_1d_linear(ctx, samp, tObj->Image[0][level ], texcoord[i], t0);
sample_1d_linear(ctx, samp, tObj->Image[0][level+1], texcoord[i], t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
}
/** Sample 1D texture, nearest filtering for both min/magnification */
static void
sample_nearest_1d( struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLfloat 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, samp, image, texcoords[i], rgba[i]);
}
}
/** Sample 1D texture, linear filtering for both min/magnification */
static void
sample_linear_1d( struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLfloat 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, samp, image, texcoords[i], rgba[i]);
}
}
/** Sample 1D texture, using lambda to choose between min/magnification */
static void
sample_lambda_1d( struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4],
const GLfloat lambda[], GLfloat rgba[][4] )
{
GLuint minStart, minEnd; /* texels with minification */
GLuint magStart, magEnd; /* texels with magnification */
GLuint i;
ASSERT(lambda != NULL);
compute_min_mag_ranges(samp, n, lambda,
&minStart, &minEnd, &magStart, &magEnd);
if (minStart < minEnd) {
/* do the minified texels */
const GLuint m = minEnd - minStart;
switch (samp->MinFilter) {
case GL_NEAREST:
for (i = minStart; i < minEnd; i++)
sample_1d_nearest(ctx, samp, tObj->Image[0][tObj->BaseLevel],
texcoords[i], rgba[i]);
break;
case GL_LINEAR:
for (i = minStart; i < minEnd; i++)
sample_1d_linear(ctx, samp, tObj->Image[0][tObj->BaseLevel],
texcoords[i], rgba[i]);
break;
case GL_NEAREST_MIPMAP_NEAREST:
sample_1d_nearest_mipmap_nearest(ctx, samp, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR_MIPMAP_NEAREST:
sample_1d_linear_mipmap_nearest(ctx, samp, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_NEAREST_MIPMAP_LINEAR:
sample_1d_nearest_mipmap_linear(ctx, samp, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR_MIPMAP_LINEAR:
sample_1d_linear_mipmap_linear(ctx, samp, 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 (samp->MagFilter) {
case GL_NEAREST:
for (i = magStart; i < magEnd; i++)
sample_1d_nearest(ctx, samp, tObj->Image[0][tObj->BaseLevel],
texcoords[i], rgba[i]);
break;
case GL_LINEAR:
for (i = magStart; i < magEnd; i++)
sample_1d_linear(ctx, samp, 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(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_image *img,
const GLfloat texcoord[4],
GLfloat rgba[])
{
const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
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;
i = nearest_texel_location(samp->WrapS, img, width, texcoord[0]);
j = nearest_texel_location(samp->WrapT, img, height, texcoord[1]);
/* 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 */
get_border_color(samp, img, rgba);
}
else {
swImg->FetchTexel(swImg, 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(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_image *img,
const GLfloat texcoord[4],
GLfloat rgba[])
{
const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width2;
const GLint height = img->Height2;
GLint i0, j0, i1, j1;
GLbitfield useBorderColor = 0x0;
GLfloat a, b;
GLfloat t00[4], t10[4], t01[4], t11[4]; /* sampled texel colors */
linear_texel_locations(samp->WrapS, img, width, texcoord[0], &i0, &i1, &a);
linear_texel_locations(samp->WrapT, img, height, texcoord[1], &j0, &j1, &b);
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)) {
get_border_color(samp, img, t00);
}
else {
swImg->FetchTexel(swImg, i0, j0, 0, t00);
}
if (useBorderColor & (I1BIT | J0BIT)) {
get_border_color(samp, img, t10);
}
else {
swImg->FetchTexel(swImg, i1, j0, 0, t10);
}
if (useBorderColor & (I0BIT | J1BIT)) {
get_border_color(samp, img, t01);
}
else {
swImg->FetchTexel(swImg, i0, j1, 0, t01);
}
if (useBorderColor & (I1BIT | J1BIT)) {
get_border_color(samp, img, t11);
}
else {
swImg->FetchTexel(swImg, i1, j1, 0, t11);
}
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(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_image *img,
const GLfloat texcoord[4],
GLfloat rgba[])
{
const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width2;
const GLint height = img->Height2;
GLint i0, j0, i1, j1;
GLfloat wi, wj;
GLfloat t00[4], t10[4], t01[4], t11[4]; /* sampled texel colors */
(void) ctx;
ASSERT(samp->WrapS == GL_REPEAT);
ASSERT(samp->WrapT == GL_REPEAT);
ASSERT(img->Border == 0);
ASSERT(swImg->_IsPowerOfTwo);
linear_repeat_texel_location(width, texcoord[0], &i0, &i1, &wi);
linear_repeat_texel_location(height, texcoord[1], &j0, &j1, &wj);
swImg->FetchTexel(swImg, i0, j0, 0, t00);
swImg->FetchTexel(swImg, i1, j0, 0, t10);
swImg->FetchTexel(swImg, i0, j1, 0, t01);
swImg->FetchTexel(swImg, i1, j1, 0, t11);
lerp_rgba_2d(rgba, wi, wj, t00, t10, t01, t11);
}
static void
sample_2d_nearest_mipmap_nearest(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
GLuint i;
for (i = 0; i < n; i++) {
GLint level = nearest_mipmap_level(tObj, lambda[i]);
sample_2d_nearest(ctx, samp, tObj->Image[0][level], texcoord[i], rgba[i]);
}
}
static void
sample_2d_linear_mipmap_nearest(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat 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, samp, tObj->Image[0][level], texcoord[i], rgba[i]);
}
}
static void
sample_2d_nearest_mipmap_linear(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat 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, samp, tObj->Image[0][tObj->_MaxLevel],
texcoord[i], rgba[i]);
}
else {
GLfloat t0[4], t1[4]; /* texels */
const GLfloat f = FRAC(lambda[i]);
sample_2d_nearest(ctx, samp, tObj->Image[0][level ], texcoord[i], t0);
sample_2d_nearest(ctx, samp, tObj->Image[0][level+1], texcoord[i], t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
}
static void
sample_2d_linear_mipmap_linear( struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat 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, samp, tObj->Image[0][tObj->_MaxLevel],
texcoord[i], rgba[i]);
}
else {
GLfloat t0[4], t1[4]; /* texels */
const GLfloat f = FRAC(lambda[i]);
sample_2d_linear(ctx, samp, tObj->Image[0][level ], texcoord[i], t0);
sample_2d_linear(ctx, samp, tObj->Image[0][level+1], texcoord[i], t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
}
static void
sample_2d_linear_mipmap_linear_repeat(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
GLuint i;
ASSERT(lambda != NULL);
ASSERT(samp->WrapS == GL_REPEAT);
ASSERT(samp->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, samp, tObj->Image[0][tObj->_MaxLevel],
texcoord[i], rgba[i]);
}
else {
GLfloat t0[4], t1[4]; /* texels */
const GLfloat f = FRAC(lambda[i]);
sample_2d_linear_repeat(ctx, samp, tObj->Image[0][level ],
texcoord[i], t0);
sample_2d_linear_repeat(ctx, samp, tObj->Image[0][level+1],
texcoord[i], t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
}
/** Sample 2D texture, nearest filtering for both min/magnification */
static void
sample_nearest_2d(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4],
const GLfloat lambda[], GLfloat 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, samp, image, texcoords[i], rgba[i]);
}
}
/** Sample 2D texture, linear filtering for both min/magnification */
static void
sample_linear_2d(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
GLuint i;
struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
const struct swrast_texture_image *swImg = swrast_texture_image_const(image);
(void) lambda;
if (samp->WrapS == GL_REPEAT &&
samp->WrapT == GL_REPEAT &&
swImg->_IsPowerOfTwo &&
image->Border == 0) {
for (i = 0; i < n; i++) {
sample_2d_linear_repeat(ctx, samp, image, texcoords[i], rgba[i]);
}
}
else {
for (i = 0; i < n; i++) {
sample_2d_linear(ctx, samp, 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(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoords[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
const struct gl_texture_image *img = tObj->Image[0][tObj->BaseLevel];
const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
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(samp->WrapS==GL_REPEAT);
ASSERT(samp->WrapT==GL_REPEAT);
ASSERT(img->Border==0);
ASSERT(img->TexFormat == MESA_FORMAT_RGB888);
ASSERT(swImg->_IsPowerOfTwo);
(void) swImg;
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;
GLubyte *texel = swImg->Map + 3 * pos;
rgba[k][RCOMP] = UBYTE_TO_FLOAT(texel[2]);
rgba[k][GCOMP] = UBYTE_TO_FLOAT(texel[1]);
rgba[k][BCOMP] = UBYTE_TO_FLOAT(texel[0]);
rgba[k][ACOMP] = 1.0F;
}
}
/**
* 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(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoords[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
const struct gl_texture_image *img = tObj->Image[0][tObj->BaseLevel];
const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
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(samp->WrapS==GL_REPEAT);
ASSERT(samp->WrapT==GL_REPEAT);
ASSERT(img->Border==0);
ASSERT(img->TexFormat == MESA_FORMAT_RGBA8888);
ASSERT(swImg->_IsPowerOfTwo);
(void) swImg;
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 GLuint texel = *((GLuint *) swImg->Map + pos);
rgba[i][RCOMP] = UBYTE_TO_FLOAT( (texel >> 24) );
rgba[i][GCOMP] = UBYTE_TO_FLOAT( (texel >> 16) & 0xff );
rgba[i][BCOMP] = UBYTE_TO_FLOAT( (texel >> 8) & 0xff );
rgba[i][ACOMP] = UBYTE_TO_FLOAT( (texel ) & 0xff );
}
}
/** Sample 2D texture, using lambda to choose between min/magnification */
static void
sample_lambda_2d(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoords[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
const struct gl_texture_image *tImg = tObj->Image[0][tObj->BaseLevel];
const struct swrast_texture_image *swImg = swrast_texture_image_const(tImg);
GLuint minStart, minEnd; /* texels with minification */
GLuint magStart, magEnd; /* texels with magnification */
const GLboolean repeatNoBorderPOT = (samp->WrapS == GL_REPEAT)
&& (samp->WrapT == GL_REPEAT)
&& (tImg->Border == 0 && (tImg->Width == swImg->RowStride))
&& swImg->_IsPowerOfTwo;
ASSERT(lambda != NULL);
compute_min_mag_ranges(samp, n, lambda,
&minStart, &minEnd, &magStart, &magEnd);
if (minStart < minEnd) {
/* do the minified texels */
const GLuint m = minEnd - minStart;
switch (samp->MinFilter) {
case GL_NEAREST:
if (repeatNoBorderPOT) {
switch (tImg->TexFormat) {
case MESA_FORMAT_RGB888:
opt_sample_rgb_2d(ctx, samp, tObj, m, texcoords + minStart,
NULL, rgba + minStart);
break;
case MESA_FORMAT_RGBA8888:
opt_sample_rgba_2d(ctx, samp, tObj, m, texcoords + minStart,
NULL, rgba + minStart);
break;
default:
sample_nearest_2d(ctx, samp, tObj, m, texcoords + minStart,
NULL, rgba + minStart );
}
}
else {
sample_nearest_2d(ctx, samp, tObj, m, texcoords + minStart,
NULL, rgba + minStart);
}
break;
case GL_LINEAR:
sample_linear_2d(ctx, samp, tObj, m, texcoords + minStart,
NULL, rgba + minStart);
break;
case GL_NEAREST_MIPMAP_NEAREST:
sample_2d_nearest_mipmap_nearest(ctx, samp, tObj, m,
texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR_MIPMAP_NEAREST:
sample_2d_linear_mipmap_nearest(ctx, samp, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_NEAREST_MIPMAP_LINEAR:
sample_2d_nearest_mipmap_linear(ctx, samp, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR_MIPMAP_LINEAR:
if (repeatNoBorderPOT)
sample_2d_linear_mipmap_linear_repeat(ctx, samp, tObj, m,
texcoords + minStart, lambda + minStart, rgba + minStart);
else
sample_2d_linear_mipmap_linear(ctx, samp, 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 (samp->MagFilter) {
case GL_NEAREST:
if (repeatNoBorderPOT) {
switch (tImg->TexFormat) {
case MESA_FORMAT_RGB888:
opt_sample_rgb_2d(ctx, samp, tObj, m, texcoords + magStart,
NULL, rgba + magStart);
break;
case MESA_FORMAT_RGBA8888:
opt_sample_rgba_2d(ctx, samp, tObj, m, texcoords + magStart,
NULL, rgba + magStart);
break;
default:
sample_nearest_2d(ctx, samp, tObj, m, texcoords + magStart,
NULL, rgba + magStart );
}
}
else {
sample_nearest_2d(ctx, samp, tObj, m, texcoords + magStart,
NULL, rgba + magStart);
}
break;
case GL_LINEAR:
sample_linear_2d(ctx, samp, tObj, m, texcoords + magStart,
NULL, rgba + magStart);
break;
default:
_mesa_problem(ctx, "Bad mag filter in sample_lambda_2d");
break;
}
}
}
/* For anisotropic filtering */
#define WEIGHT_LUT_SIZE 1024
static GLfloat *weightLut = NULL;
/**
* Creates the look-up table used to speed-up EWA sampling
*/
static void
create_filter_table(void)
{
GLuint i;
if (!weightLut) {
weightLut = (GLfloat *) malloc(WEIGHT_LUT_SIZE * sizeof(GLfloat));
for (i = 0; i < WEIGHT_LUT_SIZE; ++i) {
GLfloat alpha = 2;
GLfloat r2 = (GLfloat) i / (GLfloat) (WEIGHT_LUT_SIZE - 1);
GLfloat weight = (GLfloat) exp(-alpha * r2);
weightLut[i] = weight;
}
}
}
/**
* Elliptical weighted average (EWA) filter for producing high quality
* anisotropic filtered results.
* Based on the Higher Quality Elliptical Weighted Avarage Filter
* published by Paul S. Heckbert in his Master's Thesis
* "Fundamentals of Texture Mapping and Image Warping" (1989)
*/
static void
sample_2d_ewa(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
const GLfloat texcoord[4],
const GLfloat dudx, const GLfloat dvdx,
const GLfloat dudy, const GLfloat dvdy, const GLint lod,
GLfloat rgba[])
{
GLint level = lod > 0 ? lod : 0;
GLfloat scaling = 1.0 / (1 << level);
const struct gl_texture_image *img = tObj->Image[0][level];
const struct gl_texture_image *mostDetailedImage =
tObj->Image[0][tObj->BaseLevel];
const struct swrast_texture_image *swImg =
swrast_texture_image_const(mostDetailedImage);
GLfloat tex_u=-0.5 + texcoord[0] * swImg->WidthScale * scaling;
GLfloat tex_v=-0.5 + texcoord[1] * swImg->HeightScale * scaling;
GLfloat ux = dudx * scaling;
GLfloat vx = dvdx * scaling;
GLfloat uy = dudy * scaling;
GLfloat vy = dvdy * scaling;
/* compute ellipse coefficients to bound the region:
* A*x*x + B*x*y + C*y*y = F.
*/
GLfloat A = vx*vx+vy*vy+1;
GLfloat B = -2*(ux*vx+uy*vy);
GLfloat C = ux*ux+uy*uy+1;
GLfloat F = A*C-B*B/4.0;
/* check if it is an ellipse */
/* ASSERT(F > 0.0); */
/* Compute the ellipse's (u,v) bounding box in texture space */
GLfloat d = -B*B+4.0*C*A;
GLfloat box_u = 2.0 / d * sqrt(d*C*F); /* box_u -> half of bbox with */
GLfloat box_v = 2.0 / d * sqrt(A*d*F); /* box_v -> half of bbox height */
GLint u0 = floor(tex_u - box_u);
GLint u1 = ceil (tex_u + box_u);
GLint v0 = floor(tex_v - box_v);
GLint v1 = ceil (tex_v + box_v);
GLfloat num[4] = {0.0F, 0.0F, 0.0F, 0.0F};
GLfloat newCoord[2];
GLfloat den = 0.0F;
GLfloat ddq;
GLfloat U = u0 - tex_u;
GLint v;
/* Scale ellipse formula to directly index the Filter Lookup Table.
* i.e. scale so that F = WEIGHT_LUT_SIZE-1
*/
double formScale = (double) (WEIGHT_LUT_SIZE - 1) / F;
A *= formScale;
B *= formScale;
C *= formScale;
/* F *= formScale; */ /* no need to scale F as we don't use it below here */
/* Heckbert MS thesis, p. 59; scan over the bounding box of the ellipse
* and incrementally update the value of Ax^2+Bxy*Cy^2; when this
* value, q, is less than F, we're inside the ellipse
*/
ddq = 2 * A;
for (v = v0; v <= v1; ++v) {
GLfloat V = v - tex_v;
GLfloat dq = A * (2 * U + 1) + B * V;
GLfloat q = (C * V + B * U) * V + A * U * U;
GLint u;
for (u = u0; u <= u1; ++u) {
/* Note that the ellipse has been pre-scaled so F = WEIGHT_LUT_SIZE - 1 */
if (q < WEIGHT_LUT_SIZE) {
/* as a LUT is used, q must never be negative;
* should not happen, though
*/
const GLint qClamped = q >= 0.0F ? q : 0;
GLfloat weight = weightLut[qClamped];
newCoord[0] = u / ((GLfloat) img->Width2);
newCoord[1] = v / ((GLfloat) img->Height2);
sample_2d_nearest(ctx, samp, img, newCoord, rgba);
num[0] += weight * rgba[0];
num[1] += weight * rgba[1];
num[2] += weight * rgba[2];
num[3] += weight * rgba[3];
den += weight;
}
q += dq;
dq += ddq;
}
}
if (den <= 0.0F) {
/* Reaching this place would mean
* that no pixels intersected the ellipse.
* This should never happen because
* the filter we use always
* intersects at least one pixel.
*/
/*rgba[0]=0;
rgba[1]=0;
rgba[2]=0;
rgba[3]=0;*/
/* not enough pixels in resampling, resort to direct interpolation */
sample_2d_linear(ctx, samp, img, texcoord, rgba);
return;
}
rgba[0] = num[0] / den;
rgba[1] = num[1] / den;
rgba[2] = num[2] / den;
rgba[3] = num[3] / den;
}
/**
* Anisotropic filtering using footprint assembly as outlined in the
* EXT_texture_filter_anisotropic spec:
* http://www.opengl.org/registry/specs/EXT/texture_filter_anisotropic.txt
* Faster than EWA but has less quality (more aliasing effects)
*/
static void
sample_2d_footprint(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
const GLfloat texcoord[4],
const GLfloat dudx, const GLfloat dvdx,
const GLfloat dudy, const GLfloat dvdy, const GLint lod,
GLfloat rgba[])
{
GLint level = lod > 0 ? lod : 0;
GLfloat scaling = 1.0F / (1 << level);
const struct gl_texture_image *img = tObj->Image[0][level];
GLfloat ux = dudx * scaling;
GLfloat vx = dvdx * scaling;
GLfloat uy = dudy * scaling;
GLfloat vy = dvdy * scaling;
GLfloat Px2 = ux * ux + vx * vx; /* squared length of dx */
GLfloat Py2 = uy * uy + vy * vy; /* squared length of dy */
GLint numSamples;
GLfloat ds;
GLfloat dt;
GLfloat num[4] = {0.0F, 0.0F, 0.0F, 0.0F};
GLfloat newCoord[2];
GLint s;
/* Calculate the per anisotropic sample offsets in s,t space. */
if (Px2 > Py2) {
numSamples = ceil(SQRTF(Px2));
ds = ux / ((GLfloat) img->Width2);
dt = vx / ((GLfloat) img->Height2);
}
else {
numSamples = ceil(SQRTF(Py2));
ds = uy / ((GLfloat) img->Width2);
dt = vy / ((GLfloat) img->Height2);
}
for (s = 0; s<numSamples; s++) {
newCoord[0] = texcoord[0] + ds * ((GLfloat)(s+1) / (numSamples+1) -0.5);
newCoord[1] = texcoord[1] + dt * ((GLfloat)(s+1) / (numSamples+1) -0.5);
sample_2d_linear(ctx, samp, img, newCoord, rgba);
num[0] += rgba[0];
num[1] += rgba[1];
num[2] += rgba[2];
num[3] += rgba[3];
}
rgba[0] = num[0] / numSamples;
rgba[1] = num[1] / numSamples;
rgba[2] = num[2] / numSamples;
rgba[3] = num[3] / numSamples;
}
/**
* Returns the index of the specified texture object in the
* gl_context texture unit array.
*/
static inline GLuint
texture_unit_index(const struct gl_context *ctx,
const struct gl_texture_object *tObj)
{
const GLuint maxUnit
= (ctx->Texture._EnabledCoordUnits > 1) ? ctx->Const.MaxTextureUnits : 1;
GLuint u;
/* XXX CoordUnits vs. ImageUnits */
for (u = 0; u < maxUnit; u++) {
if (ctx->Texture.Unit[u]._Current == tObj)
break; /* found */
}
if (u >= maxUnit)
u = 0; /* not found, use 1st one; should never happen */
return u;
}
/**
* Sample 2D texture using an anisotropic filter.
* NOTE: the const GLfloat lambda_iso[] parameter does *NOT* contain
* the lambda float array but a "hidden" SWspan struct which is required
* by this function but is not available in the texture_sample_func signature.
* See _swrast_texture_span( struct gl_context *ctx, SWspan *span ) on how
* this function is called.
*/
static void
sample_lambda_2d_aniso(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoords[][4],
const GLfloat lambda_iso[], GLfloat rgba[][4])
{
const struct gl_texture_image *tImg = tObj->Image[0][tObj->BaseLevel];
const struct swrast_texture_image *swImg = swrast_texture_image_const(tImg);
const GLfloat maxEccentricity =
samp->MaxAnisotropy * samp->MaxAnisotropy;
/* re-calculate the lambda values so that they are usable with anisotropic
* filtering
*/
SWspan *span = (SWspan *)lambda_iso; /* access the "hidden" SWspan struct */
/* based on interpolate_texcoords(struct gl_context *ctx, SWspan *span)
* in swrast/s_span.c
*/
/* find the texture unit index by looking up the current texture object
* from the context list of available texture objects.
*/
const GLuint u = texture_unit_index(ctx, tObj);
const GLuint attr = FRAG_ATTRIB_TEX0 + u;
GLfloat texW, texH;
const GLfloat dsdx = span->attrStepX[attr][0];
const GLfloat dsdy = span->attrStepY[attr][0];
const GLfloat dtdx = span->attrStepX[attr][1];
const GLfloat dtdy = span->attrStepY[attr][1];
const GLfloat dqdx = span->attrStepX[attr][3];
const GLfloat dqdy = span->attrStepY[attr][3];
GLfloat s = span->attrStart[attr][0] + span->leftClip * dsdx;
GLfloat t = span->attrStart[attr][1] + span->leftClip * dtdx;
GLfloat q = span->attrStart[attr][3] + span->leftClip * dqdx;
/* from swrast/s_texcombine.c _swrast_texture_span */
const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
const GLboolean adjustLOD =
(texUnit->LodBias + samp->LodBias != 0.0F)
|| (samp->MinLod != -1000.0 || samp->MaxLod != 1000.0);
GLuint i;
/* on first access create the lookup table containing the filter weights. */
if (!weightLut) {
create_filter_table();
}
texW = swImg->WidthScale;
texH = swImg->HeightScale;
for (i = 0; i < n; i++) {
const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
GLfloat dudx = texW * ((s + dsdx) / (q + dqdx) - s * invQ);
GLfloat dvdx = texH * ((t + dtdx) / (q + dqdx) - t * invQ);
GLfloat dudy = texW * ((s + dsdy) / (q + dqdy) - s * invQ);
GLfloat dvdy = texH * ((t + dtdy) / (q + dqdy) - t * invQ);
/* note: instead of working with Px and Py, we will use the
* squared length instead, to avoid sqrt.
*/
GLfloat Px2 = dudx * dudx + dvdx * dvdx;
GLfloat Py2 = dudy * dudy + dvdy * dvdy;
GLfloat Pmax2;
GLfloat Pmin2;
GLfloat e;
GLfloat lod;
s += dsdx;
t += dtdx;
q += dqdx;
if (Px2 < Py2) {
Pmax2 = Py2;
Pmin2 = Px2;
}
else {
Pmax2 = Px2;
Pmin2 = Py2;
}
/* if the eccentricity of the ellipse is too big, scale up the shorter
* of the two vectors to limit the maximum amount of work per pixel
*/
e = Pmax2 / Pmin2;
if (e > maxEccentricity) {
/* GLfloat s=e / maxEccentricity;
minor[0] *= s;
minor[1] *= s;
Pmin2 *= s; */
Pmin2 = Pmax2 / maxEccentricity;
}
/* note: we need to have Pmin=sqrt(Pmin2) here, but we can avoid
* this since 0.5*log(x) = log(sqrt(x))
*/
lod = 0.5 * LOG2(Pmin2);
if (adjustLOD) {
/* from swrast/s_texcombine.c _swrast_texture_span */
if (texUnit->LodBias + samp->LodBias != 0.0F) {
/* apply LOD bias, but don't clamp yet */
const GLfloat bias =
CLAMP(texUnit->LodBias + samp->LodBias,
-ctx->Const.MaxTextureLodBias,
ctx->Const.MaxTextureLodBias);
lod += bias;
if (samp->MinLod != -1000.0 ||
samp->MaxLod != 1000.0) {
/* apply LOD clamping to lambda */
lod = CLAMP(lod, samp->MinLod, samp->MaxLod);
}
}
}
/* If the ellipse covers the whole image, we can
* simply return the average of the whole image.
*/
if (lod >= tObj->_MaxLevel) {
sample_2d_linear(ctx, samp, tObj->Image[0][tObj->_MaxLevel],
texcoords[i], rgba[i]);
}
else {
/* don't bother interpolating between multiple LODs; it doesn't
* seem to be worth the extra running time.
*/
sample_2d_ewa(ctx, samp, tObj, texcoords[i],
dudx, dvdx, dudy, dvdy, floor(lod), rgba[i]);
/* unused: */
(void) sample_2d_footprint;
/*
sample_2d_footprint(ctx, tObj, texcoords[i],
dudx, dvdx, dudy, dvdy, floor(lod), rgba[i]);
*/
}
}
}
/**********************************************************************/
/* 3-D Texture Sampling Functions */
/**********************************************************************/
/**
* Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter.
*/
static inline void
sample_3d_nearest(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_image *img,
const GLfloat texcoord[4],
GLfloat rgba[4])
{
const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
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;
i = nearest_texel_location(samp->WrapS, img, width, texcoord[0]);
j = nearest_texel_location(samp->WrapT, img, height, texcoord[1]);
k = nearest_texel_location(samp->WrapR, img, depth, texcoord[2]);
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 */
get_border_color(samp, img, rgba);
}
else {
swImg->FetchTexel(swImg, i, j, k, rgba);
}
}
/**
* Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter.
*/
static void
sample_3d_linear(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_image *img,
const GLfloat texcoord[4],
GLfloat rgba[4])
{
const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
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 a, b, c;
GLfloat t000[4], t010[4], t001[4], t011[4];
GLfloat t100[4], t110[4], t101[4], t111[4];
linear_texel_locations(samp->WrapS, img, width, texcoord[0], &i0, &i1, &a);
linear_texel_locations(samp->WrapT, img, height, texcoord[1], &j0, &j1, &b);
linear_texel_locations(samp->WrapR, img, depth, texcoord[2], &k0, &k1, &c);
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)) {
get_border_color(samp, img, t000);
}
else {
swImg->FetchTexel(swImg, i0, j0, k0, t000);
}
if (useBorderColor & (I1BIT | J0BIT | K0BIT)) {
get_border_color(samp, img, t100);
}
else {
swImg->FetchTexel(swImg, i1, j0, k0, t100);
}
if (useBorderColor & (I0BIT | J1BIT | K0BIT)) {
get_border_color(samp, img, t010);
}
else {
swImg->FetchTexel(swImg, i0, j1, k0, t010);
}
if (useBorderColor & (I1BIT | J1BIT | K0BIT)) {
get_border_color(samp, img, t110);
}
else {
swImg->FetchTexel(swImg, i1, j1, k0, t110);
}
if (useBorderColor & (I0BIT | J0BIT | K1BIT)) {
get_border_color(samp, img, t001);
}
else {
swImg->FetchTexel(swImg, i0, j0, k1, t001);
}
if (useBorderColor & (I1BIT | J0BIT | K1BIT)) {
get_border_color(samp, img, t101);
}
else {
swImg->FetchTexel(swImg, i1, j0, k1, t101);
}
if (useBorderColor & (I0BIT | J1BIT | K1BIT)) {
get_border_color(samp, img, t011);
}
else {
swImg->FetchTexel(swImg, i0, j1, k1, t011);
}
if (useBorderColor & (I1BIT | J1BIT | K1BIT)) {
get_border_color(samp, img, t111);
}
else {
swImg->FetchTexel(swImg, i1, j1, k1, t111);
}
/* trilinear interpolation of samples */
lerp_rgba_3d(rgba, a, b, c, t000, t100, t010, t110, t001, t101, t011, t111);
}
static void
sample_3d_nearest_mipmap_nearest(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat rgba[][4] )
{
GLuint i;
for (i = 0; i < n; i++) {
GLint level = nearest_mipmap_level(tObj, lambda[i]);
sample_3d_nearest(ctx, samp, tObj->Image[0][level], texcoord[i], rgba[i]);
}
}
static void
sample_3d_linear_mipmap_nearest(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat 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, samp, tObj->Image[0][level], texcoord[i], rgba[i]);
}
}
static void
sample_3d_nearest_mipmap_linear(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat 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, samp, tObj->Image[0][tObj->_MaxLevel],
texcoord[i], rgba[i]);
}
else {
GLfloat t0[4], t1[4]; /* texels */
const GLfloat f = FRAC(lambda[i]);
sample_3d_nearest(ctx, samp, tObj->Image[0][level ], texcoord[i], t0);
sample_3d_nearest(ctx, samp, tObj->Image[0][level+1], texcoord[i], t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
}
static void
sample_3d_linear_mipmap_linear(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat 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, samp, tObj->Image[0][tObj->_MaxLevel],
texcoord[i], rgba[i]);
}
else {
GLfloat t0[4], t1[4]; /* texels */
const GLfloat f = FRAC(lambda[i]);
sample_3d_linear(ctx, samp, tObj->Image[0][level ], texcoord[i], t0);
sample_3d_linear(ctx, samp, tObj->Image[0][level+1], texcoord[i], t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
}
/** Sample 3D texture, nearest filtering for both min/magnification */
static void
sample_nearest_3d(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLfloat 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, samp, image, texcoords[i], rgba[i]);
}
}
/** Sample 3D texture, linear filtering for both min/magnification */
static void
sample_linear_3d(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4],
const GLfloat lambda[], GLfloat 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, samp, image, texcoords[i], rgba[i]);
}
}
/** Sample 3D texture, using lambda to choose between min/magnification */
static void
sample_lambda_3d(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLfloat rgba[][4])
{
GLuint minStart, minEnd; /* texels with minification */
GLuint magStart, magEnd; /* texels with magnification */
GLuint i;
ASSERT(lambda != NULL);
compute_min_mag_ranges(samp, n, lambda,
&minStart, &minEnd, &magStart, &magEnd);
if (minStart < minEnd) {
/* do the minified texels */
GLuint m = minEnd - minStart;
switch (samp->MinFilter) {
case GL_NEAREST:
for (i = minStart; i < minEnd; i++)
sample_3d_nearest(ctx, samp, tObj->Image[0][tObj->BaseLevel],
texcoords[i], rgba[i]);
break;
case GL_LINEAR:
for (i = minStart; i < minEnd; i++)
sample_3d_linear(ctx, samp, tObj->Image[0][tObj->BaseLevel],
texcoords[i], rgba[i]);
break;
case GL_NEAREST_MIPMAP_NEAREST:
sample_3d_nearest_mipmap_nearest(ctx, samp, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR_MIPMAP_NEAREST:
sample_3d_linear_mipmap_nearest(ctx, samp, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_NEAREST_MIPMAP_LINEAR:
sample_3d_nearest_mipmap_linear(ctx, samp, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR_MIPMAP_LINEAR:
sample_3d_linear_mipmap_linear(ctx, samp, 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 (samp->MagFilter) {
case GL_NEAREST:
for (i = magStart; i < magEnd; i++)
sample_3d_nearest(ctx, samp, tObj->Image[0][tObj->BaseLevel],
texcoords[i], rgba[i]);
break;
case GL_LINEAR:
for (i = magStart; i < magEnd; i++)
sample_3d_linear(ctx, samp, 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;
}
}
{
const float ima = 1.0F / ma;
newCoord[0] = ( sc * ima + 1.0F ) * 0.5F;
newCoord[1] = ( tc * ima + 1.0F ) * 0.5F;
}
return (const struct gl_texture_image **) texObj->Image[face];
}
static void
sample_nearest_cube(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLfloat 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, samp, images[tObj->BaseLevel],
newCoord, rgba[i]);
}
if (is_depth_texture(tObj)) {
for (i = 0; i < n; i++) {
apply_depth_mode(tObj->DepthMode, rgba[i][0], rgba[i]);
}
}
}
static void
sample_linear_cube(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4],
const GLfloat lambda[], GLfloat 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, samp, images[tObj->BaseLevel],
newCoord, rgba[i]);
}
if (is_depth_texture(tObj)) {
for (i = 0; i < n; i++) {
apply_depth_mode(tObj->DepthMode, rgba[i][0], rgba[i]);
}
}
}
static void
sample_cube_nearest_mipmap_nearest(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat 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, samp, images[level], newCoord, rgba[i]);
}
if (is_depth_texture(tObj)) {
for (i = 0; i < n; i++) {
apply_depth_mode(tObj->DepthMode, rgba[i][0], rgba[i]);
}
}
}
static void
sample_cube_linear_mipmap_nearest(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat 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, samp, images[level], newCoord, rgba[i]);
}
if (is_depth_texture(tObj)) {
for (i = 0; i < n; i++) {
apply_depth_mode(tObj->DepthMode, rgba[i][0], rgba[i]);
}
}
}
static void
sample_cube_nearest_mipmap_linear(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat 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, samp, images[tObj->_MaxLevel],
newCoord, rgba[i]);
}
else {
GLfloat t0[4], t1[4]; /* texels */
const GLfloat f = FRAC(lambda[i]);
sample_2d_nearest(ctx, samp, images[level ], newCoord, t0);
sample_2d_nearest(ctx, samp, images[level+1], newCoord, t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
if (is_depth_texture(tObj)) {
for (i = 0; i < n; i++) {
apply_depth_mode(tObj->DepthMode, rgba[i][0], rgba[i]);
}
}
}
static void
sample_cube_linear_mipmap_linear(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat 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, samp, images[tObj->_MaxLevel],
newCoord, rgba[i]);
}
else {
GLfloat t0[4], t1[4];
const GLfloat f = FRAC(lambda[i]);
sample_2d_linear(ctx, samp, images[level ], newCoord, t0);
sample_2d_linear(ctx, samp, images[level+1], newCoord, t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
if (is_depth_texture(tObj)) {
for (i = 0; i < n; i++) {
apply_depth_mode(tObj->DepthMode, rgba[i][0], rgba[i]);
}
}
}
/** Sample cube texture, using lambda to choose between min/magnification */
static void
sample_lambda_cube(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLfloat rgba[][4])
{
GLuint minStart, minEnd; /* texels with minification */
GLuint magStart, magEnd; /* texels with magnification */
ASSERT(lambda != NULL);
compute_min_mag_ranges(samp, n, lambda,
&minStart, &minEnd, &magStart, &magEnd);
if (minStart < minEnd) {
/* do the minified texels */
const GLuint m = minEnd - minStart;
switch (samp->MinFilter) {
case GL_NEAREST:
sample_nearest_cube(ctx, samp, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR:
sample_linear_cube(ctx, samp, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_NEAREST_MIPMAP_NEAREST:
sample_cube_nearest_mipmap_nearest(ctx, samp, tObj, m,
texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR_MIPMAP_NEAREST:
sample_cube_linear_mipmap_nearest(ctx, samp, tObj, m,
texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_NEAREST_MIPMAP_LINEAR:
sample_cube_nearest_mipmap_linear(ctx, samp, tObj, m,
texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR_MIPMAP_LINEAR:
sample_cube_linear_mipmap_linear(ctx, samp, tObj, m,
texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
default:
_mesa_problem(ctx, "Bad min filter in sample_lambda_cube");
break;
}
}
if (magStart < magEnd) {
/* do the magnified texels */
const GLuint m = magEnd - magStart;
switch (samp->MagFilter) {
case GL_NEAREST:
sample_nearest_cube(ctx, samp, tObj, m, texcoords + magStart,
lambda + magStart, rgba + magStart);
break;
case GL_LINEAR:
sample_linear_cube(ctx, samp, tObj, m, texcoords + magStart,
lambda + magStart, rgba + magStart);
break;
default:
_mesa_problem(ctx, "Bad mag filter in sample_lambda_cube");
break;
}
}
}
/**********************************************************************/
/* Texture Rectangle Sampling Functions */
/**********************************************************************/
static void
sample_nearest_rect(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLfloat rgba[][4])
{
const struct gl_texture_image *img = tObj->Image[0][0];
const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width;
const GLint height = img->Height;
GLuint i;
(void) ctx;
(void) lambda;
ASSERT(samp->WrapS == GL_CLAMP ||
samp->WrapS == GL_CLAMP_TO_EDGE ||
samp->WrapS == GL_CLAMP_TO_BORDER);
ASSERT(samp->WrapT == GL_CLAMP ||
samp->WrapT == GL_CLAMP_TO_EDGE ||
samp->WrapT == GL_CLAMP_TO_BORDER);
for (i = 0; i < n; i++) {
GLint row, col;
col = clamp_rect_coord_nearest(samp->WrapS, texcoords[i][0], width);
row = clamp_rect_coord_nearest(samp->WrapT, texcoords[i][1], height);
if (col < 0 || col >= width || row < 0 || row >= height)
get_border_color(samp, img, rgba[i]);
else
swImg->FetchTexel(swImg, col, row, 0, rgba[i]);
}
}
static void
sample_linear_rect(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
const struct gl_texture_image *img = tObj->Image[0][0];
const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width;
const GLint height = img->Height;
GLuint i;
(void) ctx;
(void) lambda;
ASSERT(samp->WrapS == GL_CLAMP ||
samp->WrapS == GL_CLAMP_TO_EDGE ||
samp->WrapS == GL_CLAMP_TO_BORDER);
ASSERT(samp->WrapT == GL_CLAMP ||
samp->WrapT == GL_CLAMP_TO_EDGE ||
samp->WrapT == GL_CLAMP_TO_BORDER);
for (i = 0; i < n; i++) {
GLint i0, j0, i1, j1;
GLfloat t00[4], t01[4], t10[4], t11[4];
GLfloat a, b;
GLbitfield useBorderColor = 0x0;
clamp_rect_coord_linear(samp->WrapS, texcoords[i][0], width,
&i0, &i1, &a);
clamp_rect_coord_linear(samp->WrapT, texcoords[i][1], height,
&j0, &j1, &b);
/* compute integer rows/columns */
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;
/* get four texel samples */
if (useBorderColor & (I0BIT | J0BIT))
get_border_color(samp, img, t00);
else
swImg->FetchTexel(swImg, i0, j0, 0, t00);
if (useBorderColor & (I1BIT | J0BIT))
get_border_color(samp, img, t10);
else
swImg->FetchTexel(swImg, i1, j0, 0, t10);
if (useBorderColor & (I0BIT | J1BIT))
get_border_color(samp, img, t01);
else
swImg->FetchTexel(swImg, i0, j1, 0, t01);
if (useBorderColor & (I1BIT | J1BIT))
get_border_color(samp, img, t11);
else
swImg->FetchTexel(swImg, i1, j1, 0, t11);
lerp_rgba_2d(rgba[i], a, b, t00, t10, t01, t11);
}
}
/** Sample Rect texture, using lambda to choose between min/magnification */
static void
sample_lambda_rect(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLfloat 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(samp, n, lambda,
&minStart, &minEnd, &magStart, &magEnd);
if (minStart < minEnd) {
if (samp->MinFilter == GL_NEAREST) {
sample_nearest_rect(ctx, samp, tObj, minEnd - minStart,
texcoords + minStart, NULL, rgba + minStart);
}
else {
sample_linear_rect(ctx, samp, tObj, minEnd - minStart,
texcoords + minStart, NULL, rgba + minStart);
}
}
if (magStart < magEnd) {
if (samp->MagFilter == GL_NEAREST) {
sample_nearest_rect(ctx, samp, tObj, magEnd - magStart,
texcoords + magStart, NULL, rgba + magStart);
}
else {
sample_linear_rect(ctx, samp, 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(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_image *img,
const GLfloat texcoord[4],
GLfloat rgba[4])
{
const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
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;
i = nearest_texel_location(samp->WrapS, img, width, texcoord[0]);
j = nearest_texel_location(samp->WrapT, img, height, texcoord[1]);
array = tex_array_slice(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 */
get_border_color(samp, img, rgba);
}
else {
swImg->FetchTexel(swImg, i, j, array, rgba);
}
}
/**
* Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter.
*/
static void
sample_2d_array_linear(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_image *img,
const GLfloat texcoord[4],
GLfloat rgba[4])
{
const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
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 a, b;
GLfloat t00[4], t01[4], t10[4], t11[4];
linear_texel_locations(samp->WrapS, img, width, texcoord[0], &i0, &i1, &a);
linear_texel_locations(samp->WrapT, img, height, texcoord[1], &j0, &j1, &b);
array = tex_array_slice(texcoord[2], depth);
if (array < 0 || array >= depth) {
COPY_4V(rgba, samp->BorderColor.f);
}
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)) {
get_border_color(samp, img, t00);
}
else {
swImg->FetchTexel(swImg, i0, j0, array, t00);
}
if (useBorderColor & (I1BIT | J0BIT)) {
get_border_color(samp, img, t10);
}
else {
swImg->FetchTexel(swImg, i1, j0, array, t10);
}
if (useBorderColor & (I0BIT | J1BIT)) {
get_border_color(samp, img, t01);
}
else {
swImg->FetchTexel(swImg, i0, j1, array, t01);
}
if (useBorderColor & (I1BIT | J1BIT)) {
get_border_color(samp, img, t11);
}
else {
swImg->FetchTexel(swImg, i1, j1, array, t11);
}
/* trilinear interpolation of samples */
lerp_rgba_2d(rgba, a, b, t00, t10, t01, t11);
}
}
static void
sample_2d_array_nearest_mipmap_nearest(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
GLuint i;
for (i = 0; i < n; i++) {
GLint level = nearest_mipmap_level(tObj, lambda[i]);
sample_2d_array_nearest(ctx, samp, tObj->Image[0][level], texcoord[i],
rgba[i]);
}
}
static void
sample_2d_array_linear_mipmap_nearest(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat 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, samp, tObj->Image[0][level],
texcoord[i], rgba[i]);
}
}
static void
sample_2d_array_nearest_mipmap_linear(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat 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, samp, tObj->Image[0][tObj->_MaxLevel],
texcoord[i], rgba[i]);
}
else {
GLfloat t0[4], t1[4]; /* texels */
const GLfloat f = FRAC(lambda[i]);
sample_2d_array_nearest(ctx, samp, tObj->Image[0][level ],
texcoord[i], t0);
sample_2d_array_nearest(ctx, samp, tObj->Image[0][level+1],
texcoord[i], t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
}
static void
sample_2d_array_linear_mipmap_linear(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat 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, samp, tObj->Image[0][tObj->_MaxLevel],
texcoord[i], rgba[i]);
}
else {
GLfloat t0[4], t1[4]; /* texels */
const GLfloat f = FRAC(lambda[i]);
sample_2d_array_linear(ctx, samp, tObj->Image[0][level ],
texcoord[i], t0);
sample_2d_array_linear(ctx, samp, tObj->Image[0][level+1],
texcoord[i], t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
}
/** Sample 2D Array texture, nearest filtering for both min/magnification */
static void
sample_nearest_2d_array(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLfloat 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, samp, image, texcoords[i], rgba[i]);
}
}
/** Sample 2D Array texture, linear filtering for both min/magnification */
static void
sample_linear_2d_array(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4],
const GLfloat lambda[], GLfloat 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, samp, image, texcoords[i], rgba[i]);
}
}
/** Sample 2D Array texture, using lambda to choose between min/magnification */
static void
sample_lambda_2d_array(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLfloat rgba[][4])
{
GLuint minStart, minEnd; /* texels with minification */
GLuint magStart, magEnd; /* texels with magnification */
GLuint i;
ASSERT(lambda != NULL);
compute_min_mag_ranges(samp, n, lambda,
&minStart, &minEnd, &magStart, &magEnd);
if (minStart < minEnd) {
/* do the minified texels */
GLuint m = minEnd - minStart;
switch (samp->MinFilter) {
case GL_NEAREST:
for (i = minStart; i < minEnd; i++)
sample_2d_array_nearest(ctx, samp, tObj->Image[0][tObj->BaseLevel],
texcoords[i], rgba[i]);
break;
case GL_LINEAR:
for (i = minStart; i < minEnd; i++)
sample_2d_array_linear(ctx, samp, tObj->Image[0][tObj->BaseLevel],
texcoords[i], rgba[i]);
break;
case GL_NEAREST_MIPMAP_NEAREST:
sample_2d_array_nearest_mipmap_nearest(ctx, samp, tObj, m,
texcoords + minStart,
lambda + minStart,
rgba + minStart);
break;
case GL_LINEAR_MIPMAP_NEAREST:
sample_2d_array_linear_mipmap_nearest(ctx, samp, tObj, m,
texcoords + minStart,
lambda + minStart,
rgba + minStart);
break;
case GL_NEAREST_MIPMAP_LINEAR:
sample_2d_array_nearest_mipmap_linear(ctx, samp, tObj, m,
texcoords + minStart,
lambda + minStart,
rgba + minStart);
break;
case GL_LINEAR_MIPMAP_LINEAR:
sample_2d_array_linear_mipmap_linear(ctx, samp, 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 (samp->MagFilter) {
case GL_NEAREST:
for (i = magStart; i < magEnd; i++)
sample_2d_array_nearest(ctx, samp, tObj->Image[0][tObj->BaseLevel],
texcoords[i], rgba[i]);
break;
case GL_LINEAR:
for (i = magStart; i < magEnd; i++)
sample_2d_array_linear(ctx, samp, 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(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_image *img,
const GLfloat texcoord[4],
GLfloat rgba[4])
{
const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width2; /* without border, power of two */
const GLint height = img->Height;
GLint i;
GLint array;
(void) ctx;
i = nearest_texel_location(samp->WrapS, img, width, texcoord[0]);
array = tex_array_slice(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 */
get_border_color(samp, img, rgba);
}
else {
swImg->FetchTexel(swImg, i, array, 0, rgba);
}
}
/**
* Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter.
*/
static void
sample_1d_array_linear(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_image *img,
const GLfloat texcoord[4],
GLfloat rgba[4])
{
const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width2;
const GLint height = img->Height;
GLint i0, i1;
GLint array;
GLbitfield useBorderColor = 0x0;
GLfloat a;
GLfloat t0[4], t1[4];
linear_texel_locations(samp->WrapS, img, width, texcoord[0], &i0, &i1, &a);
array = tex_array_slice(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)) {
get_border_color(samp, img, t0);
}
else {
swImg->FetchTexel(swImg, i0, array, 0, t0);
}
if (useBorderColor & (I1BIT | K0BIT)) {
get_border_color(samp, img, t1);
}
else {
swImg->FetchTexel(swImg, i1, array, 0, t1);
}
/* bilinear interpolation of samples */
lerp_rgba(rgba, a, t0, t1);
}
static void
sample_1d_array_nearest_mipmap_nearest(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat rgba[][4])
{
GLuint i;
for (i = 0; i < n; i++) {
GLint level = nearest_mipmap_level(tObj, lambda[i]);
sample_1d_array_nearest(ctx, samp, tObj->Image[0][level], texcoord[i],
rgba[i]);
}
}
static void
sample_1d_array_linear_mipmap_nearest(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat 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, samp, tObj->Image[0][level],
texcoord[i], rgba[i]);
}
}
static void
sample_1d_array_nearest_mipmap_linear(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat 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, samp, tObj->Image[0][tObj->_MaxLevel],
texcoord[i], rgba[i]);
}
else {
GLfloat t0[4], t1[4]; /* texels */
const GLfloat f = FRAC(lambda[i]);
sample_1d_array_nearest(ctx, samp, tObj->Image[0][level ], texcoord[i], t0);
sample_1d_array_nearest(ctx, samp, tObj->Image[0][level+1], texcoord[i], t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
}
static void
sample_1d_array_linear_mipmap_linear(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLfloat 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, samp, tObj->Image[0][tObj->_MaxLevel],
texcoord[i], rgba[i]);
}
else {
GLfloat t0[4], t1[4]; /* texels */
const GLfloat f = FRAC(lambda[i]);
sample_1d_array_linear(ctx, samp, tObj->Image[0][level ], texcoord[i], t0);
sample_1d_array_linear(ctx, samp, tObj->Image[0][level+1], texcoord[i], t1);
lerp_rgba(rgba[i], f, t0, t1);
}
}
}
/** Sample 1D Array texture, nearest filtering for both min/magnification */
static void
sample_nearest_1d_array(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLfloat 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, samp, image, texcoords[i], rgba[i]);
}
}
/** Sample 1D Array texture, linear filtering for both min/magnification */
static void
sample_linear_1d_array(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4],
const GLfloat lambda[], GLfloat 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, samp, image, texcoords[i], rgba[i]);
}
}
/** Sample 1D Array texture, using lambda to choose between min/magnification */
static void
sample_lambda_1d_array(struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLfloat rgba[][4])
{
GLuint minStart, minEnd; /* texels with minification */
GLuint magStart, magEnd; /* texels with magnification */
GLuint i;
ASSERT(lambda != NULL);
compute_min_mag_ranges(samp, n, lambda,
&minStart, &minEnd, &magStart, &magEnd);
if (minStart < minEnd) {
/* do the minified texels */
GLuint m = minEnd - minStart;
switch (samp->MinFilter) {
case GL_NEAREST:
for (i = minStart; i < minEnd; i++)
sample_1d_array_nearest(ctx, samp, tObj->Image[0][tObj->BaseLevel],
texcoords[i], rgba[i]);
break;
case GL_LINEAR:
for (i = minStart; i < minEnd; i++)
sample_1d_array_linear(ctx, samp, tObj->Image[0][tObj->BaseLevel],
texcoords[i], rgba[i]);
break;
case GL_NEAREST_MIPMAP_NEAREST:
sample_1d_array_nearest_mipmap_nearest(ctx, samp, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR_MIPMAP_NEAREST:
sample_1d_array_linear_mipmap_nearest(ctx, samp, tObj, m,
texcoords + minStart,
lambda + minStart,
rgba + minStart);
break;
case GL_NEAREST_MIPMAP_LINEAR:
sample_1d_array_nearest_mipmap_linear(ctx, samp, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR_MIPMAP_LINEAR:
sample_1d_array_linear_mipmap_linear(ctx, samp, 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 (samp->MagFilter) {
case GL_NEAREST:
for (i = magStart; i < magEnd; i++)
sample_1d_array_nearest(ctx, samp, tObj->Image[0][tObj->BaseLevel],
texcoords[i], rgba[i]);
break;
case GL_LINEAR:
for (i = magStart; i < magEnd; i++)
sample_1d_array_linear(ctx, samp, tObj->Image[0][tObj->BaseLevel],
texcoords[i], rgba[i]);
break;
default:
_mesa_problem(ctx, "Bad mag filter in sample_1d_array_texture");
return;
}
}
}
/**
* Compare texcoord against depth sample. Return 1.0 or 0.0 value.
*/
static inline GLfloat
shadow_compare(GLenum function, GLfloat coord, GLfloat depthSample)
{
switch (function) {
case GL_LEQUAL:
return (coord <= depthSample) ? 1.0F : 0.0F;
case GL_GEQUAL:
return (coord >= depthSample) ? 1.0F : 0.0F;
case GL_LESS:
return (coord < depthSample) ? 1.0F : 0.0F;
case GL_GREATER:
return (coord > depthSample) ? 1.0F : 0.0F;
case GL_EQUAL:
return (coord == depthSample) ? 1.0F : 0.0F;
case GL_NOTEQUAL:
return (coord != depthSample) ? 1.0F : 0.0F;
case GL_ALWAYS:
return 1.0F;
case GL_NEVER:
return 0.0F;
case GL_NONE:
return depthSample;
default:
_mesa_problem(NULL, "Bad compare func in shadow_compare");
return 0.0F;
}
}
/**
* Compare texcoord against four depth samples.
*/
static inline GLfloat
shadow_compare4(GLenum function, GLfloat coord,
GLfloat depth00, GLfloat depth01,
GLfloat depth10, GLfloat depth11,
GLfloat wi, GLfloat wj)
{
const GLfloat d = 0.25F;
GLfloat luminance = 1.0F;
switch (function) {
case GL_LEQUAL:
if (coord > depth00) luminance -= d;
if (coord > depth01) luminance -= d;
if (coord > depth10) luminance -= d;
if (coord > depth11) luminance -= d;
return luminance;
case GL_GEQUAL:
if (coord < depth00) luminance -= d;
if (coord < depth01) luminance -= d;
if (coord < depth10) luminance -= d;
if (coord < depth11) luminance -= d;
return luminance;
case GL_LESS:
if (coord >= depth00) luminance -= d;
if (coord >= depth01) luminance -= d;
if (coord >= depth10) luminance -= d;
if (coord >= depth11) luminance -= d;
return luminance;
case GL_GREATER:
if (coord <= depth00) luminance -= d;
if (coord <= depth01) luminance -= d;
if (coord <= depth10) luminance -= d;
if (coord <= depth11) luminance -= d;
return luminance;
case GL_EQUAL:
if (coord != depth00) luminance -= d;
if (coord != depth01) luminance -= d;
if (coord != depth10) luminance -= d;
if (coord != depth11) luminance -= d;
return luminance;
case GL_NOTEQUAL:
if (coord == depth00) luminance -= d;
if (coord == depth01) luminance -= d;
if (coord == depth10) luminance -= d;
if (coord == depth11) luminance -= d;
return luminance;
case GL_ALWAYS:
return 1.0F;
case GL_NEVER:
return 0.0F;
case GL_NONE:
/* ordinary bilinear filtering */
return lerp_2d(wi, wj, depth00, depth10, depth01, depth11);
default:
_mesa_problem(NULL, "Bad compare func in sample_compare4");
return 0.0F;
}
}
/**
* Choose the mipmap level to use when sampling from a depth texture.
*/
static int
choose_depth_texture_level(const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLfloat lambda)
{
GLint level;
if (samp->MinFilter == GL_NEAREST || samp->MinFilter == GL_LINEAR) {
/* no mipmapping - use base level */
level = tObj->BaseLevel;
}
else {
/* choose mipmap level */
lambda = CLAMP(lambda, samp->MinLod, samp->MaxLod);
level = (GLint) lambda;
level = CLAMP(level, tObj->BaseLevel, tObj->_MaxLevel);
}
return level;
}
/**
* Sample a shadow/depth texture. This function is incomplete. It doesn't
* check for minification vs. magnification, etc.
*/
static void
sample_depth_texture( struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLfloat texel[][4] )
{
const GLint level = choose_depth_texture_level(samp, tObj, lambda[0]);
const struct gl_texture_image *img = tObj->Image[0][level];
const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
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;
GLenum function;
GLfloat result;
ASSERT(img->_BaseFormat == GL_DEPTH_COMPONENT ||
img->_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 ||
tObj->Target == GL_TEXTURE_CUBE_MAP);
/* XXXX if samp->MinFilter != samp->MagFilter, we're ignoring lambda */
function = (samp->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) ?
samp->CompareFunc : GL_NONE;
if (samp->MagFilter == GL_NEAREST) {
GLuint i;
for (i = 0; i < n; i++) {
GLfloat depthSample, depthRef;
GLint col, row, slice;
nearest_texcoord(samp, tObj, level, texcoords[i], &col, &row, &slice);
if (col >= 0 && row >= 0 && col < width && row < height &&
slice >= 0 && slice < depth) {
swImg->FetchTexel(swImg, col, row, slice, &depthSample);
}
else {
depthSample = samp->BorderColor.f[0];
}
depthRef = CLAMP(texcoords[i][compare_coord], 0.0F, 1.0F);
result = shadow_compare(function, depthRef, depthSample);
apply_depth_mode(tObj->DepthMode, result, texel[i]);
}
}
else {
GLuint i;
ASSERT(samp->MagFilter == GL_LINEAR);
for (i = 0; i < n; i++) {
GLfloat depth00, depth01, depth10, depth11, depthRef;
GLint i0, i1, j0, j1;
GLint slice;
GLfloat wi, wj;
GLuint useBorderTexel;
linear_texcoord(samp, tObj, level, texcoords[i], &i0, &i1, &j0, &j1, &slice,
&wi, &wj);
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 = samp->BorderColor.f[0];
depth01 = samp->BorderColor.f[0];
depth10 = samp->BorderColor.f[0];
depth11 = samp->BorderColor.f[0];
}
else {
/* get four depth samples from the texture */
if (useBorderTexel & (I0BIT | J0BIT)) {
depth00 = samp->BorderColor.f[0];
}
else {
swImg->FetchTexel(swImg, i0, j0, slice, &depth00);
}
if (useBorderTexel & (I1BIT | J0BIT)) {
depth10 = samp->BorderColor.f[0];
}
else {
swImg->FetchTexel(swImg, i1, j0, slice, &depth10);
}
if (tObj->Target != GL_TEXTURE_1D_ARRAY_EXT) {
if (useBorderTexel & (I0BIT | J1BIT)) {
depth01 = samp->BorderColor.f[0];
}
else {
swImg->FetchTexel(swImg, i0, j1, slice, &depth01);
}
if (useBorderTexel & (I1BIT | J1BIT)) {
depth11 = samp->BorderColor.f[0];
}
else {
swImg->FetchTexel(swImg, i1, j1, slice, &depth11);
}
}
else {
depth01 = depth00;
depth11 = depth10;
}
}
depthRef = CLAMP(texcoords[i][compare_coord], 0.0F, 1.0F);
result = shadow_compare4(function, depthRef,
depth00, depth01, depth10, depth11,
wi, wj);
apply_depth_mode(tObj->DepthMode, result, texel[i]);
} /* for */
} /* if filter */
}
/**
* 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( struct gl_context *ctx,
const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat texcoords[][4], const GLfloat lambda[],
GLfloat rgba[][4])
{
GLuint i;
(void) ctx;
(void) tObj;
(void) texcoords;
(void) lambda;
(void) samp;
for (i = 0; i < n; i++) {
rgba[i][RCOMP] = 0;
rgba[i][GCOMP] = 0;
rgba[i][BCOMP] = 0;
rgba[i][ACOMP] = 1.0;
}
}
/**
* Choose the texture sampling function for the given texture object.
*/
texture_sample_func
_swrast_choose_texture_sample_func( struct gl_context *ctx,
const struct gl_texture_object *t,
const struct gl_sampler_object *sampler)
{
if (!t || !_mesa_is_texture_complete(t, sampler)) {
return &null_sample_func;
}
else {
const GLboolean needLambda =
(GLboolean) (sampler->MinFilter != sampler->MagFilter);
switch (t->Target) {
case GL_TEXTURE_1D:
if (is_depth_texture(t)) {
return &sample_depth_texture;
}
else if (needLambda) {
return &sample_lambda_1d;
}
else if (sampler->MinFilter == GL_LINEAR) {
return &sample_linear_1d;
}
else {
ASSERT(sampler->MinFilter == GL_NEAREST);
return &sample_nearest_1d;
}
case GL_TEXTURE_2D:
if (is_depth_texture(t)) {
return &sample_depth_texture;
}
else if (needLambda) {
/* Anisotropic filtering extension. Activated only if mipmaps are used */
if (sampler->MaxAnisotropy > 1.0 &&
sampler->MinFilter == GL_LINEAR_MIPMAP_LINEAR) {
return &sample_lambda_2d_aniso;
}
return &sample_lambda_2d;
}
else if (sampler->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];
const struct swrast_texture_image *swImg =
swrast_texture_image_const(img);
texture_sample_func func;
ASSERT(sampler->MinFilter == GL_NEAREST);
func = &sample_nearest_2d;
if (sampler->WrapS == GL_REPEAT &&
sampler->WrapT == GL_REPEAT &&
swImg->_IsPowerOfTwo &&
img->Border == 0) {
if (img->TexFormat == MESA_FORMAT_RGB888)
func = &opt_sample_rgb_2d;
else if (img->TexFormat == MESA_FORMAT_RGBA8888)
func = &opt_sample_rgba_2d;
}
return func;
}
case GL_TEXTURE_3D:
if (needLambda) {
return &sample_lambda_3d;
}
else if (sampler->MinFilter == GL_LINEAR) {
return &sample_linear_3d;
}
else {
ASSERT(sampler->MinFilter == GL_NEAREST);
return &sample_nearest_3d;
}
case GL_TEXTURE_CUBE_MAP:
if (needLambda) {
return &sample_lambda_cube;
}
else if (sampler->MinFilter == GL_LINEAR) {
return &sample_linear_cube;
}
else {
ASSERT(sampler->MinFilter == GL_NEAREST);
return &sample_nearest_cube;
}
case GL_TEXTURE_RECTANGLE_NV:
if (is_depth_texture(t)) {
return &sample_depth_texture;
}
else if (needLambda) {
return &sample_lambda_rect;
}
else if (sampler->MinFilter == GL_LINEAR) {
return &sample_linear_rect;
}
else {
ASSERT(sampler->MinFilter == GL_NEAREST);
return &sample_nearest_rect;
}
case GL_TEXTURE_1D_ARRAY_EXT:
if (is_depth_texture(t)) {
return &sample_depth_texture;
}
else if (needLambda) {
return &sample_lambda_1d_array;
}
else if (sampler->MinFilter == GL_LINEAR) {
return &sample_linear_1d_array;
}
else {
ASSERT(sampler->MinFilter == GL_NEAREST);
return &sample_nearest_1d_array;
}
case GL_TEXTURE_2D_ARRAY_EXT:
if (is_depth_texture(t)) {
return &sample_depth_texture;
}
else if (needLambda) {
return &sample_lambda_2d_array;
}
else if (sampler->MinFilter == GL_LINEAR) {
return &sample_linear_2d_array;
}
else {
ASSERT(sampler->MinFilter == GL_NEAREST);
return &sample_nearest_2d_array;
}
default:
_mesa_problem(ctx,
"invalid target in _swrast_choose_texture_sample_func");
return &null_sample_func;
}
}
}