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/**************************************************************************
*
* Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
* 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, sub license, 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 (including the
* next paragraph) 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 NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS 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 <math.h>
#include "pipe/p_compiler.h"
#include "spu_main.h"
#include "spu_texture.h"
#include "spu_tile.h"
#include "spu_colorpack.h"
#include "spu_dcache.h"
/**
* Mark all tex cache entries as invalid.
*/
void
invalidate_tex_cache(void)
{
uint lvl;
for (lvl = 0; lvl < CELL_MAX_TEXTURE_LEVELS; lvl++) {
uint unit = 0;
uint bytes = 4 * spu.texture[unit].level[lvl].width
* spu.texture[unit].level[lvl].height;
if (spu.texture[unit].target == PIPE_TEXTURE_CUBE)
bytes *= 6;
else if (spu.texture[unit].target == PIPE_TEXTURE_3D)
bytes *= spu.texture[unit].level[lvl].depth;
spu_dcache_mark_dirty((unsigned) spu.texture[unit].level[lvl].start, bytes);
}
}
/**
* Get four texels from locations (x[0], y[0]), (x[1], y[1]) ...
*
* NOTE: in the typical case of bilinear filtering, the four texels
* are in a 2x2 group so we could get by with just two dcache fetches
* (two side-by-side texels per fetch). But when bilinear filtering
* wraps around a texture edge, we'll probably need code like we have
* now.
* FURTHERMORE: since we're rasterizing a quad of 2x2 pixels at a time,
* it's quite likely that the four pixels in a quad will need some of the
* same texels. So look into doing texture fetches for four pixels at
* a time.
*/
static void
get_four_texels(const struct spu_texture_level *tlevel, uint face,
vec_int4 x, vec_int4 y,
vec_uint4 *texels)
{
unsigned texture_ea = (uintptr_t) tlevel->start;
const vec_int4 tile_x = spu_rlmask(x, -5); /* tile_x = x / 32 */
const vec_int4 tile_y = spu_rlmask(y, -5); /* tile_y = y / 32 */
const qword offset_x = si_andi((qword) x, 0x1f); /* offset_x = x & 0x1f */
const qword offset_y = si_andi((qword) y, 0x1f); /* offset_y = y & 0x1f */
const qword tiles_per_row = (qword) spu_splats(tlevel->tiles_per_row);
const qword tile_size = (qword) spu_splats((unsigned) sizeof(tile_t));
qword tile_offset = si_mpya((qword) tile_y, tiles_per_row, (qword) tile_x);
tile_offset = si_mpy((qword) tile_offset, tile_size);
qword texel_offset = si_a(si_mpyui(offset_y, 32), offset_x);
texel_offset = si_mpyui(texel_offset, 4);
vec_uint4 offset = (vec_uint4) si_a(tile_offset, texel_offset);
texture_ea = texture_ea + face * tlevel->bytes_per_image;
spu_dcache_fetch_unaligned((qword *) & texels[0],
texture_ea + spu_extract(offset, 0), 4);
spu_dcache_fetch_unaligned((qword *) & texels[1],
texture_ea + spu_extract(offset, 1), 4);
spu_dcache_fetch_unaligned((qword *) & texels[2],
texture_ea + spu_extract(offset, 2), 4);
spu_dcache_fetch_unaligned((qword *) & texels[3],
texture_ea + spu_extract(offset, 3), 4);
}
/** clamp vec to [0, max] */
static INLINE vector signed int
spu_clamp(vector signed int vec, vector signed int max)
{
static const vector signed int zero = {0,0,0,0};
vector unsigned int c;
c = spu_cmpgt(vec, zero); /* c = vec > zero ? ~0 : 0 */
vec = spu_sel(zero, vec, c);
c = spu_cmpgt(vec, max); /* c = vec > max ? ~0 : 0 */
vec = spu_sel(vec, max, c);
return vec;
}
/**
* Do nearest texture sampling for four pixels.
* \param colors returned colors in SOA format (rrrr, gggg, bbbb, aaaa).
*/
void
sample_texture_2d_nearest(vector float s, vector float t,
uint unit, uint level, uint face,
vector float colors[4])
{
const struct spu_texture_level *tlevel = &spu.texture[unit].level[level];
vector float ss = spu_mul(s, tlevel->scale_s);
vector float tt = spu_mul(t, tlevel->scale_t);
vector signed int is = spu_convts(ss, 0);
vector signed int it = spu_convts(tt, 0);
vec_uint4 texels[4];
/* PIPE_TEX_WRAP_REPEAT */
is = spu_and(is, tlevel->mask_s);
it = spu_and(it, tlevel->mask_t);
/* PIPE_TEX_WRAP_CLAMP */
is = spu_clamp(is, tlevel->max_s);
it = spu_clamp(it, tlevel->max_t);
get_four_texels(tlevel, face, is, it, texels);
/* convert four packed ARGBA pixels to float RRRR,GGGG,BBBB,AAAA */
spu_unpack_A8R8G8B8_transpose4(texels, colors);
}
/**
* Do bilinear texture sampling for four pixels.
* \param colors returned colors in SOA format (rrrr, gggg, bbbb, aaaa).
*/
void
sample_texture_2d_bilinear(vector float s, vector float t,
uint unit, uint level, uint face,
vector float colors[4])
{
const struct spu_texture_level *tlevel = &spu.texture[unit].level[level];
static const vector float half = {-0.5f, -0.5f, -0.5f, -0.5f};
vector float ss = spu_madd(s, tlevel->scale_s, half);
vector float tt = spu_madd(t, tlevel->scale_t, half);
vector signed int is0 = spu_convts(ss, 0);
vector signed int it0 = spu_convts(tt, 0);
/* is + 1, it + 1 */
vector signed int is1 = spu_add(is0, 1);
vector signed int it1 = spu_add(it0, 1);
/* PIPE_TEX_WRAP_REPEAT */
is0 = spu_and(is0, tlevel->mask_s);
it0 = spu_and(it0, tlevel->mask_t);
is1 = spu_and(is1, tlevel->mask_s);
it1 = spu_and(it1, tlevel->mask_t);
/* PIPE_TEX_WRAP_CLAMP */
is0 = spu_clamp(is0, tlevel->max_s);
it0 = spu_clamp(it0, tlevel->max_t);
is1 = spu_clamp(is1, tlevel->max_s);
it1 = spu_clamp(it1, tlevel->max_t);
/* get packed int texels */
vector unsigned int texels[16];
get_four_texels(tlevel, face, is0, it0, texels + 0); /* upper-left */
get_four_texels(tlevel, face, is1, it0, texels + 4); /* upper-right */
get_four_texels(tlevel, face, is0, it1, texels + 8); /* lower-left */
get_four_texels(tlevel, face, is1, it1, texels + 12); /* lower-right */
/* convert packed int texels to float colors */
vector float ftexels[16];
spu_unpack_A8R8G8B8_transpose4(texels + 0, ftexels + 0);
spu_unpack_A8R8G8B8_transpose4(texels + 4, ftexels + 4);
spu_unpack_A8R8G8B8_transpose4(texels + 8, ftexels + 8);
spu_unpack_A8R8G8B8_transpose4(texels + 12, ftexels + 12);
/* Compute weighting factors in [0,1]
* Multiply texcoord by 1024, AND with 1023, convert back to float.
*/
vector float ss1024 = spu_mul(ss, spu_splats(1024.0f));
vector signed int iss1024 = spu_convts(ss1024, 0);
iss1024 = spu_and(iss1024, 1023);
vector float sWeights0 = spu_convtf(iss1024, 10);
vector float tt1024 = spu_mul(tt, spu_splats(1024.0f));
vector signed int itt1024 = spu_convts(tt1024, 0);
itt1024 = spu_and(itt1024, 1023);
vector float tWeights0 = spu_convtf(itt1024, 10);
/* 1 - sWeight and 1 - tWeight */
vector float sWeights1 = spu_sub(spu_splats(1.0f), sWeights0);
vector float tWeights1 = spu_sub(spu_splats(1.0f), tWeights0);
/* reds, for four pixels */
ftexels[ 0] = spu_mul(ftexels[ 0], spu_mul(sWeights1, tWeights1)); /*ul*/
ftexels[ 4] = spu_mul(ftexels[ 4], spu_mul(sWeights0, tWeights1)); /*ur*/
ftexels[ 8] = spu_mul(ftexels[ 8], spu_mul(sWeights1, tWeights0)); /*ll*/
ftexels[12] = spu_mul(ftexels[12], spu_mul(sWeights0, tWeights0)); /*lr*/
colors[0] = spu_add(spu_add(ftexels[0], ftexels[4]),
spu_add(ftexels[8], ftexels[12]));
/* greens, for four pixels */
ftexels[ 1] = spu_mul(ftexels[ 1], spu_mul(sWeights1, tWeights1)); /*ul*/
ftexels[ 5] = spu_mul(ftexels[ 5], spu_mul(sWeights0, tWeights1)); /*ur*/
ftexels[ 9] = spu_mul(ftexels[ 9], spu_mul(sWeights1, tWeights0)); /*ll*/
ftexels[13] = spu_mul(ftexels[13], spu_mul(sWeights0, tWeights0)); /*lr*/
colors[1] = spu_add(spu_add(ftexels[1], ftexels[5]),
spu_add(ftexels[9], ftexels[13]));
/* blues, for four pixels */
ftexels[ 2] = spu_mul(ftexels[ 2], spu_mul(sWeights1, tWeights1)); /*ul*/
ftexels[ 6] = spu_mul(ftexels[ 6], spu_mul(sWeights0, tWeights1)); /*ur*/
ftexels[10] = spu_mul(ftexels[10], spu_mul(sWeights1, tWeights0)); /*ll*/
ftexels[14] = spu_mul(ftexels[14], spu_mul(sWeights0, tWeights0)); /*lr*/
colors[2] = spu_add(spu_add(ftexels[2], ftexels[6]),
spu_add(ftexels[10], ftexels[14]));
/* alphas, for four pixels */
ftexels[ 3] = spu_mul(ftexels[ 3], spu_mul(sWeights1, tWeights1)); /*ul*/
ftexels[ 7] = spu_mul(ftexels[ 7], spu_mul(sWeights0, tWeights1)); /*ur*/
ftexels[11] = spu_mul(ftexels[11], spu_mul(sWeights1, tWeights0)); /*ll*/
ftexels[15] = spu_mul(ftexels[15], spu_mul(sWeights0, tWeights0)); /*lr*/
colors[3] = spu_add(spu_add(ftexels[3], ftexels[7]),
spu_add(ftexels[11], ftexels[15]));
}
/**
* Adapted from /opt/cell/sdk/usr/spu/include/transpose_matrix4x4.h
*/
static INLINE void
transpose(vector unsigned int *mOut0,
vector unsigned int *mOut1,
vector unsigned int *mOut2,
vector unsigned int *mOut3,
vector unsigned int *mIn)
{
vector unsigned int abcd, efgh, ijkl, mnop; /* input vectors */
vector unsigned int aeim, bfjn, cgko, dhlp; /* output vectors */
vector unsigned int aibj, ckdl, emfn, gohp; /* intermediate vectors */
vector unsigned char shufflehi = ((vector unsigned char) {
0x00, 0x01, 0x02, 0x03,
0x10, 0x11, 0x12, 0x13,
0x04, 0x05, 0x06, 0x07,
0x14, 0x15, 0x16, 0x17});
vector unsigned char shufflelo = ((vector unsigned char) {
0x08, 0x09, 0x0A, 0x0B,
0x18, 0x19, 0x1A, 0x1B,
0x0C, 0x0D, 0x0E, 0x0F,
0x1C, 0x1D, 0x1E, 0x1F});
abcd = *(mIn+0);
efgh = *(mIn+1);
ijkl = *(mIn+2);
mnop = *(mIn+3);
aibj = spu_shuffle(abcd, ijkl, shufflehi);
ckdl = spu_shuffle(abcd, ijkl, shufflelo);
emfn = spu_shuffle(efgh, mnop, shufflehi);
gohp = spu_shuffle(efgh, mnop, shufflelo);
aeim = spu_shuffle(aibj, emfn, shufflehi);
bfjn = spu_shuffle(aibj, emfn, shufflelo);
cgko = spu_shuffle(ckdl, gohp, shufflehi);
dhlp = spu_shuffle(ckdl, gohp, shufflelo);
*mOut0 = aeim;
*mOut1 = bfjn;
*mOut2 = cgko;
*mOut3 = dhlp;
}
/**
* Bilinear filtering, using int instead of float arithmetic for computing
* sample weights.
*/
void
sample_texture_2d_bilinear_int(vector float s, vector float t,
uint unit, uint level, uint face,
vector float colors[4])
{
const struct spu_texture_level *tlevel = &spu.texture[unit].level[level];
static const vector float half = {-0.5f, -0.5f, -0.5f, -0.5f};
/* Scale texcoords by size of texture, and add half pixel bias */
vector float ss = spu_madd(s, tlevel->scale_s, half);
vector float tt = spu_madd(t, tlevel->scale_t, half);
/* convert float coords to fixed-pt coords with 7 fraction bits */
vector signed int is = spu_convts(ss, 7); /* XXX really need floor() here */
vector signed int it = spu_convts(tt, 7); /* XXX really need floor() here */
/* compute integer texel weights in [0, 127] */
vector signed int sWeights0 = spu_and(is, 127);
vector signed int tWeights0 = spu_and(it, 127);
vector signed int sWeights1 = spu_sub(127, sWeights0);
vector signed int tWeights1 = spu_sub(127, tWeights0);
/* texel coords: is0 = is / 128, it0 = is / 128 */
vector signed int is0 = spu_rlmask(is, -7);
vector signed int it0 = spu_rlmask(it, -7);
/* texel coords: i1 = is0 + 1, it1 = it0 + 1 */
vector signed int is1 = spu_add(is0, 1);
vector signed int it1 = spu_add(it0, 1);
/* PIPE_TEX_WRAP_REPEAT */
is0 = spu_and(is0, tlevel->mask_s);
it0 = spu_and(it0, tlevel->mask_t);
is1 = spu_and(is1, tlevel->mask_s);
it1 = spu_and(it1, tlevel->mask_t);
/* PIPE_TEX_WRAP_CLAMP */
is0 = spu_clamp(is0, tlevel->max_s);
it0 = spu_clamp(it0, tlevel->max_t);
is1 = spu_clamp(is1, tlevel->max_s);
it1 = spu_clamp(it1, tlevel->max_t);
/* get packed int texels */
vector unsigned int texels[16];
get_four_texels(tlevel, face, is0, it0, texels + 0); /* upper-left */
get_four_texels(tlevel, face, is1, it0, texels + 4); /* upper-right */
get_four_texels(tlevel, face, is0, it1, texels + 8); /* lower-left */
get_four_texels(tlevel, face, is1, it1, texels + 12); /* lower-right */
/* twiddle packed 32-bit BGRA pixels into RGBA as four unsigned ints */
{
static const unsigned char ZERO = 0x80;
int i;
for (i = 0; i < 16; i++) {
texels[i] = spu_shuffle(texels[i], texels[i],
((vector unsigned char) {
ZERO, ZERO, ZERO, 1,
ZERO, ZERO, ZERO, 2,
ZERO, ZERO, ZERO, 3,
ZERO, ZERO, ZERO, 0}));
}
}
/* convert RGBA,RGBA,RGBA,RGBA to RRRR,GGGG,BBBB,AAAA */
vector unsigned int texel0, texel1, texel2, texel3, texel4, texel5, texel6, texel7,
texel8, texel9, texel10, texel11, texel12, texel13, texel14, texel15;
transpose(&texel0, &texel1, &texel2, &texel3, texels + 0);
transpose(&texel4, &texel5, &texel6, &texel7, texels + 4);
transpose(&texel8, &texel9, &texel10, &texel11, texels + 8);
transpose(&texel12, &texel13, &texel14, &texel15, texels + 12);
/* computed weighted colors */
vector unsigned int c0, c1, c2, c3, cSum;
/* red */
c0 = (vector unsigned int) si_mpy((qword) texel0, si_mpy((qword) sWeights1, (qword) tWeights1)); /*ul*/
c1 = (vector unsigned int) si_mpy((qword) texel4, si_mpy((qword) sWeights0, (qword) tWeights1)); /*ur*/
c2 = (vector unsigned int) si_mpy((qword) texel8, si_mpy((qword) sWeights1, (qword) tWeights0)); /*ll*/
c3 = (vector unsigned int) si_mpy((qword) texel12, si_mpy((qword) sWeights0, (qword) tWeights0)); /*lr*/
cSum = spu_add(spu_add(c0, c1), spu_add(c2, c3));
colors[0] = spu_convtf(cSum, 22);
/* green */
c0 = (vector unsigned int) si_mpy((qword) texel1, si_mpy((qword) sWeights1, (qword) tWeights1)); /*ul*/
c1 = (vector unsigned int) si_mpy((qword) texel5, si_mpy((qword) sWeights0, (qword) tWeights1)); /*ur*/
c2 = (vector unsigned int) si_mpy((qword) texel9, si_mpy((qword) sWeights1, (qword) tWeights0)); /*ll*/
c3 = (vector unsigned int) si_mpy((qword) texel13, si_mpy((qword) sWeights0, (qword) tWeights0)); /*lr*/
cSum = spu_add(spu_add(c0, c1), spu_add(c2, c3));
colors[1] = spu_convtf(cSum, 22);
/* blue */
c0 = (vector unsigned int) si_mpy((qword) texel2, si_mpy((qword) sWeights1, (qword) tWeights1)); /*ul*/
c1 = (vector unsigned int) si_mpy((qword) texel6, si_mpy((qword) sWeights0, (qword) tWeights1)); /*ur*/
c2 = (vector unsigned int) si_mpy((qword) texel10, si_mpy((qword) sWeights1, (qword) tWeights0)); /*ll*/
c3 = (vector unsigned int) si_mpy((qword) texel14, si_mpy((qword) sWeights0, (qword) tWeights0)); /*lr*/
cSum = spu_add(spu_add(c0, c1), spu_add(c2, c3));
colors[2] = spu_convtf(cSum, 22);
/* alpha */
c0 = (vector unsigned int) si_mpy((qword) texel3, si_mpy((qword) sWeights1, (qword) tWeights1)); /*ul*/
c1 = (vector unsigned int) si_mpy((qword) texel7, si_mpy((qword) sWeights0, (qword) tWeights1)); /*ur*/
c2 = (vector unsigned int) si_mpy((qword) texel11, si_mpy((qword) sWeights1, (qword) tWeights0)); /*ll*/
c3 = (vector unsigned int) si_mpy((qword) texel15, si_mpy((qword) sWeights0, (qword) tWeights0)); /*lr*/
cSum = spu_add(spu_add(c0, c1), spu_add(c2, c3));
colors[3] = spu_convtf(cSum, 22);
}
/**
* Compute level of detail factor from texcoords.
*/
static float
compute_lambda_2d(uint unit, vector float s, vector float t)
{
uint baseLevel = 0;
float width = spu.texture[unit].level[baseLevel].width;
float height = spu.texture[unit].level[baseLevel].width;
float dsdx = width * (spu_extract(s, 1) - spu_extract(s, 0));
float dsdy = width * (spu_extract(s, 2) - spu_extract(s, 0));
float dtdx = height * (spu_extract(t, 1) - spu_extract(t, 0));
float dtdy = height * (spu_extract(t, 2) - spu_extract(t, 0));
float x = dsdx * dsdx + dtdx * dtdx;
float y = dsdy * dsdy + dtdy * dtdy;
float rho = x > y ? x : y;
rho = sqrtf(rho);
float lambda = logf(rho) * 1.442695f;
return lambda;
}
/**
* Blend two sets of colors according to weight.
*/
static void
blend_colors(vector float c0[4], const vector float c1[4], float weight)
{
vector float t = spu_splats(weight);
vector float dc0 = spu_sub(c1[0], c0[0]);
vector float dc1 = spu_sub(c1[1], c0[1]);
vector float dc2 = spu_sub(c1[2], c0[2]);
vector float dc3 = spu_sub(c1[3], c0[3]);
c0[0] = spu_madd(dc0, t, c0[0]);
c0[1] = spu_madd(dc1, t, c0[1]);
c0[2] = spu_madd(dc2, t, c0[2]);
c0[3] = spu_madd(dc3, t, c0[3]);
}
/**
* Texture sampling with level of detail selection and possibly mipmap
* interpolation.
*/
void
sample_texture_2d_lod(vector float s, vector float t,
uint unit, uint level_ignored, uint face,
vector float colors[4])
{
/*
* Note that we're computing a lambda/lod here that's used for all
* four pixels in the quad.
*/
float lambda = compute_lambda_2d(unit, s, t);
(void) face;
(void) level_ignored;
/* apply lod bias */
lambda += spu.sampler[unit].lod_bias;
/* clamp */
if (lambda < spu.sampler[unit].min_lod)
lambda = spu.sampler[unit].min_lod;
else if (lambda > spu.sampler[unit].max_lod)
lambda = spu.sampler[unit].max_lod;
if (lambda <= 0.0f) {
/* magnify */
spu.mag_sample_texture_2d[unit](s, t, unit, 0, face, colors);
}
else {
/* minify */
if (spu.sampler[unit].min_img_filter == PIPE_TEX_FILTER_LINEAR) {
/* sample two mipmap levels and interpolate */
int level = (int) lambda;
if (level > (int) spu.texture[unit].max_level)
level = spu.texture[unit].max_level;
spu.min_sample_texture_2d[unit](s, t, unit, level, face, colors);
if (spu.sampler[unit].min_img_filter == PIPE_TEX_FILTER_LINEAR) {
/* sample second mipmap level */
float weight = lambda - (float) level;
level++;
if (level <= (int) spu.texture[unit].max_level) {
vector float colors2[4];
spu.min_sample_texture_2d[unit](s, t, unit, level, face, colors2);
blend_colors(colors, colors2, weight);
}
}
}
else {
/* sample one mipmap level */
int level = (int) (lambda + 0.5f);
if (level > (int) spu.texture[unit].max_level)
level = spu.texture[unit].max_level;
spu.min_sample_texture_2d[unit](s, t, unit, level, face, colors);
}
}
}
/** XXX need a SIMD version of this */
static unsigned
choose_cube_face(float rx, float ry, float rz, float *newS, float *newT)
{
/*
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 float arx = fabsf(rx);
const float ary = fabsf(ry);
const float arz = fabsf(rz);
unsigned face;
float sc, tc, ma;
if (arx > ary && arx > arz) {
if (rx >= 0.0F) {
face = PIPE_TEX_FACE_POS_X;
sc = -rz;
tc = -ry;
ma = arx;
}
else {
face = PIPE_TEX_FACE_NEG_X;
sc = rz;
tc = -ry;
ma = arx;
}
}
else if (ary > arx && ary > arz) {
if (ry >= 0.0F) {
face = PIPE_TEX_FACE_POS_Y;
sc = rx;
tc = rz;
ma = ary;
}
else {
face = PIPE_TEX_FACE_NEG_Y;
sc = rx;
tc = -rz;
ma = ary;
}
}
else {
if (rz > 0.0F) {
face = PIPE_TEX_FACE_POS_Z;
sc = rx;
tc = -ry;
ma = arz;
}
else {
face = PIPE_TEX_FACE_NEG_Z;
sc = -rx;
tc = -ry;
ma = arz;
}
}
*newS = (sc / ma + 1.0F) * 0.5F;
*newT = (tc / ma + 1.0F) * 0.5F;
return face;
}
void
sample_texture_cube(vector float s, vector float t, vector float r,
uint unit, vector float colors[4])
{
uint p, faces[4], level = 0;
float newS[4], newT[4];
/* Compute cube faces referenced by the four sets of texcoords.
* XXX we should SIMD-ize this.
*/
for (p = 0; p < 4; p++) {
float rx = spu_extract(s, p);
float ry = spu_extract(t, p);
float rz = spu_extract(r, p);
faces[p] = choose_cube_face(rx, ry, rz, &newS[p], &newT[p]);
}
if (faces[0] == faces[1] &&
faces[0] == faces[2] &&
faces[0] == faces[3]) {
/* GOOD! All four texcoords refer to the same cube face */
s = (vector float) {newS[0], newS[1], newS[2], newS[3]};
t = (vector float) {newT[0], newT[1], newT[2], newT[3]};
spu.sample_texture_2d[unit](s, t, unit, level, faces[0], colors);
}
else {
/* BAD! The four texcoords refer to different faces */
for (p = 0; p < 4; p++) {
vector float c[4];
spu.sample_texture_2d[unit](spu_splats(newS[p]), spu_splats(newT[p]),
unit, level, faces[p], c);
float red = spu_extract(c[0], p);
float green = spu_extract(c[1], p);
float blue = spu_extract(c[2], p);
float alpha = spu_extract(c[3], p);
colors[0] = spu_insert(red, colors[0], p);
colors[1] = spu_insert(green, colors[1], p);
colors[2] = spu_insert(blue, colors[2], p);
colors[3] = spu_insert(alpha, colors[3], p);
}
}
}
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