softpipe: allow the existing sampler routines to be hooked up directly

Let eg. sp_get_samples_rect be hooked directly in as the tgsi sampler
routine.

Add a field to determine whether this is a vertex or fragment sampling
call, and massage parameters to match the tgsi call.
This commit is contained in:
Keith Whitwell 2009-08-20 18:36:57 +01:00
parent 0d9979d9ec
commit 00c8359182
4 changed files with 107 additions and 142 deletions

View File

@ -230,14 +230,16 @@ softpipe_create( struct pipe_screen *screen )
/* vertex shader samplers */
for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
softpipe->tgsi.vert_samplers[i].base.get_samples = sp_get_samples_vertex;
softpipe->tgsi.vert_samplers[i].base.get_samples = sp_get_samples;
softpipe->tgsi.vert_samplers[i].processor = TGSI_PROCESSOR_VERTEX;
softpipe->tgsi.vert_samplers[i].cache = softpipe->tex_cache[i];
softpipe->tgsi.vert_samplers_list[i] = &softpipe->tgsi.vert_samplers[i];
}
/* fragment shader samplers */
for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
softpipe->tgsi.frag_samplers[i].base.get_samples = sp_get_samples_fragment;
softpipe->tgsi.frag_samplers[i].base.get_samples = sp_get_samples;
softpipe->tgsi.frag_samplers[i].processor = TGSI_PROCESSOR_FRAGMENT;
softpipe->tgsi.frag_samplers[i].cache = softpipe->tex_cache[i];
softpipe->tgsi.frag_samplers_list[i] = &softpipe->tgsi.frag_samplers[i];
}

View File

@ -202,13 +202,14 @@ update_tgsi_samplers( struct softpipe_context *softpipe )
for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
softpipe->tgsi.vert_samplers[i].sampler = softpipe->sampler[i];
softpipe->tgsi.vert_samplers[i].texture = softpipe->texture[i];
softpipe->tgsi.frag_samplers[i].base.get_samples = sp_get_samples;
}
/* fragment shader samplers */
for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
softpipe->tgsi.frag_samplers[i].sampler = softpipe->sampler[i];
softpipe->tgsi.frag_samplers[i].texture = softpipe->texture[i];
softpipe->tgsi.frag_samplers[i].base.get_samples = sp_get_samples_fragment;
softpipe->tgsi.frag_samplers[i].base.get_samples = sp_get_samples;
}
for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {

View File

@ -41,6 +41,7 @@
#include "sp_tile_cache.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "pipe/p_shader_tokens.h"
#include "util/u_math.h"
#include "util/u_memory.h"
@ -521,15 +522,20 @@ choose_cube_face(float rx, float ry, float rz, float *newS, float *newT)
* This is only done for fragment shaders, not vertex shaders.
*/
static float
compute_lambda(const struct pipe_texture *tex,
const struct pipe_sampler_state *sampler,
compute_lambda(struct tgsi_sampler *tgsi_sampler,
const float s[QUAD_SIZE],
const float t[QUAD_SIZE],
const float p[QUAD_SIZE],
float lodbias)
{
const struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler);
const struct pipe_texture *texture = samp->texture;
const struct pipe_sampler_state *sampler = samp->sampler;
float rho, lambda;
if (samp->processor == TGSI_PROCESSOR_VERTEX)
return lodbias;
assert(sampler->normalized_coords);
assert(s);
@ -538,7 +544,7 @@ compute_lambda(const struct pipe_texture *tex,
float dsdy = s[QUAD_TOP_LEFT] - s[QUAD_BOTTOM_LEFT];
dsdx = fabsf(dsdx);
dsdy = fabsf(dsdy);
rho = MAX2(dsdx, dsdy) * tex->width[0];
rho = MAX2(dsdx, dsdy) * texture->width[0];
}
if (t) {
float dtdx = t[QUAD_BOTTOM_RIGHT] - t[QUAD_BOTTOM_LEFT];
@ -546,7 +552,7 @@ compute_lambda(const struct pipe_texture *tex,
float max;
dtdx = fabsf(dtdx);
dtdy = fabsf(dtdy);
max = MAX2(dtdx, dtdy) * tex->height[0];
max = MAX2(dtdx, dtdy) * texture->height[0];
rho = MAX2(rho, max);
}
if (p) {
@ -555,7 +561,7 @@ compute_lambda(const struct pipe_texture *tex,
float max;
dpdx = fabsf(dpdx);
dpdy = fabsf(dpdy);
max = MAX2(dpdx, dpdy) * tex->depth[0];
max = MAX2(dpdx, dpdy) * texture->depth[0];
rho = MAX2(rho, max);
}
@ -579,16 +585,18 @@ compute_lambda(const struct pipe_texture *tex,
* \param imgFilter Returns either the min or mag filter, depending on lambda
*/
static void
choose_mipmap_levels(const struct pipe_texture *texture,
const struct pipe_sampler_state *sampler,
choose_mipmap_levels(struct tgsi_sampler *tgsi_sampler,
const float s[QUAD_SIZE],
const float t[QUAD_SIZE],
const float p[QUAD_SIZE],
boolean computeLambda,
float lodbias,
unsigned *level0, unsigned *level1, float *levelBlend,
unsigned *imgFilter)
{
const struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler);
const struct pipe_texture *texture = samp->texture;
const struct pipe_sampler_state *sampler = samp->sampler;
if (sampler->min_mip_filter == PIPE_TEX_MIPFILTER_NONE) {
/* no mipmap selection needed */
*level0 = *level1 = CLAMP((int) sampler->min_lod,
@ -598,7 +606,7 @@ choose_mipmap_levels(const struct pipe_texture *texture,
/* non-mipmapped texture, but still need to determine if doing
* minification or magnification.
*/
float lambda = compute_lambda(texture, sampler, s, t, p, lodbias);
float lambda = compute_lambda(tgsi_sampler, s, t, p, lodbias);
if (lambda <= 0.0) {
*imgFilter = sampler->mag_img_filter;
}
@ -611,14 +619,7 @@ choose_mipmap_levels(const struct pipe_texture *texture,
}
}
else {
float lambda;
if (computeLambda)
/* fragment shader */
lambda = compute_lambda(texture, sampler, s, t, p, lodbias);
else
/* vertex shader */
lambda = lodbias; /* not really a bias, but absolute LOD */
float lambda = compute_lambda(tgsi_sampler, s, t, p, lodbias);
if (lambda <= 0.0) { /* XXX threshold depends on the filter */
/* magnifying */
@ -1028,11 +1029,10 @@ sp_get_samples_2d_linear_mip_linear_repeat_POT(struct tgsi_sampler *tgsi_sampler
{
struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler);
const struct pipe_texture *texture = samp->texture;
const struct pipe_sampler_state *sampler = samp->sampler;
int level0;
float lambda;
lambda = compute_lambda(texture, sampler, s, t, p, lodbias);
lambda = compute_lambda(tgsi_sampler, s, t, p, lodbias);
level0 = (int)lambda;
if (lambda < 0.0) {
@ -1072,11 +1072,10 @@ sp_get_samples_2d_linear_mip_linear_repeat_POT(struct tgsi_sampler *tgsi_sampler
* Could probably extend for 3D...
*/
static void
sp_get_samples_2d_common(const struct tgsi_sampler *tgsi_sampler,
sp_get_samples_2d_common(struct tgsi_sampler *tgsi_sampler,
const float s[QUAD_SIZE],
const float t[QUAD_SIZE],
const float p[QUAD_SIZE],
boolean computeLambda,
float lodbias,
float rgba[NUM_CHANNELS][QUAD_SIZE],
const unsigned faces[4])
@ -1088,7 +1087,8 @@ sp_get_samples_2d_common(const struct tgsi_sampler *tgsi_sampler,
int width, height;
float levelBlend;
choose_mipmap_levels(texture, sampler, s, t, p, computeLambda, lodbias,
choose_mipmap_levels(tgsi_sampler, s, t, p,
lodbias,
&level0, &level1, &levelBlend, &imgFilter);
assert(sampler->normalized_coords);
@ -1199,42 +1199,39 @@ sp_get_samples_2d_common(const struct tgsi_sampler *tgsi_sampler,
static INLINE void
sp_get_samples_1d(const struct tgsi_sampler *sampler,
sp_get_samples_1d(struct tgsi_sampler *sampler,
const float s[QUAD_SIZE],
const float t[QUAD_SIZE],
const float p[QUAD_SIZE],
boolean computeLambda,
float lodbias,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
static const unsigned faces[4] = {0, 0, 0, 0};
static const float tzero[4] = {0, 0, 0, 0};
sp_get_samples_2d_common(sampler, s, tzero, NULL,
computeLambda, lodbias, rgba, faces);
lodbias, rgba, faces);
}
static INLINE void
sp_get_samples_2d(const struct tgsi_sampler *sampler,
sp_get_samples_2d(struct tgsi_sampler *sampler,
const float s[QUAD_SIZE],
const float t[QUAD_SIZE],
const float p[QUAD_SIZE],
boolean computeLambda,
float lodbias,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
static const unsigned faces[4] = {0, 0, 0, 0};
sp_get_samples_2d_common(sampler, s, t, p,
computeLambda, lodbias, rgba, faces);
lodbias, rgba, faces);
}
static INLINE void
sp_get_samples_3d(const struct tgsi_sampler *tgsi_sampler,
sp_get_samples_3d(struct tgsi_sampler *tgsi_sampler,
const float s[QUAD_SIZE],
const float t[QUAD_SIZE],
const float p[QUAD_SIZE],
boolean computeLambda,
float lodbias,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
@ -1247,7 +1244,8 @@ sp_get_samples_3d(const struct tgsi_sampler *tgsi_sampler,
float levelBlend;
const uint face = 0;
choose_mipmap_levels(texture, sampler, s, t, p, computeLambda, lodbias,
choose_mipmap_levels(tgsi_sampler, s, t, p,
lodbias,
&level0, &level1, &levelBlend, &imgFilter);
assert(sampler->normalized_coords);
@ -1356,11 +1354,10 @@ sp_get_samples_3d(const struct tgsi_sampler *tgsi_sampler,
static void
sp_get_samples_cube(const struct tgsi_sampler *sampler,
sp_get_samples_cube(struct tgsi_sampler *sampler,
const float s[QUAD_SIZE],
const float t[QUAD_SIZE],
const float p[QUAD_SIZE],
boolean computeLambda,
float lodbias,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
@ -1370,16 +1367,15 @@ sp_get_samples_cube(const struct tgsi_sampler *sampler,
faces[j] = choose_cube_face(s[j], t[j], p[j], ssss + j, tttt + j);
}
sp_get_samples_2d_common(sampler, ssss, tttt, NULL,
computeLambda, lodbias, rgba, faces);
lodbias, rgba, faces);
}
static void
sp_get_samples_rect(const struct tgsi_sampler *tgsi_sampler,
sp_get_samples_rect(struct tgsi_sampler *tgsi_sampler,
const float s[QUAD_SIZE],
const float t[QUAD_SIZE],
const float p[QUAD_SIZE],
boolean computeLambda,
float lodbias,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
@ -1391,7 +1387,8 @@ sp_get_samples_rect(const struct tgsi_sampler *tgsi_sampler,
int width, height;
float levelBlend;
choose_mipmap_levels(texture, sampler, s, t, p, computeLambda, lodbias,
choose_mipmap_levels(tgsi_sampler, s, t, p,
lodbias,
&level0, &level1, &levelBlend, &imgFilter);
/* texture RECTS cannot be mipmapped */
@ -1447,90 +1444,77 @@ sp_get_samples_rect(const struct tgsi_sampler *tgsi_sampler,
/**
* Common code for vertex/fragment program texture sampling.
* Error condition handler
*/
static INLINE void
sp_get_samples_null(struct tgsi_sampler *tgsi_sampler,
const float s[QUAD_SIZE],
const float t[QUAD_SIZE],
const float p[QUAD_SIZE],
float lodbias,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
int i,j;
for (i = 0; i < 4; i++)
for (j = 0; j < 4; j++)
rgba[i][j] = 1.0;
}
/**
* Called via tgsi_sampler::get_samples() when using a sampler for the
* first time. Determine the actual sampler function, link it in and
* call it.
*/
void
sp_get_samples(struct tgsi_sampler *tgsi_sampler,
const float s[QUAD_SIZE],
const float t[QUAD_SIZE],
const float p[QUAD_SIZE],
boolean computeLambda,
float lodbias,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
const struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler);
const struct pipe_texture *texture = samp->texture;
const struct pipe_sampler_state *sampler = samp->sampler;
if (!texture)
return;
switch (texture->target) {
case PIPE_TEXTURE_1D:
assert(sampler->normalized_coords);
sp_get_samples_1d(tgsi_sampler, s, t, p, computeLambda, lodbias, rgba);
break;
case PIPE_TEXTURE_2D:
if (sampler->normalized_coords)
sp_get_samples_2d(tgsi_sampler, s, t, p, computeLambda, lodbias, rgba);
else
sp_get_samples_rect(tgsi_sampler, s, t, p, computeLambda, lodbias, rgba);
break;
case PIPE_TEXTURE_3D:
assert(sampler->normalized_coords);
sp_get_samples_3d(tgsi_sampler, s, t, p, computeLambda, lodbias, rgba);
break;
case PIPE_TEXTURE_CUBE:
assert(sampler->normalized_coords);
sp_get_samples_cube(tgsi_sampler, s, t, p, computeLambda, lodbias, rgba);
break;
default:
assert(0);
}
#if 0 /* DEBUG */
{
int i;
printf("Sampled at %f, %f, %f:\n", s[0], t[0], p[0]);
for (i = 0; i < 4; i++) {
printf("Frag %d: %f %f %f %f\n", i,
rgba[0][i],
rgba[1][i],
rgba[2][i],
rgba[3][i]);
}
}
#endif
}
static void
sp_get_samples_fallback(struct tgsi_sampler *tgsi_sampler,
const float s[QUAD_SIZE],
const float t[QUAD_SIZE],
const float p[QUAD_SIZE],
float lodbias,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
sp_get_samples(tgsi_sampler, s, t, p, TRUE, lodbias, rgba);
}
/**
* Called via tgsi_sampler::get_samples() when running a fragment shader.
* Get four filtered RGBA values from the sampler's texture.
*/
void
sp_get_samples_fragment(struct tgsi_sampler *tgsi_sampler,
const float s[QUAD_SIZE],
const float t[QUAD_SIZE],
const float p[QUAD_SIZE],
float lodbias,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler);
const struct pipe_texture *texture = samp->texture;
const struct pipe_sampler_state *sampler = samp->sampler;
tgsi_sampler->get_samples = sp_get_samples_fallback;
/* Default to the 'undefined' case:
*/
tgsi_sampler->get_samples = sp_get_samples_null;
if (!texture) {
assert(0); /* is this legal?? */
goto out;
}
if (!sampler->normalized_coords) {
assert (texture->target == PIPE_TEXTURE_2D);
tgsi_sampler->get_samples = sp_get_samples_rect;
goto out;
}
switch (texture->target) {
case PIPE_TEXTURE_1D:
tgsi_sampler->get_samples = sp_get_samples_1d;
break;
case PIPE_TEXTURE_2D:
tgsi_sampler->get_samples = sp_get_samples_2d;
break;
case PIPE_TEXTURE_3D:
tgsi_sampler->get_samples = sp_get_samples_3d;
break;
case PIPE_TEXTURE_CUBE:
tgsi_sampler->get_samples = sp_get_samples_cube;
break;
default:
assert(0);
break;
}
/* Do this elsewhere:
*/
samp->xpot = util_unsigned_logbase2( samp->texture->width[0] );
samp->ypot = util_unsigned_logbase2( samp->texture->height[0] );
/* Try to hook in a faster sampler. Ultimately we'll have to
* code-generate these. Luckily most of this looks like it is
@ -1542,9 +1526,6 @@ sp_get_samples_fragment(struct tgsi_sampler *tgsi_sampler,
sampler->compare_mode == FALSE &&
sampler->normalized_coords)
{
samp->xpot = util_unsigned_logbase2( samp->texture->width[0] );
samp->ypot = util_unsigned_logbase2( samp->texture->height[0] );
if (sampler->min_mip_filter == PIPE_TEX_MIPFILTER_NONE) {
samp->level = CLAMP((int) sampler->min_lod,
0, (int) texture->last_level);
@ -1593,21 +1574,7 @@ sp_get_samples_fragment(struct tgsi_sampler *tgsi_sampler,
sampler->normalized_coords, TRUE);
}
out:
tgsi_sampler->get_samples( tgsi_sampler, s, t, p, lodbias, rgba );
}
/**
* Called via tgsi_sampler::get_samples() when running a vertex shader.
* Get four filtered RGBA values from the sampler's texture.
*/
void
sp_get_samples_vertex(struct tgsi_sampler *tgsi_sampler,
const float s[QUAD_SIZE],
const float t[QUAD_SIZE],
const float p[QUAD_SIZE],
float lodbias,
float rgba[NUM_CHANNELS][QUAD_SIZE])
{
sp_get_samples(tgsi_sampler, s, t, p, FALSE, lodbias, rgba);
}

View File

@ -39,6 +39,8 @@ struct sp_shader_sampler
{
struct tgsi_sampler base; /**< base class */
unsigned processor;
/* For sp_get_samples_2d_linear_POT:
*/
unsigned xpot;
@ -60,21 +62,14 @@ sp_shader_sampler(const struct tgsi_sampler *sampler)
}
extern void
sp_get_samples_fragment(struct tgsi_sampler *tgsi_sampler,
const float s[QUAD_SIZE],
const float t[QUAD_SIZE],
const float p[QUAD_SIZE],
float lodbias,
float rgba[NUM_CHANNELS][QUAD_SIZE]);
extern void
sp_get_samples_vertex(struct tgsi_sampler *tgsi_sampler,
const float s[QUAD_SIZE],
const float t[QUAD_SIZE],
const float p[QUAD_SIZE],
float lodbias,
float rgba[NUM_CHANNELS][QUAD_SIZE]);
sp_get_samples(struct tgsi_sampler *tgsi_sampler,
const float s[QUAD_SIZE],
const float t[QUAD_SIZE],
const float p[QUAD_SIZE],
float lodbias,
float rgba[NUM_CHANNELS][QUAD_SIZE]);
#endif /* SP_TEX_SAMPLE_H */