#ifndef _TCUTEXTUREUTIL_HPP #define _TCUTEXTUREUTIL_HPP /*------------------------------------------------------------------------- * drawElements Quality Program Tester Core * ---------------------------------------- * * Copyright 2014 The Android Open Source Project * * 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. * *//*! * \file * \brief Texture utilities. *//*--------------------------------------------------------------------*/ #include "tcuDefs.hpp" #include "tcuTexture.hpp" namespace tcu { // PixelBufferAccess utilities. PixelBufferAccess getSubregion (const PixelBufferAccess& access, int x, int y, int z, int width, int height, int depth); ConstPixelBufferAccess getSubregion (const ConstPixelBufferAccess& access, int x, int y, int z, int width, int height, int depth); PixelBufferAccess getSubregion (const PixelBufferAccess& access, int x, int y, int width, int height); ConstPixelBufferAccess getSubregion (const ConstPixelBufferAccess& access, int x, int y, int width, int height); PixelBufferAccess flipYAccess (const PixelBufferAccess& access); ConstPixelBufferAccess flipYAccess (const ConstPixelBufferAccess& access); bool isCombinedDepthStencilType (TextureFormat::ChannelType type); bool hasStencilComponent (TextureFormat::ChannelOrder order); bool hasDepthComponent (TextureFormat::ChannelOrder order); // sRGB - linear conversion. Vec4 sRGBToLinear (const Vec4& cs); Vec4 sRGB8ToLinear (const UVec4& cs); Vec4 sRGBA8ToLinear (const UVec4& cs); Vec4 linearToSRGB (const Vec4& cl); bool isSRGB (TextureFormat format); /*--------------------------------------------------------------------*//*! * \brief Color channel storage type *//*--------------------------------------------------------------------*/ enum TextureChannelClass { TEXTURECHANNELCLASS_SIGNED_FIXED_POINT = 0, TEXTURECHANNELCLASS_UNSIGNED_FIXED_POINT, TEXTURECHANNELCLASS_SIGNED_INTEGER, TEXTURECHANNELCLASS_UNSIGNED_INTEGER, TEXTURECHANNELCLASS_FLOATING_POINT, TEXTURECHANNELCLASS_LAST }; TextureChannelClass getTextureChannelClass (TextureFormat::ChannelType channelType); /*--------------------------------------------------------------------*//*! * \brief Texture access type *//*--------------------------------------------------------------------*/ enum TextureAccessType { TEXTUREACCESSTYPE_FLOAT = 0, //!< Read (getPixel) or write as floating-point data TEXTUREACCESSTYPE_SIGNED_INT, //!< Read (getPixelInt) or write as signed integer data TEXTUREACCESSTYPE_UNSIGNED_INT, //!< Read (getPixelUint) or write as unsigned integer data TEXTUREACCESSTYPE_LAST }; bool isAccessValid (TextureFormat format, TextureAccessType type); /*--------------------------------------------------------------------*//*! * \brief Standard parameters for texture format testing *//*--------------------------------------------------------------------*/ struct TextureFormatInfo { Vec4 valueMin; Vec4 valueMax; Vec4 lookupScale; Vec4 lookupBias; TextureFormatInfo (const Vec4& valueMin_, const Vec4& valueMax_, const Vec4& lookupScale_, const Vec4& lookupBias_) : valueMin (valueMin_) , valueMax (valueMax_) , lookupScale (lookupScale_) , lookupBias (lookupBias_) { } } DE_WARN_UNUSED_TYPE; TextureFormatInfo getTextureFormatInfo (const TextureFormat& format); IVec4 getTextureFormatBitDepth (const TextureFormat& format); IVec4 getTextureFormatMantissaBitDepth (const TextureFormat& format); BVec4 getTextureFormatChannelMask (const TextureFormat& format); IVec4 getFormatMinIntValue (const TextureFormat& format); IVec4 getFormatMaxIntValue (const TextureFormat& format); UVec4 getFormatMaxUintValue (const TextureFormat& format); // Texture fill. void clear (const PixelBufferAccess& access, const Vec4& color); void clear (const PixelBufferAccess& access, const IVec4& color); void clear (const PixelBufferAccess& access, const UVec4& color); void clearDepth (const PixelBufferAccess& access, float depth); void clearStencil (const PixelBufferAccess& access, int stencil); void fillWithComponentGradients (const PixelBufferAccess& access, const Vec4& minVal, const Vec4& maxVal); void fillWithGrid (const PixelBufferAccess& access, int cellSize, const Vec4& colorA, const Vec4& colorB); void fillWithRepeatableGradient (const PixelBufferAccess& access, const Vec4& colorA, const Vec4& colorB); void fillWithMetaballs (const PixelBufferAccess& access, int numMetaballs, deUint32 seed); void fillWithRGBAQuads (const PixelBufferAccess& access); //! Copies contents of src to dst. If formats of dst and src are equal, a bit-exact copy is made. void copy (const PixelBufferAccess& dst, const ConstPixelBufferAccess& src); void scale (const PixelBufferAccess& dst, const ConstPixelBufferAccess& src, Sampler::FilterMode filter); void estimatePixelValueRange (const ConstPixelBufferAccess& access, Vec4& minVal, Vec4& maxVal); void computePixelScaleBias (const ConstPixelBufferAccess& access, Vec4& scale, Vec4& bias); int getCubeArrayFaceIndex (CubeFace face); //! FP32->U8 with RTE rounding (extremely fast, always accurate). inline deUint8 floatToU8 (float fv) { union { float fv; deUint32 uv; deInt32 iv; } v; v.fv = fv; const deUint32 e = (deUint32)(126-(v.iv>>23)); deUint32 m = v.uv; m &= 0x00ffffffu; m |= 0x00800000u; m = (m << 8) - m; m = 0x00800000u + (m >> e); if (e > 8) m = e; return (deUint8)(m>>24); } deUint32 packRGB999E5 (const tcu::Vec4& color); /*--------------------------------------------------------------------*//*! * \brief Depth-stencil utilities *//*--------------------------------------------------------------------*/ TextureFormat getEffectiveDepthStencilTextureFormat (const TextureFormat& baseFormat, Sampler::DepthStencilMode mode); //! returns the currently effective access to an access with a given sampler mode, e.g. //! for combined depth stencil accesses and for sampler set to sample stencil returns //! stencil access. Identity for non-combined formats. PixelBufferAccess getEffectiveDepthStencilAccess (const PixelBufferAccess& baseAccess, Sampler::DepthStencilMode mode); ConstPixelBufferAccess getEffectiveDepthStencilAccess (const ConstPixelBufferAccess& baseAccess, Sampler::DepthStencilMode mode); //! returns the currently effective view to an texture with a given sampler mode. Uses //! storage for access storage storage tcu::Texture1DView getEffectiveTextureView (const tcu::Texture1DView& src, std::vector& storage, const tcu::Sampler& sampler); tcu::Texture2DView getEffectiveTextureView (const tcu::Texture2DView& src, std::vector& storage, const tcu::Sampler& sampler); tcu::Texture3DView getEffectiveTextureView (const tcu::Texture3DView& src, std::vector& storage, const tcu::Sampler& sampler); tcu::Texture1DArrayView getEffectiveTextureView (const tcu::Texture1DArrayView& src, std::vector& storage, const tcu::Sampler& sampler); tcu::Texture2DArrayView getEffectiveTextureView (const tcu::Texture2DArrayView& src, std::vector& storage, const tcu::Sampler& sampler); tcu::TextureCubeView getEffectiveTextureView (const tcu::TextureCubeView& src, std::vector& storage, const tcu::Sampler& sampler); tcu::TextureCubeArrayView getEffectiveTextureView (const tcu::TextureCubeArrayView& src, std::vector& storage, const tcu::Sampler& sampler); template tcu::Vector sampleTextureBorder (const TextureFormat& format, const Sampler& sampler); } // tcu #endif // _TCUTEXTUREUTIL_HPP