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:
parent
0d9979d9ec
commit
00c8359182
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@ -230,14 +230,16 @@ softpipe_create( struct pipe_screen *screen )
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/* vertex shader samplers */
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for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
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softpipe->tgsi.vert_samplers[i].base.get_samples = sp_get_samples_vertex;
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softpipe->tgsi.vert_samplers[i].base.get_samples = sp_get_samples;
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softpipe->tgsi.vert_samplers[i].processor = TGSI_PROCESSOR_VERTEX;
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softpipe->tgsi.vert_samplers[i].cache = softpipe->tex_cache[i];
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softpipe->tgsi.vert_samplers_list[i] = &softpipe->tgsi.vert_samplers[i];
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}
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/* fragment shader samplers */
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for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
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softpipe->tgsi.frag_samplers[i].base.get_samples = sp_get_samples_fragment;
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softpipe->tgsi.frag_samplers[i].base.get_samples = sp_get_samples;
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softpipe->tgsi.frag_samplers[i].processor = TGSI_PROCESSOR_FRAGMENT;
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softpipe->tgsi.frag_samplers[i].cache = softpipe->tex_cache[i];
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softpipe->tgsi.frag_samplers_list[i] = &softpipe->tgsi.frag_samplers[i];
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}
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@ -202,13 +202,14 @@ update_tgsi_samplers( struct softpipe_context *softpipe )
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for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
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softpipe->tgsi.vert_samplers[i].sampler = softpipe->sampler[i];
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softpipe->tgsi.vert_samplers[i].texture = softpipe->texture[i];
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softpipe->tgsi.frag_samplers[i].base.get_samples = sp_get_samples;
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}
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/* fragment shader samplers */
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for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
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softpipe->tgsi.frag_samplers[i].sampler = softpipe->sampler[i];
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softpipe->tgsi.frag_samplers[i].texture = softpipe->texture[i];
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softpipe->tgsi.frag_samplers[i].base.get_samples = sp_get_samples_fragment;
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softpipe->tgsi.frag_samplers[i].base.get_samples = sp_get_samples;
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}
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for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
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@ -41,6 +41,7 @@
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#include "sp_tile_cache.h"
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#include "pipe/p_context.h"
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#include "pipe/p_defines.h"
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#include "pipe/p_shader_tokens.h"
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#include "util/u_math.h"
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#include "util/u_memory.h"
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@ -521,15 +522,20 @@ choose_cube_face(float rx, float ry, float rz, float *newS, float *newT)
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* This is only done for fragment shaders, not vertex shaders.
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*/
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static float
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compute_lambda(const struct pipe_texture *tex,
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const struct pipe_sampler_state *sampler,
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compute_lambda(struct tgsi_sampler *tgsi_sampler,
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const float s[QUAD_SIZE],
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const float t[QUAD_SIZE],
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const float p[QUAD_SIZE],
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float lodbias)
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{
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const struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler);
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const struct pipe_texture *texture = samp->texture;
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const struct pipe_sampler_state *sampler = samp->sampler;
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float rho, lambda;
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if (samp->processor == TGSI_PROCESSOR_VERTEX)
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return lodbias;
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assert(sampler->normalized_coords);
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assert(s);
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@ -538,7 +544,7 @@ compute_lambda(const struct pipe_texture *tex,
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float dsdy = s[QUAD_TOP_LEFT] - s[QUAD_BOTTOM_LEFT];
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dsdx = fabsf(dsdx);
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dsdy = fabsf(dsdy);
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rho = MAX2(dsdx, dsdy) * tex->width[0];
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rho = MAX2(dsdx, dsdy) * texture->width[0];
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}
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if (t) {
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float dtdx = t[QUAD_BOTTOM_RIGHT] - t[QUAD_BOTTOM_LEFT];
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@ -546,7 +552,7 @@ compute_lambda(const struct pipe_texture *tex,
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float max;
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dtdx = fabsf(dtdx);
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dtdy = fabsf(dtdy);
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max = MAX2(dtdx, dtdy) * tex->height[0];
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max = MAX2(dtdx, dtdy) * texture->height[0];
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rho = MAX2(rho, max);
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}
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if (p) {
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@ -555,7 +561,7 @@ compute_lambda(const struct pipe_texture *tex,
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float max;
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dpdx = fabsf(dpdx);
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dpdy = fabsf(dpdy);
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max = MAX2(dpdx, dpdy) * tex->depth[0];
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max = MAX2(dpdx, dpdy) * texture->depth[0];
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rho = MAX2(rho, max);
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}
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@ -579,16 +585,18 @@ compute_lambda(const struct pipe_texture *tex,
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* \param imgFilter Returns either the min or mag filter, depending on lambda
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*/
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static void
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choose_mipmap_levels(const struct pipe_texture *texture,
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const struct pipe_sampler_state *sampler,
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choose_mipmap_levels(struct tgsi_sampler *tgsi_sampler,
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const float s[QUAD_SIZE],
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const float t[QUAD_SIZE],
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const float p[QUAD_SIZE],
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boolean computeLambda,
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float lodbias,
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unsigned *level0, unsigned *level1, float *levelBlend,
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unsigned *imgFilter)
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{
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const struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler);
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const struct pipe_texture *texture = samp->texture;
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const struct pipe_sampler_state *sampler = samp->sampler;
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if (sampler->min_mip_filter == PIPE_TEX_MIPFILTER_NONE) {
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/* no mipmap selection needed */
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*level0 = *level1 = CLAMP((int) sampler->min_lod,
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@ -598,7 +606,7 @@ choose_mipmap_levels(const struct pipe_texture *texture,
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/* non-mipmapped texture, but still need to determine if doing
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* minification or magnification.
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*/
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float lambda = compute_lambda(texture, sampler, s, t, p, lodbias);
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float lambda = compute_lambda(tgsi_sampler, s, t, p, lodbias);
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if (lambda <= 0.0) {
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*imgFilter = sampler->mag_img_filter;
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}
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@ -611,14 +619,7 @@ choose_mipmap_levels(const struct pipe_texture *texture,
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}
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}
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else {
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float lambda;
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if (computeLambda)
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/* fragment shader */
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lambda = compute_lambda(texture, sampler, s, t, p, lodbias);
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else
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/* vertex shader */
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lambda = lodbias; /* not really a bias, but absolute LOD */
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float lambda = compute_lambda(tgsi_sampler, s, t, p, lodbias);
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if (lambda <= 0.0) { /* XXX threshold depends on the filter */
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/* magnifying */
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@ -1028,11 +1029,10 @@ sp_get_samples_2d_linear_mip_linear_repeat_POT(struct tgsi_sampler *tgsi_sampler
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{
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struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler);
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const struct pipe_texture *texture = samp->texture;
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const struct pipe_sampler_state *sampler = samp->sampler;
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int level0;
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float lambda;
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lambda = compute_lambda(texture, sampler, s, t, p, lodbias);
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lambda = compute_lambda(tgsi_sampler, s, t, p, lodbias);
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level0 = (int)lambda;
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if (lambda < 0.0) {
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@ -1072,11 +1072,10 @@ sp_get_samples_2d_linear_mip_linear_repeat_POT(struct tgsi_sampler *tgsi_sampler
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* Could probably extend for 3D...
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*/
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static void
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sp_get_samples_2d_common(const struct tgsi_sampler *tgsi_sampler,
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sp_get_samples_2d_common(struct tgsi_sampler *tgsi_sampler,
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const float s[QUAD_SIZE],
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const float t[QUAD_SIZE],
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const float p[QUAD_SIZE],
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boolean computeLambda,
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float lodbias,
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float rgba[NUM_CHANNELS][QUAD_SIZE],
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const unsigned faces[4])
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@ -1088,7 +1087,8 @@ sp_get_samples_2d_common(const struct tgsi_sampler *tgsi_sampler,
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int width, height;
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float levelBlend;
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choose_mipmap_levels(texture, sampler, s, t, p, computeLambda, lodbias,
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choose_mipmap_levels(tgsi_sampler, s, t, p,
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lodbias,
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&level0, &level1, &levelBlend, &imgFilter);
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assert(sampler->normalized_coords);
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@ -1199,42 +1199,39 @@ sp_get_samples_2d_common(const struct tgsi_sampler *tgsi_sampler,
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static INLINE void
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sp_get_samples_1d(const struct tgsi_sampler *sampler,
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sp_get_samples_1d(struct tgsi_sampler *sampler,
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const float s[QUAD_SIZE],
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const float t[QUAD_SIZE],
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const float p[QUAD_SIZE],
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boolean computeLambda,
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float lodbias,
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float rgba[NUM_CHANNELS][QUAD_SIZE])
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{
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static const unsigned faces[4] = {0, 0, 0, 0};
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static const float tzero[4] = {0, 0, 0, 0};
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sp_get_samples_2d_common(sampler, s, tzero, NULL,
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computeLambda, lodbias, rgba, faces);
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lodbias, rgba, faces);
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}
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static INLINE void
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sp_get_samples_2d(const struct tgsi_sampler *sampler,
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sp_get_samples_2d(struct tgsi_sampler *sampler,
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const float s[QUAD_SIZE],
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const float t[QUAD_SIZE],
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const float p[QUAD_SIZE],
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boolean computeLambda,
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float lodbias,
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float rgba[NUM_CHANNELS][QUAD_SIZE])
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{
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static const unsigned faces[4] = {0, 0, 0, 0};
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sp_get_samples_2d_common(sampler, s, t, p,
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computeLambda, lodbias, rgba, faces);
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lodbias, rgba, faces);
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}
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static INLINE void
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sp_get_samples_3d(const struct tgsi_sampler *tgsi_sampler,
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sp_get_samples_3d(struct tgsi_sampler *tgsi_sampler,
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const float s[QUAD_SIZE],
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const float t[QUAD_SIZE],
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const float p[QUAD_SIZE],
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boolean computeLambda,
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float lodbias,
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float rgba[NUM_CHANNELS][QUAD_SIZE])
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{
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@ -1247,7 +1244,8 @@ sp_get_samples_3d(const struct tgsi_sampler *tgsi_sampler,
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float levelBlend;
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const uint face = 0;
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choose_mipmap_levels(texture, sampler, s, t, p, computeLambda, lodbias,
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choose_mipmap_levels(tgsi_sampler, s, t, p,
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lodbias,
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&level0, &level1, &levelBlend, &imgFilter);
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assert(sampler->normalized_coords);
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@ -1356,11 +1354,10 @@ sp_get_samples_3d(const struct tgsi_sampler *tgsi_sampler,
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static void
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sp_get_samples_cube(const struct tgsi_sampler *sampler,
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sp_get_samples_cube(struct tgsi_sampler *sampler,
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const float s[QUAD_SIZE],
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const float t[QUAD_SIZE],
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const float p[QUAD_SIZE],
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boolean computeLambda,
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float lodbias,
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float rgba[NUM_CHANNELS][QUAD_SIZE])
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{
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@ -1370,16 +1367,15 @@ sp_get_samples_cube(const struct tgsi_sampler *sampler,
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faces[j] = choose_cube_face(s[j], t[j], p[j], ssss + j, tttt + j);
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}
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sp_get_samples_2d_common(sampler, ssss, tttt, NULL,
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computeLambda, lodbias, rgba, faces);
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lodbias, rgba, faces);
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}
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static void
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sp_get_samples_rect(const struct tgsi_sampler *tgsi_sampler,
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sp_get_samples_rect(struct tgsi_sampler *tgsi_sampler,
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const float s[QUAD_SIZE],
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const float t[QUAD_SIZE],
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const float p[QUAD_SIZE],
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boolean computeLambda,
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float lodbias,
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float rgba[NUM_CHANNELS][QUAD_SIZE])
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{
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@ -1391,7 +1387,8 @@ sp_get_samples_rect(const struct tgsi_sampler *tgsi_sampler,
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int width, height;
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float levelBlend;
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choose_mipmap_levels(texture, sampler, s, t, p, computeLambda, lodbias,
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choose_mipmap_levels(tgsi_sampler, s, t, p,
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lodbias,
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&level0, &level1, &levelBlend, &imgFilter);
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/* texture RECTS cannot be mipmapped */
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@ -1447,90 +1444,77 @@ sp_get_samples_rect(const struct tgsi_sampler *tgsi_sampler,
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/**
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* Common code for vertex/fragment program texture sampling.
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* Error condition handler
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*/
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static INLINE void
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sp_get_samples_null(struct tgsi_sampler *tgsi_sampler,
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const float s[QUAD_SIZE],
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const float t[QUAD_SIZE],
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const float p[QUAD_SIZE],
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float lodbias,
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float rgba[NUM_CHANNELS][QUAD_SIZE])
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{
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int i,j;
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for (i = 0; i < 4; i++)
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for (j = 0; j < 4; j++)
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rgba[i][j] = 1.0;
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}
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/**
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* Called via tgsi_sampler::get_samples() when using a sampler for the
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* first time. Determine the actual sampler function, link it in and
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* call it.
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*/
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void
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sp_get_samples(struct tgsi_sampler *tgsi_sampler,
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const float s[QUAD_SIZE],
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const float t[QUAD_SIZE],
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const float p[QUAD_SIZE],
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boolean computeLambda,
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float lodbias,
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float rgba[NUM_CHANNELS][QUAD_SIZE])
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{
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const struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler);
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const struct pipe_texture *texture = samp->texture;
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const struct pipe_sampler_state *sampler = samp->sampler;
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if (!texture)
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return;
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switch (texture->target) {
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case PIPE_TEXTURE_1D:
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assert(sampler->normalized_coords);
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sp_get_samples_1d(tgsi_sampler, s, t, p, computeLambda, lodbias, rgba);
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break;
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case PIPE_TEXTURE_2D:
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if (sampler->normalized_coords)
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sp_get_samples_2d(tgsi_sampler, s, t, p, computeLambda, lodbias, rgba);
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else
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sp_get_samples_rect(tgsi_sampler, s, t, p, computeLambda, lodbias, rgba);
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break;
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case PIPE_TEXTURE_3D:
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assert(sampler->normalized_coords);
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sp_get_samples_3d(tgsi_sampler, s, t, p, computeLambda, lodbias, rgba);
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break;
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case PIPE_TEXTURE_CUBE:
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assert(sampler->normalized_coords);
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sp_get_samples_cube(tgsi_sampler, s, t, p, computeLambda, lodbias, rgba);
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break;
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default:
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assert(0);
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}
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#if 0 /* DEBUG */
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{
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int i;
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printf("Sampled at %f, %f, %f:\n", s[0], t[0], p[0]);
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for (i = 0; i < 4; i++) {
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printf("Frag %d: %f %f %f %f\n", i,
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rgba[0][i],
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rgba[1][i],
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rgba[2][i],
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rgba[3][i]);
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}
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}
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#endif
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}
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static void
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sp_get_samples_fallback(struct tgsi_sampler *tgsi_sampler,
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const float s[QUAD_SIZE],
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const float t[QUAD_SIZE],
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const float p[QUAD_SIZE],
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float lodbias,
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float rgba[NUM_CHANNELS][QUAD_SIZE])
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{
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sp_get_samples(tgsi_sampler, s, t, p, TRUE, lodbias, rgba);
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}
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/**
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* Called via tgsi_sampler::get_samples() when running a fragment shader.
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* Get four filtered RGBA values from the sampler's texture.
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*/
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void
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sp_get_samples_fragment(struct tgsi_sampler *tgsi_sampler,
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const float s[QUAD_SIZE],
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const float t[QUAD_SIZE],
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const float p[QUAD_SIZE],
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float lodbias,
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float rgba[NUM_CHANNELS][QUAD_SIZE])
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{
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struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler);
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const struct pipe_texture *texture = samp->texture;
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const struct pipe_sampler_state *sampler = samp->sampler;
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tgsi_sampler->get_samples = sp_get_samples_fallback;
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/* Default to the 'undefined' case:
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*/
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tgsi_sampler->get_samples = sp_get_samples_null;
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if (!texture) {
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assert(0); /* is this legal?? */
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goto out;
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}
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if (!sampler->normalized_coords) {
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assert (texture->target == PIPE_TEXTURE_2D);
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tgsi_sampler->get_samples = sp_get_samples_rect;
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goto out;
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}
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switch (texture->target) {
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case PIPE_TEXTURE_1D:
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tgsi_sampler->get_samples = sp_get_samples_1d;
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break;
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case PIPE_TEXTURE_2D:
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tgsi_sampler->get_samples = sp_get_samples_2d;
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break;
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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);
|
||||
}
|
||||
|
|
|
@ -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 */
|
||||
|
|
Loading…
Reference in New Issue