softpipe: use shadow_compare4() to compare texcoord to four texture samples

This commit is contained in:
Brian Paul 2009-06-29 16:45:02 -06:00
parent 005ee9f4e0
commit efe9faf061

View file

@ -705,6 +705,9 @@ get_texel(const struct tgsi_sampler *tgsi_sampler,
* Compare texcoord 'p' (aka R) against texture value 'rgba[0]'
* When we sampled the depth texture, the depth value was put into all
* RGBA channels. We look at the red channel here.
* \param rgba quad of (depth) texel values
* \param p texture 'P' components for four pixels in quad
* \param j which pixel in the quad to test [0..3]
*/
static INLINE void
shadow_compare(const struct pipe_sampler_state *sampler,
@ -750,6 +753,78 @@ shadow_compare(const struct pipe_sampler_state *sampler,
}
/**
* As above, but do four z/texture comparisons.
*/
static INLINE void
shadow_compare4(const struct pipe_sampler_state *sampler,
float rgba[NUM_CHANNELS][QUAD_SIZE],
const float p[QUAD_SIZE])
{
int j, k0, k1, k2, k3;
float val;
/* compare four texcoords vs. four texture samples */
switch (sampler->compare_func) {
case PIPE_FUNC_LESS:
k0 = p[0] < rgba[0][0];
k1 = p[1] < rgba[0][1];
k2 = p[2] < rgba[0][2];
k3 = p[3] < rgba[0][3];
break;
case PIPE_FUNC_LEQUAL:
k0 = p[0] <= rgba[0][0];
k1 = p[1] <= rgba[0][1];
k2 = p[2] <= rgba[0][2];
k3 = p[3] <= rgba[0][3];
break;
case PIPE_FUNC_GREATER:
k0 = p[0] > rgba[0][0];
k1 = p[1] > rgba[0][1];
k2 = p[2] > rgba[0][2];
k3 = p[3] > rgba[0][3];
break;
case PIPE_FUNC_GEQUAL:
k0 = p[0] >= rgba[0][0];
k1 = p[1] >= rgba[0][1];
k2 = p[2] >= rgba[0][2];
k3 = p[3] >= rgba[0][3];
break;
case PIPE_FUNC_EQUAL:
k0 = p[0] == rgba[0][0];
k1 = p[1] == rgba[0][1];
k2 = p[2] == rgba[0][2];
k3 = p[3] == rgba[0][3];
break;
case PIPE_FUNC_NOTEQUAL:
k0 = p[0] != rgba[0][0];
k1 = p[1] != rgba[0][1];
k2 = p[2] != rgba[0][2];
k3 = p[3] != rgba[0][3];
break;
case PIPE_FUNC_ALWAYS:
k0 = k1 = k2 = k3 = 1;
break;
case PIPE_FUNC_NEVER:
k0 = k1 = k2 = k3 = 0;
break;
default:
k0 = k1 = k2 = k3 = 0;
assert(0);
break;
}
/* convert four pass/fail values to an intensity in [0,1] */
val = 0.25F * (k0 + k1 + k2 + k3);
/* XXX returning result for default GL_DEPTH_TEXTURE_MODE = GL_LUMINANCE */
for (j = 0; j < 4; j++) {
rgba[0][j] = rgba[1][j] = rgba[2][j] = val;
rgba[3][j] = 1.0F;
}
}
/**
* Common code for sampling 1D/2D/cube textures.
* Could probably extend for 3D...
@ -832,10 +907,7 @@ sp_get_samples_2d_common(const struct tgsi_sampler *tgsi_sampler,
get_texel(tgsi_sampler, faces[j], level0, x0[j], y1[j], 0, tx, 2);
get_texel(tgsi_sampler, faces[j], level0, x1[j], y1[j], 0, tx, 3);
if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
shadow_compare(sampler, tx, p, 0);
shadow_compare(sampler, tx, p, 1);
shadow_compare(sampler, tx, p, 2);
shadow_compare(sampler, tx, p, 3);
shadow_compare4(sampler, tx, p);
}
/* interpolate R, G, B, A */
@ -857,10 +929,7 @@ sp_get_samples_2d_common(const struct tgsi_sampler *tgsi_sampler,
get_texel(tgsi_sampler, faces[j], level1, x0[j], y1[j], 0, tx, 2);
get_texel(tgsi_sampler, faces[j], level1, x1[j], y1[j], 0, tx, 3);
if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE){
shadow_compare(sampler, tx, p, 0);
shadow_compare(sampler, tx, p, 1);
shadow_compare(sampler, tx, p, 2);
shadow_compare(sampler, tx, p, 3);
shadow_compare4(sampler, tx, p);
}
/* interpolate R, G, B, A */
@ -1119,10 +1188,7 @@ sp_get_samples_rect(const struct tgsi_sampler *tgsi_sampler,
get_texel(tgsi_sampler, face, level0, x0[j], y1[j], 0, tx, 2);
get_texel(tgsi_sampler, face, level0, x1[j], y1[j], 0, tx, 3);
if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
shadow_compare(sampler, tx, p, 0);
shadow_compare(sampler, tx, p, 1);
shadow_compare(sampler, tx, p, 2);
shadow_compare(sampler, tx, p, 3);
shadow_compare4(sampler, tx, p);
}
for (c = 0; c < 4; c++) {
rgba[c][j] = lerp_2d(xw[j], yw[j],