• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved.
2 //
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
6 //
7 //    http://www.apache.org/licenses/LICENSE-2.0
8 //
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
14 
15 #ifndef sw_SamplerCore_hpp
16 #define sw_SamplerCore_hpp
17 
18 #include "ShaderCore.hpp"
19 #include "Device/Sampler.hpp"
20 #include "Reactor/Print.hpp"
21 #include "Reactor/Reactor.hpp"
22 
23 namespace sw {
24 
25 using namespace rr;
26 
27 enum SamplerMethod : uint32_t
28 {
29 	Implicit,      // Compute gradients (pixel shader only).
30 	Bias,          // Compute gradients and add provided bias.
31 	Lod,           // Use provided LOD.
32 	Grad,          // Use provided gradients.
33 	Fetch,         // Use provided integer coordinates.
34 	Base,          // Sample base level.
35 	Query,         // Return implicit LOD.
36 	Gather,        // Return one channel of each texel in footprint.
37 	Read,          // Read a texel from an image without a sampler.
38 	Write,         // Write a texel to an image without a sampler.
39 	TexelPointer,  // Form a pointer to a texel of an image.
40 	SAMPLER_METHOD_LAST = TexelPointer,
41 };
42 
43 // TODO(b/129523279): Eliminate and use SpirvShader::ImageInstruction instead.
44 struct SamplerFunction
45 {
SamplerFunctionsw::SamplerFunction46 	SamplerFunction(SamplerMethod method, bool offset = false, bool sample = false)
47 	    : method(method)
48 	    , offset(offset)
49 	    , sample(sample)
50 	{}
51 
operator SamplerMethodsw::SamplerFunction52 	operator SamplerMethod() const { return method; }
53 
54 	const SamplerMethod method;
55 	const bool offset;
56 	const bool sample;
57 };
58 
59 class SamplerCore
60 {
61 public:
62 	SamplerCore(Pointer<Byte> &constants, const Sampler &state, SamplerFunction function);
63 
64 	Vector4f sampleTexture(Pointer<Byte> &texture, Float4 uvwa[4], Float4 &q, Float &&lodOrBias, Float4 &dsx, Float4 &dsy, Vector4i &offset, Int4 &sample);
65 
66 private:
67 	Float4 applySwizzle(const Vector4f &c, VkComponentSwizzle swizzle, bool integer);
68 	Short4 offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, int count, Float &lod);
69 	Vector4s sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta);
70 	Vector4s sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD);
71 	Vector4s sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD);
72 	Vector4s sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD);
73 	Vector4s sample3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD);
74 	Vector4f sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta);
75 	Vector4f sampleFloatAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD);
76 	Vector4f sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD);
77 	Vector4f sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD);
78 	Vector4f sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD);
79 	void computeLod1D(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &dsx, Float4 &dsy);
80 	void computeLod2D(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &u, Float4 &v, Float4 &dsx, Float4 &dsy);
81 	void computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, Float4 &dsx, Float4 &dsy, Float4 &M);
82 	void computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, Float4 &dsx, Float4 &dsy);
83 	Int4 cubeFace(Float4 &U, Float4 &V, Float4 &x, Float4 &y, Float4 &z, Float4 &M);
84 	Short4 applyOffset(Short4 &uvw, Int4 &offset, const Int4 &whd, AddressingMode mode);
85 	void computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, const Short4 &cubeArrayLayer, Vector4i &offset, const Int4 &sample, const Pointer<Byte> &mipmap);
86 	void computeIndices(UInt index[4], Int4 uuuu, Int4 vvvv, Int4 wwww, const Int4 &sample, Int4 valid, const Pointer<Byte> &mipmap);
87 	Vector4s sampleTexel(Short4 &u, Short4 &v, Short4 &w, const Short4 &cubeArrayLayer, Vector4i &offset, const Int4 &sample, Pointer<Byte> &mipmap, Pointer<Byte> buffer);
88 	Vector4s sampleTexel(UInt index[4], Pointer<Byte> buffer);
89 	Vector4f sampleTexel(Int4 &u, Int4 &v, Int4 &w, Float4 &dRef, const Int4 &sample, Pointer<Byte> &mipmap, Pointer<Byte> buffer);
90 	Vector4f replaceBorderTexel(const Vector4f &c, Int4 valid);
91 	Pointer<Byte> selectMipmap(const Pointer<Byte> &texture, const Float &lod, bool secondLOD);
92 	Short4 address(const Float4 &uvw, AddressingMode addressingMode, Pointer<Byte> &mipmap);
93 	Short4 computeLayerIndex16(const Float4 &a, Pointer<Byte> &mipmap);
94 	void address(const Float4 &uvw, Int4 &xyz0, Int4 &xyz1, Float4 &f, Pointer<Byte> &mipmap, Int4 &offset, Int4 &filter, int whd, AddressingMode addressingMode);
95 	Int4 computeLayerIndex(const Float4 &a, Pointer<Byte> &mipmap);
96 	Int4 computeFilterOffset(Float &lod);
97 	void sRGBtoLinearFF00(Short4 &c);
98 
99 	bool hasNormalizedFormat() const;
100 	bool hasFloatTexture() const;
101 	bool hasUnnormalizedIntegerTexture() const;
102 	bool hasUnsignedTextureComponent(int component) const;
103 	int textureComponentCount() const;
104 	bool has16bitPackedTextureFormat() const;
105 	bool has8bitTextureComponents() const;
106 	bool has16bitTextureComponents() const;
107 	bool has32bitIntegerTextureComponents() const;
108 	bool isYcbcrFormat() const;
109 	bool isRGBComponent(int component) const;
110 	bool borderModeActive() const;
111 	VkComponentSwizzle gatherSwizzle() const;
112 	sw::float4 getComponentScale() const;
113 	int getGatherComponent() const;
114 
115 	Pointer<Byte> &constants;
116 	const Sampler &state;
117 	const SamplerFunction function;
118 };
119 
120 }  // namespace sw
121 
122 #ifdef ENABLE_RR_PRINT
123 namespace rr {
124 
125 template<>
126 struct PrintValue::Ty<sw::SamplerFunction>
127 {
fmtrr::PrintValue::Ty128 	static std::string fmt(const sw::SamplerFunction &v)
129 	{
130 		return std::string("SamplerFunction[") +
131 		       "method: " + std::to_string(v.method) +
132 		       ", offset: " + std::to_string(v.offset) +
133 		       ", sample: " + std::to_string(v.sample) +
134 		       "]";
135 	}
136 
valrr::PrintValue::Ty137 	static std::vector<rr::Value *> val(const sw::SamplerFunction &v) { return {}; }
138 };
139 
140 }  // namespace rr
141 #endif  // ENABLE_RR_PRINT
142 
143 #endif  // sw_SamplerCore_hpp
144