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initial texture filtering code
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166
src/mesa/pipe/softpipe/sp_tex_sample.c
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166
src/mesa/pipe/softpipe/sp_tex_sample.c
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/**************************************************************************
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*
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* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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/**
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* Texture sampling
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*
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* Authors:
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* Brian Paul
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*/
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#include "main/macros.h"
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#include "sp_surface.h"
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#include "sp_surface.h"
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#include "sp_tex_sample.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/tgsi/core/tgsi_exec.h"
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#define LERP(T, A, B) ( (A) + (T) * ((B) - (A)) )
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/**
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* Do 2D/biliner interpolation of float values.
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* v00, v10, v01 and v11 are typically four texture samples in a square/box.
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* a and b are the horizontal and vertical interpolants.
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* It's important that this function is inlined when compiled with
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* optimization! If we find that's not true on some systems, convert
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* to a macro.
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*/
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static INLINE GLfloat
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lerp_2d(GLfloat a, GLfloat b,
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GLfloat v00, GLfloat v10, GLfloat v01, GLfloat v11)
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{
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const GLfloat temp0 = LERP(a, v00, v10);
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const GLfloat temp1 = LERP(a, v01, v11);
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return LERP(b, temp0, temp1);
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}
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/**
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* Apply texture coord wrapping mode and return integer texture
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* row/column/img index.
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*/
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static INLINE void
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nearest_texcoord(GLuint wrapMode, GLfloat s, GLuint width, GLint *k)
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{
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/* XXX this arithmetic isn't exactly right, add more wrap modes */
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switch (wrapMode) {
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case PIPE_TEX_WRAP_REPEAT:
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*k = (int) (s * width) % width;
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break;
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case PIPE_TEX_WRAP_CLAMP:
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*k = (int) CLAMP(s, 0.0, 1.0) * width;
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break;
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default:
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assert(0);
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*k = 0;
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}
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}
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static INLINE void
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linear_texcoord(GLuint wrapMode, GLfloat s, GLuint width, GLint *k0, GLint *k1,
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GLfloat *a)
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{
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/* XXX this arithmetic isn't exactly right, add more wrap modes */
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switch (wrapMode) {
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case PIPE_TEX_WRAP_REPEAT:
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*k0 = (int) (s * width) % width;
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*k1 = (*k0 + 1) % width;
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break;
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case PIPE_TEX_WRAP_CLAMP:
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*k0 = (int) CLAMP(s, 0.0, 1.0) * width;
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*k1 = (*k0 + 1);
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if (*k1 >= width)
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*k1 = width - 1;
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break;
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default:
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assert(0);
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*k0 = *k1 = 0;
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}
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/* kludge the lerp weight: */
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*a = (s * width) - (int) (s * width);
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}
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/**
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* Called via tgsi_sampler::get_sample()
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* Use the sampler's state setting to get a filtered RGBA value
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* from the sampler's texture (mipmap tree).
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*
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* XXX we can implement many versions of this function, each
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* tightly coded for a specific combination of sampler state
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* (nearest + repeat), (bilinear mipmap + clamp), etc.
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*
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* The update_samplers() function in st_atom_sampler.c could create
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* a new tgsi_sampler object for each state combo it finds....
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*/
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void
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sp_get_sample(struct tgsi_sampler *sampler,
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const GLfloat strq[4], GLfloat rgba[4])
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{
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struct pipe_context *pipe = (struct pipe_context *) sampler->pipe;
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struct pipe_surface *ps
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= pipe->get_tex_surface(pipe, sampler->texture, 0, 0, 0);
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switch (sampler->state->min_filter) {
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case PIPE_TEX_FILTER_NEAREST:
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{
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GLint x, y;
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nearest_texcoord(sampler->state->wrap_s, strq[0],
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sampler->texture->width0, &x);
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nearest_texcoord(sampler->state->wrap_t, strq[1],
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sampler->texture->height0, &y);
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ps->get_tile(ps, x, y, 1, 1, rgba);
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}
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break;
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case PIPE_TEX_FILTER_LINEAR:
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{
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GLfloat t00[4], t01[4], t10[4], t11[4];
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GLint x0, y0, x1, y1;
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GLfloat a, b;
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linear_texcoord(sampler->state->wrap_s, strq[0],
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sampler->texture->width0, &x0, &x1, &a);
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linear_texcoord(sampler->state->wrap_t, strq[1],
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sampler->texture->height0, &y0, &y1, &b);
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ps->get_tile(ps, x0, y0, 1, 1, t00);
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ps->get_tile(ps, x1, y0, 1, 1, t10);
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ps->get_tile(ps, x0, y1, 1, 1, t01);
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ps->get_tile(ps, x1, y1, 1, 1, t11);
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rgba[0] = lerp_2d(a, b, t00[0], t10[0], t01[0], t11[0]);
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rgba[1] = lerp_2d(a, b, t00[1], t10[1], t01[1], t11[1]);
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rgba[2] = lerp_2d(a, b, t00[2], t10[2], t01[2], t11[2]);
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rgba[3] = lerp_2d(a, b, t00[3], t10[3], t01[3], t11[3]);
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}
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break;
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default:
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assert(0);
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}
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}
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13
src/mesa/pipe/softpipe/sp_tex_sample.h
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13
src/mesa/pipe/softpipe/sp_tex_sample.h
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@ -0,0 +1,13 @@
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#ifndef SP_TEX_SAMPLE_H
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#define SP_TEX_SAMPLE_H
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struct tgsi_sampler;
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extern void
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sp_get_sample(struct tgsi_sampler *sampler,
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const GLfloat strq[4], GLfloat rgba[4]);
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#endif /* SP_TEX_SAMPLE_H */
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