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/**
**
** Copyright 2010, The Android Open Source Project
**
** Licensed under the Apache License, Version 2.0 (the "License");
** you may not use this file except in compliance with the License.
** You may obtain a copy of the License at
**
** http://www.apache.org/licenses/LICENSE-2.0
**
** Unless required by applicable law or agreed to in writing, software
** distributed under the License is distributed on an "AS IS" BASIS,
** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
** See the License for the specific language governing permissions and
** limitations under the License.
*/
#include "texture.h"
#include <assert.h>
#include <string.h>
#include <math.h>
#include "pixelflinger2.h"
#if USE_LLVM_EXECUTIONENGINE
#include <llvm/Module.h>
#include <llvm/ExecutionEngine/JIT.h>
#include <llvm/DerivedTypes.h>
#endif
#if !USE_LLVM_TEXTURE_SAMPLER
const struct GGLContext * textureGGLContext;
union Pixel { unsigned char channels[4]; unsigned int val; };
static inline void PixelRGBAToVector4 (const Pixel *pixel, Vector4 * color) __attribute__((always_inline));
static inline void PixelRGBAToVector4 (const Pixel *pixel, Vector4 * color)
{
#if defined(__ARM_HAVE_NEON) && USE_NEON
int32x4_t c;
c = vsetq_lane_s32(pixel->channels[0], c, 0);
c = vsetq_lane_s32(pixel->channels[1], c, 1);
c = vsetq_lane_s32(pixel->channels[2], c, 2);
c = vsetq_lane_s32(pixel->channels[3], c, 3);
color->f4 = vcvtq_f32_s32(c);
color->f4 = vmulq_n_f32(color->f4, 1 / 255.0f);
#else
color->r = (float)pixel->channels[0] / 255;
color->g = (float)pixel->channels[1] / 255;
color->b = (float)pixel->channels[2] / 255;
color->a = (float)pixel->channels[3] / 255;
#endif
}
static inline void RGBAToVector4(const unsigned int rgba, Vector4 * color)
{
PixelRGBAToVector4((const Pixel *)&rgba, color);
}
static inline void Lerp(Vec4<int> * a, Vec4<int> * b, int x, Vec4<int> * d)
{
for (unsigned i = 0; i < 4; i++)
{
int r = b->i[i] - a->i[i], s = a->i[i];
d->i[i] = (r * x >> 16) + s;
}
}
static inline void ToIntVec(Vec4<int> * a)
{
a->u[3] = a->u[0] >> 24;
a->u[2] = (a->u[0] >> 16) & 0xff;
a->u[1] = (a->u[0] >> 8) & 0xff;
a->u[0] &= 0xff;
}
template<GGLPixelFormat format>
static void PointSample(unsigned sample[4], const unsigned * data, const unsigned index)
{
if (GGL_PIXEL_FORMAT_RGBA_8888 == format)
*sample = *(data + index);
else if (GGL_PIXEL_FORMAT_RGBX_8888 == format)
{
*sample = *(data + index);
*sample |= 0xff000000;
}
else if (GGL_PIXEL_FORMAT_RGB_565 == format)
{
sample[0] = *((const unsigned short *)data + index);
sample[1] = (sample[0] & 0x7e0) << 5;
sample[2] = (sample[0] & 0xf800) << 8;
sample[0] = (sample[0] & 0x1f) << 3;
sample[0] |= sample[0] >> 5;
sample[1] = (sample[1] | (sample[1] >> 6)) & 0xff00;
sample[2] = (sample[2] | (sample[2] >> 5)) & 0xff0000;
sample[0] |= sample[1];
sample[0] |= sample[2];
sample[0] |= 0xff000000;
}
else if (GGL_PIXEL_FORMAT_UNKNOWN == format)
sample[0] = 0xff00ffff;
else
assert(0);
}
static unsigned texcoordWrap(const unsigned wrap, float r, const unsigned size,
unsigned * lerp)
{
const unsigned shift = 16;
unsigned odd = 0;
int tc;
tc = r * (1 << shift);
odd = tc & (1 << shift);
if (0 == wrap || 2 == wrap) // REPEAT or MIRRORED
tc &= (1 << shift) - 1; // only take mantissa
tc *= size - 1;
// TODO DXL linear filtering needs to be fixed for texcoord outside of [0,1]
*lerp = tc & ((1 << shift) - 1);
tc >>= shift;
if (0 == wrap) // GL_REPEAT
{ }
else if (1 == wrap) // GL_CLAMP_TO_EDGE
tc = MIN2(size - 1, MAX2(0, tc));
else if (2 == wrap)
tc = odd ? size - 1 - tc : tc;
else
assert(0);
return tc;
}
template<GGLPixelFormat format, ChannelType output, unsigned minMag, unsigned wrapS, unsigned wrapT>
static void tex2d(unsigned sample[4], const float tex_coord[4], const unsigned sampler)
{
const unsigned * data = (const unsigned *)textureGGLContext->textureState.textureData[sampler];
const unsigned width = textureGGLContext->textureState.textureDimensions[sampler * 2];
const unsigned height = textureGGLContext->textureState.textureDimensions[sampler * 2 + 1];
unsigned xLerp = 0, yLerp = 0;
const unsigned x0 = texcoordWrap(wrapS, tex_coord[0], width, &xLerp);
const unsigned y0 = texcoordWrap(wrapT, tex_coord[1], height, &yLerp);
if (0 == minMag)
{
PointSample<format>(sample, data, y0 * width + x0);
sample[1] = (sample[0] & 0xff00) >> 8;
sample[2] = (sample[0] & 0xff0000) >> 16;
sample[3] = (sample[0] & 0xff000000) >> 24;
sample[0] &= 0xff;
}
else if (1 == minMag)
{
const unsigned x1 = MIN2(width - 1, x0 + 1), y1 = MIN2(height - 1, y0 + 1);
Vec4<int> samples[4] = {0};
PointSample<format>((unsigned *)(samples + 0), data, y0 * width + x0);
ToIntVec(samples + 0);
PointSample<format>((unsigned *)(samples + 1), data, y0 * width + x1);
ToIntVec(samples + 1);
PointSample<format>((unsigned *)(samples + 2), data, y1 * width + x1);
ToIntVec(samples + 2);
PointSample<format>((unsigned *)(samples + 3), data, y1 * width + x0);
ToIntVec(samples + 3);
Lerp(samples + 0, samples + 1, xLerp, samples + 0);
Lerp(samples + 3, samples + 2, xLerp, samples + 3);
Lerp(samples + 0, samples + 3, yLerp, (Vec4<int> *)sample);
}
else
assert(0);
if (Fixed0 == output) // i32 non vector
sample[0] = (sample[3] << 24) | (sample[2] << 16) | (sample[1] << 8) | sample[0];
else if (Fixed8 == output) // 4 x i32
; // do nothing
else if (Fixed16 == output) // 4 x i32
{
sample[0] <<= 8; sample[1] <<= 8; sample[2] <<= 8; sample[3] <<= 8;
}
else if (Float == output) // 4 x float
{
float * fsample = (float *)sample;
fsample[0] = sample[0] / 255.0f; fsample[1] = sample[1] / 255.0f;
fsample[2] = sample[2] / 255.0f; fsample[3] = sample[3] / 255.0f;
}
}
template<GGLPixelFormat format, ChannelType output, unsigned minMag, unsigned wrapS, unsigned wrapT>
void texcube(unsigned sample[4], const float tex_coord[4], const unsigned sampler)
{
float mx = fabs(tex_coord[0]), my = fabs(tex_coord[1]), mz = fabs(tex_coord[2]);
float s = 0, t = 0, ma = 0;
unsigned face = 0;
if (mx > my && mx > mz)
{
if (tex_coord[0] >= 0)
{
s = -tex_coord[2];
t = -tex_coord[1];
face = 0;
}
else
{
s = tex_coord[2];
t = -tex_coord[1];
face = 1;
}
ma = mx;
}
else if (my > mx && my > mz)
{
if (tex_coord[1] >= 0)
{
s = tex_coord[0];
t = tex_coord[2];
face = 2;
}
else
{
s = tex_coord[0];
t = -tex_coord[2];
face = 3;
}
ma = my;
}
else
{
if (tex_coord[2] >= 0)
{
s = tex_coord[0];
t = -tex_coord[1];
face = 4;
}
else
{
s = -tex_coord[0];
t = -tex_coord[2];
face = 5;
}
ma = mz;
}
s = (s / ma + 1) * 0.5f;
t = (t / ma + 1) * 0.5f;
const unsigned * data = (const unsigned *)textureGGLContext->textureState.textureData[sampler];
const unsigned width = textureGGLContext->textureState.textureDimensions[sampler * 2];
const unsigned height = textureGGLContext->textureState.textureDimensions[sampler * 2 + 1];
unsigned xLerp = 0, yLerp = 0;
const unsigned x0 = texcoordWrap(wrapS, s, width, &xLerp);
const unsigned y0 = texcoordWrap(wrapT, t, height, &yLerp);
if (0 == minMag)
{
PointSample<format>(sample, data, y0 * width + x0);
sample[1] = (sample[0] & 0xff00) >> 8;
sample[2] = (sample[0] & 0xff0000) >> 16;
sample[3] = (sample[0] & 0xff000000) >> 24;
sample[0] &= 0xff;
}
else if (1 == minMag)
{
const unsigned x1 = MIN2(width - 1, x0 + 1), y1 = MIN2(height - 1, y0 + 1);
Vec4<int> samples[4] = {0};
PointSample<format>((unsigned *)(samples + 0), data, face * width * height + y0 * width + x0);
ToIntVec(samples + 0);
PointSample<format>((unsigned *)(samples + 1), data, face * width * height + y0 * width + x1);
ToIntVec(samples + 1);
PointSample<format>((unsigned *)(samples + 2), data, face * width * height + y1 * width + x1);
ToIntVec(samples + 2);
PointSample<format>((unsigned *)(samples + 3), data, face * width * height + y1 * width + x0);
ToIntVec(samples + 3);
Lerp(samples + 0, samples + 1, xLerp, samples + 0);
Lerp(samples + 3, samples + 2, xLerp, samples + 3);
Lerp(samples + 0, samples + 3, yLerp, (Vec4<int> *)sample);
}
else
assert(0);
if (Fixed0 == output) // i32 non vector
sample[0] = (sample[3] << 24) | (sample[2] << 16) | (sample[1] << 8) | sample[0];
else if (Fixed8 == output) // 4 x i32
; // do nothing
else if (Fixed16 == output) // 4 x i32
{
sample[0] <<= 8; sample[1] <<= 8; sample[2] <<= 8; sample[3] <<= 8;
}
else if (Float == output) // 4 x float
{
float * fsample = (float *)sample;
fsample[0] = sample[0] / 255.0f; fsample[1] = sample[1] / 255.0f;
fsample[2] = sample[2] / 255.0f; fsample[3] = sample[3] / 255.0f;
}
}
#define TEXTURE_FUNCTION_ENTRY(target,format,output,filter,wrapS,wrapT) \
{ #target"_"#format"_"#output"_"#filter"_"#wrapS"_"#wrapT, \
target<GGL_PIXEL_FORMAT_##format, output, filter, wrapS, wrapT> },
#define TEXTURE_FUNCTION_ENTRY_WRAPT(target,format,output,minMag,wrapS) \
TEXTURE_FUNCTION_ENTRY(target,format,output,minMag,wrapS,0) \
TEXTURE_FUNCTION_ENTRY(target,format,output,minMag,wrapS,1) \
TEXTURE_FUNCTION_ENTRY(target,format,output,minMag,wrapS,2)
#define TEXTURE_FUNCTION_ENTRY_WRAPS(target,format,output,minMag) \
TEXTURE_FUNCTION_ENTRY_WRAPT(target,format,output,minMag,0) \
TEXTURE_FUNCTION_ENTRY_WRAPT(target,format,output,minMag,1) \
TEXTURE_FUNCTION_ENTRY_WRAPT(target,format,output,minMag,2)
#define TEXTURE_FUNCTION_ENTRY_FILTER(target,format,output) \
TEXTURE_FUNCTION_ENTRY_WRAPS(target,format,output,0) \
TEXTURE_FUNCTION_ENTRY_WRAPS(target,format,output,1)
#define TEXTURE_FUNCTION_ENTRY_OUTPUT(target,format) \
TEXTURE_FUNCTION_ENTRY_FILTER(target,format,Float) \
TEXTURE_FUNCTION_ENTRY_FILTER(target,format,Fixed16) \
TEXTURE_FUNCTION_ENTRY_FILTER(target,format,Fixed8) \
TEXTURE_FUNCTION_ENTRY_FILTER(target,format,Fixed0)
#define TEXTURE_FUNCTION_ENTRY_FORMAT(target) \
TEXTURE_FUNCTION_ENTRY_OUTPUT(target,RGBA_8888) \
TEXTURE_FUNCTION_ENTRY_OUTPUT(target,RGBX_8888) \
TEXTURE_FUNCTION_ENTRY_OUTPUT(target,RGB_565) \
TEXTURE_FUNCTION_ENTRY_OUTPUT(target,UNKNOWN)
#define TEXTURE_FUNCTION_ENTRIES \
TEXTURE_FUNCTION_ENTRY_FORMAT(tex2d) \
TEXTURE_FUNCTION_ENTRY_FORMAT(texcube)
static struct TextureFunctionMapping
{
const char * name;
void (* function)(unsigned sample[4], const float tex_coord[4], const unsigned int tex_id);
} textureFunctionMapping [] = { TEXTURE_FUNCTION_ENTRIES };
#undef TEXTURE_FUNCTION_ENTRY
#endif //#if !USE_LLVM_TEXTURE_SAMPLER
#if USE_LLVM_EXECUTIONENGINE && !USE_LLVM_TEXTURE_SAMPLER
void DeclareTextureFunctions(llvm::Module * mod)
{
llvm::LLVMContext & llvm_ctx = mod->getContext();
std::vector<const llvm::Type*> funcArgs;
llvm::VectorType *vectorType = llvm::VectorType::get(llvm::Type::getFloatTy(llvm_ctx), 4);
llvm::PointerType * vectorPtr = llvm::PointerType::get(vectorType, 0);
funcArgs.push_back(vectorPtr);
funcArgs.push_back(vectorPtr);
funcArgs.push_back(llvm::Type::getInt32Ty(llvm_ctx));
// void function(float[4], const float[4], unsigned)
llvm::FunctionType *functionType = llvm::FunctionType::get(llvm::Type::getVoidTy(llvm_ctx),
funcArgs,
false);
for (unsigned i = 0; i < sizeof(textureFunctionMapping) / sizeof(*textureFunctionMapping); i++)
{
llvm::Function * func = llvm::cast<llvm::Function>(
mod->getOrInsertFunction(textureFunctionMapping[i].name, functionType));
func->setLinkage(llvm::GlobalValue::ExternalLinkage);
func->setCallingConv(llvm::CallingConv::C);
}
}
void AddTextureFunctionMappings(llvm::Module * mod, llvm::ExecutionEngine * ee)
{
if (mod->getFunction("tex2d_soa"))
assert(0);//ee->addGlobalMapping(func, (void *)tex2d_soa);
for (unsigned i = 0; i < sizeof(textureFunctionMapping) / sizeof(*textureFunctionMapping); i++)
{
llvm::Function * function = mod->getFunction(textureFunctionMapping[i].name);
if (function)
ee->updateGlobalMapping(function, (void *)textureFunctionMapping[i].function);
}
}
#endif // #if USE_LLVM_EXECUTIONENGINE && !USE_LLVM_TEXTURE_SAMPLER
static void SetSampler(GGLInterface * iface, const unsigned sampler, GGLTexture * texture)
{
assert(GGL_MAXCOMBINEDTEXTUREIMAGEUNITS > sampler);
GGL_GET_CONTEXT(ctx, iface);
if (!texture)
SetShaderVerifyFunctions(iface);
else if (ctx->state.textureState.textures[sampler].format != texture->format)
SetShaderVerifyFunctions(iface);
else if (ctx->state.textureState.textures[sampler].wrapS != texture->wrapS)
SetShaderVerifyFunctions(iface);
else if (ctx->state.textureState.textures[sampler].wrapT != texture->wrapT)
SetShaderVerifyFunctions(iface);
else if (ctx->state.textureState.textures[sampler].minFilter != texture->minFilter)
SetShaderVerifyFunctions(iface);
else if (ctx->state.textureState.textures[sampler].magFilter != texture->magFilter)
SetShaderVerifyFunctions(iface);
if (texture)
{
ctx->state.textureState.textures[sampler] = *texture; // shallow copy, data pointed to must remain valid
//ctx->state.textureState.textureData[sampler] = texture->levels[0];
ctx->state.textureState.textureData[sampler] = texture->levels;
ctx->state.textureState.textureDimensions[sampler * 2] = texture->width;
ctx->state.textureState.textureDimensions[sampler * 2 + 1] = texture->height;
}
else
{
memset(ctx->state.textureState.textures + sampler, 0, sizeof(ctx->state.textureState.textures[sampler]));
ctx->state.textureState.textureData[sampler] = NULL;
ctx->state.textureState.textureDimensions[sampler * 2] = 0;
ctx->state.textureState.textureDimensions[sampler * 2 + 1] = 0;
}
}
void InitializeTextureFunctions(GGLInterface * iface)
{
iface->SetSampler = SetSampler;
}