// Copyright 2016 The SwiftShader Authors. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #ifndef sw_SamplerCore_hpp #define sw_SamplerCore_hpp #include "ShaderCore.hpp" #include "Device/Sampler.hpp" #include "Reactor/Print.hpp" #include "Reactor/Reactor.hpp" #ifdef None # undef None // b/127920555 #endif namespace sw { using namespace rr; enum SamplerMethod : uint32_t { Implicit, // Compute gradients (pixel shader only). Bias, // Compute gradients and add provided bias. Lod, // Use provided LOD. Grad, // Use provided gradients. Fetch, // Use provided integer coordinates. Base, // Sample base level. Query, // Return implicit LOD. Gather, // Return one channel of each texel in footprint. SAMPLER_METHOD_LAST = Gather, }; // TODO(b/129523279): Eliminate and use SpirvShader::ImageInstruction instead. struct SamplerFunction { SamplerFunction(SamplerMethod method, bool offset = false, bool sample = false) : method(method) , offset(offset) , sample(sample) {} operator SamplerMethod() { return method; } const SamplerMethod method; const bool offset; const bool sample; }; class SamplerCore { public: SamplerCore(Pointer &constants, const Sampler &state); Vector4f sampleTexture(Pointer &texture, Pointer &sampler, Float4 uvw[4], Float4 &q, Float &&lodOrBias, Float4 &dsx, Float4 &dsy, Vector4f &offset, Int4 &sampleId, SamplerFunction function); private: Short4 offsetSample(Short4 &uvw, Pointer &mipmap, int halfOffset, bool wrap, int count, Float &lod); Vector4s sampleFilter(Pointer &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function); Vector4s sampleAniso(Pointer &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD, SamplerFunction function); Vector4s sampleQuad(Pointer &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, bool secondLOD, SamplerFunction function); Vector4s sampleQuad2D(Pointer &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, bool secondLOD, SamplerFunction function); Vector4s sample3D(Pointer &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, bool secondLOD, SamplerFunction function); Vector4f sampleFloatFilter(Pointer &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function); Vector4f sampleFloatAniso(Pointer &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD, SamplerFunction function); Vector4f sampleFloat(Pointer &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, bool secondLOD, SamplerFunction function); Vector4f sampleFloat2D(Pointer &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, bool secondLOD, SamplerFunction function); Vector4f sampleFloat3D(Pointer &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, bool secondLOD, SamplerFunction function); Float log2sqrt(Float lod); Float log2(Float lod); void computeLod(Pointer &texture, Pointer &sampler, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &u, Float4 &v, Float4 &dsx, Float4 &dsy, SamplerFunction function); void computeLodCube(Pointer &texture, Pointer &sampler, Float &lod, Float4 &u, Float4 &v, Float4 &w, Float4 &dsx, Float4 &dsy, Float4 &M, SamplerFunction function); void computeLod3D(Pointer &texture, Pointer &sampler, Float &lod, Float4 &u, Float4 &v, Float4 &w, Float4 &dsx, Float4 &dsy, SamplerFunction function); Int4 cubeFace(Float4 &U, Float4 &V, Float4 &x, Float4 &y, Float4 &z, Float4 &M); Short4 applyOffset(Short4 &uvw, Float4 &offset, const Int4 &whd, AddressingMode mode); void computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, const Pointer &mipmap, const Short4 &cubeArrayId, const Int4 &sampleId, SamplerFunction function); void computeIndices(UInt index[4], Int4 uuuu, Int4 vvvv, Int4 wwww, Int4 valid, const Pointer &mipmap, const Int4 &cubeArrayId, const Int4 &sampleId, SamplerFunction function); Vector4s sampleTexel(Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, Pointer &mipmap, const Short4 &cubeArrayId, const Int4 &sampleId, Pointer buffer, SamplerFunction function); Vector4s sampleTexel(UInt index[4], Pointer buffer); Vector4f sampleTexel(Int4 &u, Int4 &v, Int4 &s, Float4 &z, Pointer &mipmap, const Int4 &cubeArrayId, const Int4 &sampleId, Pointer buffer, SamplerFunction function); Vector4f replaceBorderTexel(const Vector4f &c, Int4 valid); void selectMipmap(const Pointer &texture, Pointer &mipmap, Pointer &buffer, const Float &lod, bool secondLOD); Short4 address(const Float4 &uw, AddressingMode addressingMode, Pointer &mipmap); void address(const Float4 &uw, Int4 &xyz0, Int4 &xyz1, Float4 &f, Pointer &mipmap, Float4 &texOffset, Int4 &filter, int whd, AddressingMode addressingMode, SamplerFunction function); Int4 computeFilterOffset(Float &lod); void convertSigned15(Float4 &cf, Short4 &ci); void convertUnsigned16(Float4 &cf, Short4 &ci); void sRGBtoLinearFF00(Short4 &c); bool hasFloatTexture() const; bool hasUnnormalizedIntegerTexture() const; bool hasUnsignedTextureComponent(int component) const; int textureComponentCount() const; bool hasThirdCoordinate() const; bool has16bitTextureFormat() const; bool has8bitTextureComponents() const; bool has16bitTextureComponents() const; bool has32bitIntegerTextureComponents() const; bool isYcbcrFormat() const; bool isRGBComponent(int component) const; bool borderModeActive() const; bool isCube() const; VkComponentSwizzle gatherSwizzle() const; Pointer &constants; const Sampler &state; }; } // namespace sw #ifdef ENABLE_RR_PRINT namespace rr { template<> struct PrintValue::Ty { static std::string fmt(const sw::SamplerFunction &v) { return std::string("SamplerFunction[") + "method: " + std::to_string(v.method) + ", offset: " + std::to_string(v.offset) + ", sample: " + std::to_string(v.sample) + "]"; } static std::vector val(const sw::SamplerFunction &v) { return {}; } }; } // namespace rr #endif // ENABLE_RR_PRINT #endif // sw_SamplerCore_hpp