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1923 lines
61 KiB
C
1923 lines
61 KiB
C
/*
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* Mesa 3-D graphics library
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* Version: 7.3
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*
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* Copyright (C) 1999-2008 Brian Paul 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 "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions 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 MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include <precomp.h>
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/*
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* Note, the FRAC macro has to work perfectly. Otherwise you'll sometimes
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* see 1-pixel bands of improperly weighted linear-filtered textures.
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* The tests/texwrap.c demo is a good test.
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* Also note, FRAC(x) doesn't truly return the fractional part of x for x < 0.
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* Instead, if x < 0 then FRAC(x) = 1 - true_frac(x).
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*/
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#define FRAC(f) ((f) - IFLOOR(f))
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/**
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* Linear interpolation macro
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*/
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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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* Do linear interpolation of colors.
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*/
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static inline void
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lerp_rgba(GLfloat result[4], GLfloat t, const GLfloat a[4], const GLfloat b[4])
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{
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result[0] = LERP(t, a[0], b[0]);
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result[1] = LERP(t, a[1], b[1]);
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result[2] = LERP(t, a[2], b[2]);
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result[3] = LERP(t, a[3], b[3]);
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}
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/**
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* Do bilinear interpolation of colors.
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*/
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static inline void
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lerp_rgba_2d(GLfloat result[4], GLfloat a, GLfloat b,
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const GLfloat t00[4], const GLfloat t10[4],
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const GLfloat t01[4], const GLfloat t11[4])
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{
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result[0] = lerp_2d(a, b, t00[0], t10[0], t01[0], t11[0]);
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result[1] = lerp_2d(a, b, t00[1], t10[1], t01[1], t11[1]);
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result[2] = lerp_2d(a, b, t00[2], t10[2], t01[2], t11[2]);
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result[3] = lerp_2d(a, b, t00[3], t10[3], t01[3], t11[3]);
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}
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/**
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* Used for GL_REPEAT wrap mode. Using A % B doesn't produce the
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* right results for A<0. Casting to A to be unsigned only works if B
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* is a power of two. Adding a bias to A (which is a multiple of B)
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* avoids the problems with A < 0 (for reasonable A) without using a
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* conditional.
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*/
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#define REMAINDER(A, B) (((A) + (B) * 1024) % (B))
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/**
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* Used to compute texel locations for linear sampling.
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* Input:
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* wrapMode = GL_REPEAT, GL_CLAMP
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* s = texcoord in [0,1]
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* size = width (or height or depth) of texture
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* Output:
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* i0, i1 = returns two nearest texel indexes
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* weight = returns blend factor between texels
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*/
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static inline void
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linear_texel_locations(GLenum wrapMode,
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const struct gl_texture_image *img,
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GLint size, GLfloat s,
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GLint *i0, GLint *i1, GLfloat *weight)
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{
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const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
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GLfloat u;
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switch (wrapMode) {
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case GL_REPEAT:
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u = s * size - 0.5F;
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if (swImg->_IsPowerOfTwo) {
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*i0 = IFLOOR(u) & (size - 1);
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*i1 = (*i0 + 1) & (size - 1);
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}
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else {
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*i0 = REMAINDER(IFLOOR(u), size);
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*i1 = REMAINDER(*i0 + 1, size);
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}
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break;
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case GL_MIRRORED_REPEAT:
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{
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const GLint flr = IFLOOR(s);
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if (flr & 1)
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u = 1.0F - (s - (GLfloat) flr);
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else
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u = s - (GLfloat) flr;
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u = (u * size) - 0.5F;
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*i0 = IFLOOR(u);
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*i1 = *i0 + 1;
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if (*i0 < 0)
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*i0 = 0;
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if (*i1 >= (GLint) size)
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*i1 = size - 1;
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}
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break;
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case GL_CLAMP:
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if (s <= 0.0F)
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u = 0.0F;
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else if (s >= 1.0F)
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u = (GLfloat) size;
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else
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u = s * size;
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u -= 0.5F;
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*i0 = IFLOOR(u);
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*i1 = *i0 + 1;
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break;
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default:
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_mesa_problem(NULL, "Bad wrap mode");
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u = 0.0F;
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break;
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}
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*weight = FRAC(u);
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}
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/**
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* Used to compute texel location for nearest sampling.
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*/
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static inline GLint
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nearest_texel_location(GLenum wrapMode,
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const struct gl_texture_image *img,
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GLint size, GLfloat s)
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{
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const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
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GLint i;
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switch (wrapMode) {
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case GL_REPEAT:
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/* s limited to [0,1) */
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/* i limited to [0,size-1] */
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i = IFLOOR(s * size);
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if (swImg->_IsPowerOfTwo)
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i &= (size - 1);
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else
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i = REMAINDER(i, size);
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return i;
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case GL_MIRRORED_REPEAT:
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{
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const GLfloat min = 1.0F / (2.0F * size);
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const GLfloat max = 1.0F - min;
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const GLint flr = IFLOOR(s);
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GLfloat u;
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if (flr & 1)
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u = 1.0F - (s - (GLfloat) flr);
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else
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u = s - (GLfloat) flr;
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if (u < min)
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i = 0;
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else if (u > max)
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i = size - 1;
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else
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i = IFLOOR(u * size);
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}
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return i;
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case GL_CLAMP:
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/* s limited to [0,1] */
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/* i limited to [0,size-1] */
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if (s <= 0.0F)
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i = 0;
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else if (s >= 1.0F)
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i = size - 1;
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else
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i = IFLOOR(s * size);
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return i;
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default:
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_mesa_problem(NULL, "Bad wrap mode");
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return 0;
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}
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}
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/* Power of two image sizes only */
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static inline void
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linear_repeat_texel_location(GLuint size, GLfloat s,
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GLint *i0, GLint *i1, GLfloat *weight)
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{
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GLfloat u = s * size - 0.5F;
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*i0 = IFLOOR(u) & (size - 1);
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*i1 = (*i0 + 1) & (size - 1);
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*weight = FRAC(u);
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}
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/**
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* For linear interpolation between mipmap levels N and N+1, this function
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* computes N.
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*/
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static inline GLint
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linear_mipmap_level(const struct gl_texture_object *tObj, GLfloat lambda)
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{
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if (lambda < 0.0F)
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return tObj->BaseLevel;
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else if (lambda > tObj->_MaxLambda)
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return (GLint) (tObj->BaseLevel + tObj->_MaxLambda);
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else
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return (GLint) (tObj->BaseLevel + lambda);
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}
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/**
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* Compute the nearest mipmap level to take texels from.
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*/
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static inline GLint
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nearest_mipmap_level(const struct gl_texture_object *tObj, GLfloat lambda)
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{
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GLfloat l;
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GLint level;
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if (lambda <= 0.5F)
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l = 0.0F;
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else if (lambda > tObj->_MaxLambda + 0.4999F)
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l = tObj->_MaxLambda + 0.4999F;
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else
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l = lambda;
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level = (GLint) (tObj->BaseLevel + l + 0.5F);
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if (level > tObj->_MaxLevel)
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level = tObj->_MaxLevel;
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return level;
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}
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/*
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* Bitflags for texture border color sampling.
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*/
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#define I0BIT 1
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#define I1BIT 2
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#define J0BIT 4
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#define J1BIT 8
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#define K0BIT 16
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#define K1BIT 32
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/**
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* The lambda[] array values are always monotonic. Either the whole span
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* will be minified, magnified, or split between the two. This function
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* determines the subranges in [0, n-1] that are to be minified or magnified.
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*/
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static inline void
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compute_min_mag_ranges(const struct gl_texture_object *tObj,
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GLuint n, const GLfloat lambda[],
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GLuint *minStart, GLuint *minEnd,
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GLuint *magStart, GLuint *magEnd)
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{
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GLfloat minMagThresh;
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/* we shouldn't be here if minfilter == magfilter */
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ASSERT(tObj->Sampler.MinFilter != tObj->Sampler.MagFilter);
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/* This bit comes from the OpenGL spec: */
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if (tObj->Sampler.MagFilter == GL_LINEAR
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&& (tObj->Sampler.MinFilter == GL_NEAREST_MIPMAP_NEAREST ||
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tObj->Sampler.MinFilter == GL_NEAREST_MIPMAP_LINEAR)) {
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minMagThresh = 0.5F;
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}
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else {
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minMagThresh = 0.0F;
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}
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#if 0
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/* DEBUG CODE: Verify that lambda[] is monotonic.
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* We can't really use this because the inaccuracy in the LOG2 function
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* causes this test to fail, yet the resulting texturing is correct.
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*/
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if (n > 1) {
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GLuint i;
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printf("lambda delta = %g\n", lambda[0] - lambda[n-1]);
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if (lambda[0] >= lambda[n-1]) { /* decreasing */
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for (i = 0; i < n - 1; i++) {
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ASSERT((GLint) (lambda[i] * 10) >= (GLint) (lambda[i+1] * 10));
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}
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}
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else { /* increasing */
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for (i = 0; i < n - 1; i++) {
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ASSERT((GLint) (lambda[i] * 10) <= (GLint) (lambda[i+1] * 10));
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}
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}
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}
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#endif /* DEBUG */
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if (lambda[0] <= minMagThresh && (n <= 1 || lambda[n-1] <= minMagThresh)) {
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/* magnification for whole span */
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*magStart = 0;
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*magEnd = n;
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*minStart = *minEnd = 0;
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}
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else if (lambda[0] > minMagThresh && (n <=1 || lambda[n-1] > minMagThresh)) {
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/* minification for whole span */
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*minStart = 0;
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*minEnd = n;
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*magStart = *magEnd = 0;
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}
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else {
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/* a mix of minification and magnification */
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GLuint i;
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if (lambda[0] > minMagThresh) {
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/* start with minification */
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for (i = 1; i < n; i++) {
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if (lambda[i] <= minMagThresh)
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break;
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}
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*minStart = 0;
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*minEnd = i;
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*magStart = i;
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*magEnd = n;
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}
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else {
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/* start with magnification */
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for (i = 1; i < n; i++) {
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if (lambda[i] > minMagThresh)
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break;
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}
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*magStart = 0;
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*magEnd = i;
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*minStart = i;
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*minEnd = n;
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}
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}
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#if 0
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/* Verify the min/mag Start/End values
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* We don't use this either (see above)
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*/
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{
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GLint i;
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for (i = 0; i < n; i++) {
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if (lambda[i] > minMagThresh) {
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/* minification */
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ASSERT(i >= *minStart);
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ASSERT(i < *minEnd);
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}
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else {
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/* magnification */
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ASSERT(i >= *magStart);
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ASSERT(i < *magEnd);
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}
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}
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}
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#endif
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}
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/**
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* When we sample the border color, it must be interpreted according to
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* the base texture format. Ex: if the texture base format it GL_ALPHA,
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* we return (0,0,0,BorderAlpha).
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*/
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static inline void
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get_border_color(const struct gl_texture_object *tObj,
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const struct gl_texture_image *img,
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GLfloat rgba[4])
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{
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switch (img->_BaseFormat) {
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case GL_RGB:
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rgba[0] = tObj->Sampler.BorderColor.f[0];
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rgba[1] = tObj->Sampler.BorderColor.f[1];
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rgba[2] = tObj->Sampler.BorderColor.f[2];
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rgba[3] = 1.0F;
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break;
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case GL_ALPHA:
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rgba[0] = rgba[1] = rgba[2] = 0.0;
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rgba[3] = tObj->Sampler.BorderColor.f[3];
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break;
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case GL_LUMINANCE:
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rgba[0] = rgba[1] = rgba[2] = tObj->Sampler.BorderColor.f[0];
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rgba[3] = 1.0;
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break;
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case GL_LUMINANCE_ALPHA:
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rgba[0] = rgba[1] = rgba[2] = tObj->Sampler.BorderColor.f[0];
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rgba[3] = tObj->Sampler.BorderColor.f[3];
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break;
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case GL_INTENSITY:
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rgba[0] = rgba[1] = rgba[2] = rgba[3] = tObj->Sampler.BorderColor.f[0];
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break;
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default:
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COPY_4V(rgba, tObj->Sampler.BorderColor.f);
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break;
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}
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}
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/**********************************************************************/
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/* 1-D Texture Sampling Functions */
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/**********************************************************************/
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/**
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* Return the texture sample for coordinate (s) using GL_NEAREST filter.
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*/
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static inline void
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sample_1d_nearest(struct gl_context *ctx,
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const struct gl_texture_object *tObj,
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const struct gl_texture_image *img,
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const GLfloat texcoord[4], GLfloat rgba[4])
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{
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const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
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const GLint width = img->Width2; /* without border, power of two */
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GLint i;
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i = nearest_texel_location(tObj->Sampler.WrapS, img, width, texcoord[0]);
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/* skip over the border, if any */
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i += img->Border;
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if (i < 0 || i >= (GLint) img->Width) {
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/* Need this test for GL_CLAMP_TO_BORDER mode */
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get_border_color(tObj, img, rgba);
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}
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else {
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swImg->FetchTexel(swImg, i, 0, 0, rgba);
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}
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}
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|
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/**
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* Return the texture sample for coordinate (s) using GL_LINEAR filter.
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*/
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static inline void
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sample_1d_linear(struct gl_context *ctx,
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const struct gl_texture_object *tObj,
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const struct gl_texture_image *img,
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const GLfloat texcoord[4], GLfloat rgba[4])
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{
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const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
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const GLint width = img->Width2;
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GLint i0, i1;
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GLbitfield useBorderColor = 0x0;
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GLfloat a;
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GLfloat t0[4], t1[4]; /* texels */
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linear_texel_locations(tObj->Sampler.WrapS, img, width, texcoord[0], &i0, &i1, &a);
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if (img->Border) {
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i0 += img->Border;
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i1 += img->Border;
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}
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else {
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if (i0 < 0 || i0 >= width) useBorderColor |= I0BIT;
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if (i1 < 0 || i1 >= width) useBorderColor |= I1BIT;
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}
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/* fetch texel colors */
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if (useBorderColor & I0BIT) {
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get_border_color(tObj, img, t0);
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}
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else {
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swImg->FetchTexel(swImg, i0, 0, 0, t0);
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}
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if (useBorderColor & I1BIT) {
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get_border_color(tObj, img, t1);
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}
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else {
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swImg->FetchTexel(swImg, i1, 0, 0, t1);
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}
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lerp_rgba(rgba, a, t0, t1);
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}
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|
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static void
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sample_1d_nearest_mipmap_nearest(struct gl_context *ctx,
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const struct gl_texture_object *tObj,
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GLuint n, const GLfloat texcoord[][4],
|
|
const GLfloat lambda[], GLfloat rgba[][4])
|
|
{
|
|
GLuint i;
|
|
ASSERT(lambda != NULL);
|
|
for (i = 0; i < n; i++) {
|
|
GLint level = nearest_mipmap_level(tObj, lambda[i]);
|
|
sample_1d_nearest(ctx, tObj, tObj->Image[0][level], texcoord[i], rgba[i]);
|
|
}
|
|
}
|
|
|
|
|
|
static void
|
|
sample_1d_linear_mipmap_nearest(struct gl_context *ctx,
|
|
const struct gl_texture_object *tObj,
|
|
GLuint n, const GLfloat texcoord[][4],
|
|
const GLfloat lambda[], GLfloat rgba[][4])
|
|
{
|
|
GLuint i;
|
|
ASSERT(lambda != NULL);
|
|
for (i = 0; i < n; i++) {
|
|
GLint level = nearest_mipmap_level(tObj, lambda[i]);
|
|
sample_1d_linear(ctx, tObj, tObj->Image[0][level], texcoord[i], rgba[i]);
|
|
}
|
|
}
|
|
|
|
|
|
static void
|
|
sample_1d_nearest_mipmap_linear(struct gl_context *ctx,
|
|
const struct gl_texture_object *tObj,
|
|
GLuint n, const GLfloat texcoord[][4],
|
|
const GLfloat lambda[], GLfloat rgba[][4])
|
|
{
|
|
GLuint i;
|
|
ASSERT(lambda != NULL);
|
|
for (i = 0; i < n; i++) {
|
|
GLint level = linear_mipmap_level(tObj, lambda[i]);
|
|
if (level >= tObj->_MaxLevel) {
|
|
sample_1d_nearest(ctx, tObj, tObj->Image[0][tObj->_MaxLevel],
|
|
texcoord[i], rgba[i]);
|
|
}
|
|
else {
|
|
GLfloat t0[4], t1[4];
|
|
const GLfloat f = FRAC(lambda[i]);
|
|
sample_1d_nearest(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
|
|
sample_1d_nearest(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
|
|
lerp_rgba(rgba[i], f, t0, t1);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static void
|
|
sample_1d_linear_mipmap_linear(struct gl_context *ctx,
|
|
const struct gl_texture_object *tObj,
|
|
GLuint n, const GLfloat texcoord[][4],
|
|
const GLfloat lambda[], GLfloat rgba[][4])
|
|
{
|
|
GLuint i;
|
|
ASSERT(lambda != NULL);
|
|
for (i = 0; i < n; i++) {
|
|
GLint level = linear_mipmap_level(tObj, lambda[i]);
|
|
if (level >= tObj->_MaxLevel) {
|
|
sample_1d_linear(ctx, tObj, tObj->Image[0][tObj->_MaxLevel],
|
|
texcoord[i], rgba[i]);
|
|
}
|
|
else {
|
|
GLfloat t0[4], t1[4];
|
|
const GLfloat f = FRAC(lambda[i]);
|
|
sample_1d_linear(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
|
|
sample_1d_linear(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
|
|
lerp_rgba(rgba[i], f, t0, t1);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/** Sample 1D texture, nearest filtering for both min/magnification */
|
|
static void
|
|
sample_nearest_1d( struct gl_context *ctx,
|
|
const struct gl_texture_object *tObj, GLuint n,
|
|
const GLfloat texcoords[][4], const GLfloat lambda[],
|
|
GLfloat rgba[][4] )
|
|
{
|
|
GLuint i;
|
|
struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
|
|
(void) lambda;
|
|
for (i = 0; i < n; i++) {
|
|
sample_1d_nearest(ctx, tObj, image, texcoords[i], rgba[i]);
|
|
}
|
|
}
|
|
|
|
|
|
/** Sample 1D texture, linear filtering for both min/magnification */
|
|
static void
|
|
sample_linear_1d( struct gl_context *ctx,
|
|
const struct gl_texture_object *tObj, GLuint n,
|
|
const GLfloat texcoords[][4], const GLfloat lambda[],
|
|
GLfloat rgba[][4] )
|
|
{
|
|
GLuint i;
|
|
struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
|
|
(void) lambda;
|
|
for (i = 0; i < n; i++) {
|
|
sample_1d_linear(ctx, tObj, image, texcoords[i], rgba[i]);
|
|
}
|
|
}
|
|
|
|
|
|
/** Sample 1D texture, using lambda to choose between min/magnification */
|
|
static void
|
|
sample_lambda_1d( struct gl_context *ctx,
|
|
const struct gl_texture_object *tObj, GLuint n,
|
|
const GLfloat texcoords[][4],
|
|
const GLfloat lambda[], GLfloat rgba[][4] )
|
|
{
|
|
GLuint minStart, minEnd; /* texels with minification */
|
|
GLuint magStart, magEnd; /* texels with magnification */
|
|
GLuint i;
|
|
|
|
ASSERT(lambda != NULL);
|
|
compute_min_mag_ranges(tObj, n, lambda,
|
|
&minStart, &minEnd, &magStart, &magEnd);
|
|
|
|
if (minStart < minEnd) {
|
|
/* do the minified texels */
|
|
const GLuint m = minEnd - minStart;
|
|
switch (tObj->Sampler.MinFilter) {
|
|
case GL_NEAREST:
|
|
for (i = minStart; i < minEnd; i++)
|
|
sample_1d_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
|
|
texcoords[i], rgba[i]);
|
|
break;
|
|
case GL_LINEAR:
|
|
for (i = minStart; i < minEnd; i++)
|
|
sample_1d_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
|
|
texcoords[i], rgba[i]);
|
|
break;
|
|
case GL_NEAREST_MIPMAP_NEAREST:
|
|
sample_1d_nearest_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
|
|
lambda + minStart, rgba + minStart);
|
|
break;
|
|
case GL_LINEAR_MIPMAP_NEAREST:
|
|
sample_1d_linear_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
|
|
lambda + minStart, rgba + minStart);
|
|
break;
|
|
case GL_NEAREST_MIPMAP_LINEAR:
|
|
sample_1d_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart,
|
|
lambda + minStart, rgba + minStart);
|
|
break;
|
|
case GL_LINEAR_MIPMAP_LINEAR:
|
|
sample_1d_linear_mipmap_linear(ctx, tObj, m, texcoords + minStart,
|
|
lambda + minStart, rgba + minStart);
|
|
break;
|
|
default:
|
|
_mesa_problem(ctx, "Bad min filter in sample_1d_texture");
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (magStart < magEnd) {
|
|
/* do the magnified texels */
|
|
switch (tObj->Sampler.MagFilter) {
|
|
case GL_NEAREST:
|
|
for (i = magStart; i < magEnd; i++)
|
|
sample_1d_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
|
|
texcoords[i], rgba[i]);
|
|
break;
|
|
case GL_LINEAR:
|
|
for (i = magStart; i < magEnd; i++)
|
|
sample_1d_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
|
|
texcoords[i], rgba[i]);
|
|
break;
|
|
default:
|
|
_mesa_problem(ctx, "Bad mag filter in sample_1d_texture");
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**********************************************************************/
|
|
/* 2-D Texture Sampling Functions */
|
|
/**********************************************************************/
|
|
|
|
|
|
/**
|
|
* Return the texture sample for coordinate (s,t) using GL_NEAREST filter.
|
|
*/
|
|
static inline void
|
|
sample_2d_nearest(struct gl_context *ctx,
|
|
const struct gl_texture_object *tObj,
|
|
const struct gl_texture_image *img,
|
|
const GLfloat texcoord[4],
|
|
GLfloat rgba[])
|
|
{
|
|
const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
|
|
const GLint width = img->Width2; /* without border, power of two */
|
|
const GLint height = img->Height2; /* without border, power of two */
|
|
GLint i, j;
|
|
(void) ctx;
|
|
|
|
i = nearest_texel_location(tObj->Sampler.WrapS, img, width, texcoord[0]);
|
|
j = nearest_texel_location(tObj->Sampler.WrapT, img, height, texcoord[1]);
|
|
|
|
/* skip over the border, if any */
|
|
i += img->Border;
|
|
j += img->Border;
|
|
|
|
if (i < 0 || i >= (GLint) img->Width || j < 0 || j >= (GLint) img->Height) {
|
|
/* Need this test for GL_CLAMP_TO_BORDER mode */
|
|
get_border_color(tObj, img, rgba);
|
|
}
|
|
else {
|
|
swImg->FetchTexel(swImg, i, j, 0, rgba);
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Return the texture sample for coordinate (s,t) using GL_LINEAR filter.
|
|
* New sampling code contributed by Lynn Quam <quam@ai.sri.com>.
|
|
*/
|
|
static inline void
|
|
sample_2d_linear(struct gl_context *ctx,
|
|
const struct gl_texture_object *tObj,
|
|
const struct gl_texture_image *img,
|
|
const GLfloat texcoord[4],
|
|
GLfloat rgba[])
|
|
{
|
|
const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
|
|
const GLint width = img->Width2;
|
|
const GLint height = img->Height2;
|
|
GLint i0, j0, i1, j1;
|
|
GLbitfield useBorderColor = 0x0;
|
|
GLfloat a, b;
|
|
GLfloat t00[4], t10[4], t01[4], t11[4]; /* sampled texel colors */
|
|
|
|
linear_texel_locations(tObj->Sampler.WrapS, img, width, texcoord[0], &i0, &i1, &a);
|
|
linear_texel_locations(tObj->Sampler.WrapT, img, height, texcoord[1], &j0, &j1, &b);
|
|
|
|
if (img->Border) {
|
|
i0 += img->Border;
|
|
i1 += img->Border;
|
|
j0 += img->Border;
|
|
j1 += img->Border;
|
|
}
|
|
else {
|
|
if (i0 < 0 || i0 >= width) useBorderColor |= I0BIT;
|
|
if (i1 < 0 || i1 >= width) useBorderColor |= I1BIT;
|
|
if (j0 < 0 || j0 >= height) useBorderColor |= J0BIT;
|
|
if (j1 < 0 || j1 >= height) useBorderColor |= J1BIT;
|
|
}
|
|
|
|
/* fetch four texel colors */
|
|
if (useBorderColor & (I0BIT | J0BIT)) {
|
|
get_border_color(tObj, img, t00);
|
|
}
|
|
else {
|
|
swImg->FetchTexel(swImg, i0, j0, 0, t00);
|
|
}
|
|
if (useBorderColor & (I1BIT | J0BIT)) {
|
|
get_border_color(tObj, img, t10);
|
|
}
|
|
else {
|
|
swImg->FetchTexel(swImg, i1, j0, 0, t10);
|
|
}
|
|
if (useBorderColor & (I0BIT | J1BIT)) {
|
|
get_border_color(tObj, img, t01);
|
|
}
|
|
else {
|
|
swImg->FetchTexel(swImg, i0, j1, 0, t01);
|
|
}
|
|
if (useBorderColor & (I1BIT | J1BIT)) {
|
|
get_border_color(tObj, img, t11);
|
|
}
|
|
else {
|
|
swImg->FetchTexel(swImg, i1, j1, 0, t11);
|
|
}
|
|
|
|
lerp_rgba_2d(rgba, a, b, t00, t10, t01, t11);
|
|
}
|
|
|
|
|
|
/**
|
|
* As above, but we know WRAP_S == REPEAT and WRAP_T == REPEAT.
|
|
* We don't have to worry about the texture border.
|
|
*/
|
|
static inline void
|
|
sample_2d_linear_repeat(struct gl_context *ctx,
|
|
const struct gl_texture_object *tObj,
|
|
const struct gl_texture_image *img,
|
|
const GLfloat texcoord[4],
|
|
GLfloat rgba[])
|
|
{
|
|
const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
|
|
const GLint width = img->Width2;
|
|
const GLint height = img->Height2;
|
|
GLint i0, j0, i1, j1;
|
|
GLfloat wi, wj;
|
|
GLfloat t00[4], t10[4], t01[4], t11[4]; /* sampled texel colors */
|
|
|
|
(void) ctx;
|
|
|
|
ASSERT(tObj->Sampler.WrapS == GL_REPEAT);
|
|
ASSERT(tObj->Sampler.WrapT == GL_REPEAT);
|
|
ASSERT(img->Border == 0);
|
|
ASSERT(swImg->_IsPowerOfTwo);
|
|
|
|
linear_repeat_texel_location(width, texcoord[0], &i0, &i1, &wi);
|
|
linear_repeat_texel_location(height, texcoord[1], &j0, &j1, &wj);
|
|
|
|
swImg->FetchTexel(swImg, i0, j0, 0, t00);
|
|
swImg->FetchTexel(swImg, i1, j0, 0, t10);
|
|
swImg->FetchTexel(swImg, i0, j1, 0, t01);
|
|
swImg->FetchTexel(swImg, i1, j1, 0, t11);
|
|
|
|
lerp_rgba_2d(rgba, wi, wj, t00, t10, t01, t11);
|
|
}
|
|
|
|
|
|
static void
|
|
sample_2d_nearest_mipmap_nearest(struct gl_context *ctx,
|
|
const struct gl_texture_object *tObj,
|
|
GLuint n, const GLfloat texcoord[][4],
|
|
const GLfloat lambda[], GLfloat rgba[][4])
|
|
{
|
|
GLuint i;
|
|
for (i = 0; i < n; i++) {
|
|
GLint level = nearest_mipmap_level(tObj, lambda[i]);
|
|
sample_2d_nearest(ctx, tObj, tObj->Image[0][level], texcoord[i], rgba[i]);
|
|
}
|
|
}
|
|
|
|
|
|
static void
|
|
sample_2d_linear_mipmap_nearest(struct gl_context *ctx,
|
|
const struct gl_texture_object *tObj,
|
|
GLuint n, const GLfloat texcoord[][4],
|
|
const GLfloat lambda[], GLfloat rgba[][4])
|
|
{
|
|
GLuint i;
|
|
ASSERT(lambda != NULL);
|
|
for (i = 0; i < n; i++) {
|
|
GLint level = nearest_mipmap_level(tObj, lambda[i]);
|
|
sample_2d_linear(ctx, tObj, tObj->Image[0][level], texcoord[i], rgba[i]);
|
|
}
|
|
}
|
|
|
|
|
|
static void
|
|
sample_2d_nearest_mipmap_linear(struct gl_context *ctx,
|
|
const struct gl_texture_object *tObj,
|
|
GLuint n, const GLfloat texcoord[][4],
|
|
const GLfloat lambda[], GLfloat rgba[][4])
|
|
{
|
|
GLuint i;
|
|
ASSERT(lambda != NULL);
|
|
for (i = 0; i < n; i++) {
|
|
GLint level = linear_mipmap_level(tObj, lambda[i]);
|
|
if (level >= tObj->_MaxLevel) {
|
|
sample_2d_nearest(ctx, tObj, tObj->Image[0][tObj->_MaxLevel],
|
|
texcoord[i], rgba[i]);
|
|
}
|
|
else {
|
|
GLfloat t0[4], t1[4]; /* texels */
|
|
const GLfloat f = FRAC(lambda[i]);
|
|
sample_2d_nearest(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
|
|
sample_2d_nearest(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
|
|
lerp_rgba(rgba[i], f, t0, t1);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static void
|
|
sample_2d_linear_mipmap_linear( struct gl_context *ctx,
|
|
const struct gl_texture_object *tObj,
|
|
GLuint n, const GLfloat texcoord[][4],
|
|
const GLfloat lambda[], GLfloat rgba[][4] )
|
|
{
|
|
GLuint i;
|
|
ASSERT(lambda != NULL);
|
|
for (i = 0; i < n; i++) {
|
|
GLint level = linear_mipmap_level(tObj, lambda[i]);
|
|
if (level >= tObj->_MaxLevel) {
|
|
sample_2d_linear(ctx, tObj, tObj->Image[0][tObj->_MaxLevel],
|
|
texcoord[i], rgba[i]);
|
|
}
|
|
else {
|
|
GLfloat t0[4], t1[4]; /* texels */
|
|
const GLfloat f = FRAC(lambda[i]);
|
|
sample_2d_linear(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
|
|
sample_2d_linear(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
|
|
lerp_rgba(rgba[i], f, t0, t1);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static void
|
|
sample_2d_linear_mipmap_linear_repeat(struct gl_context *ctx,
|
|
const struct gl_texture_object *tObj,
|
|
GLuint n, const GLfloat texcoord[][4],
|
|
const GLfloat lambda[], GLfloat rgba[][4])
|
|
{
|
|
GLuint i;
|
|
ASSERT(lambda != NULL);
|
|
ASSERT(tObj->Sampler.WrapS == GL_REPEAT);
|
|
ASSERT(tObj->Sampler.WrapT == GL_REPEAT);
|
|
for (i = 0; i < n; i++) {
|
|
GLint level = linear_mipmap_level(tObj, lambda[i]);
|
|
if (level >= tObj->_MaxLevel) {
|
|
sample_2d_linear_repeat(ctx, tObj, tObj->Image[0][tObj->_MaxLevel],
|
|
texcoord[i], rgba[i]);
|
|
}
|
|
else {
|
|
GLfloat t0[4], t1[4]; /* texels */
|
|
const GLfloat f = FRAC(lambda[i]);
|
|
sample_2d_linear_repeat(ctx, tObj, tObj->Image[0][level ],
|
|
texcoord[i], t0);
|
|
sample_2d_linear_repeat(ctx, tObj, tObj->Image[0][level+1],
|
|
texcoord[i], t1);
|
|
lerp_rgba(rgba[i], f, t0, t1);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/** Sample 2D texture, nearest filtering for both min/magnification */
|
|
static void
|
|
sample_nearest_2d(struct gl_context *ctx,
|
|
const struct gl_texture_object *tObj, GLuint n,
|
|
const GLfloat texcoords[][4],
|
|
const GLfloat lambda[], GLfloat rgba[][4])
|
|
{
|
|
GLuint i;
|
|
struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
|
|
(void) lambda;
|
|
for (i = 0; i < n; i++) {
|
|
sample_2d_nearest(ctx, tObj, image, texcoords[i], rgba[i]);
|
|
}
|
|
}
|
|
|
|
|
|
/** Sample 2D texture, linear filtering for both min/magnification */
|
|
static void
|
|
sample_linear_2d(struct gl_context *ctx,
|
|
const struct gl_texture_object *tObj, GLuint n,
|
|
const GLfloat texcoords[][4],
|
|
const GLfloat lambda[], GLfloat rgba[][4])
|
|
{
|
|
GLuint i;
|
|
struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
|
|
const struct swrast_texture_image *swImg = swrast_texture_image_const(image);
|
|
(void) lambda;
|
|
if (tObj->Sampler.WrapS == GL_REPEAT &&
|
|
tObj->Sampler.WrapT == GL_REPEAT &&
|
|
swImg->_IsPowerOfTwo &&
|
|
image->Border == 0) {
|
|
for (i = 0; i < n; i++) {
|
|
sample_2d_linear_repeat(ctx, tObj, image, texcoords[i], rgba[i]);
|
|
}
|
|
}
|
|
else {
|
|
for (i = 0; i < n; i++) {
|
|
sample_2d_linear(ctx, tObj, image, texcoords[i], rgba[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Optimized 2-D texture sampling:
|
|
* S and T wrap mode == GL_REPEAT
|
|
* GL_NEAREST min/mag filter
|
|
* No border,
|
|
* RowStride == Width,
|
|
* Format = GL_RGB
|
|
*/
|
|
static void
|
|
opt_sample_rgb_2d(struct gl_context *ctx,
|
|
const struct gl_texture_object *tObj,
|
|
GLuint n, const GLfloat texcoords[][4],
|
|
const GLfloat lambda[], GLfloat rgba[][4])
|
|
{
|
|
const struct gl_texture_image *img = tObj->Image[0][tObj->BaseLevel];
|
|
const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
|
|
const GLfloat width = (GLfloat) img->Width;
|
|
const GLfloat height = (GLfloat) img->Height;
|
|
const GLint colMask = img->Width - 1;
|
|
const GLint rowMask = img->Height - 1;
|
|
const GLint shift = img->WidthLog2;
|
|
GLuint k;
|
|
(void) ctx;
|
|
(void) lambda;
|
|
ASSERT(tObj->Sampler.WrapS==GL_REPEAT);
|
|
ASSERT(tObj->Sampler.WrapT==GL_REPEAT);
|
|
ASSERT(img->Border==0);
|
|
ASSERT(img->TexFormat == MESA_FORMAT_RGB888);
|
|
ASSERT(swImg->_IsPowerOfTwo);
|
|
(void) swImg;
|
|
|
|
for (k=0; k<n; k++) {
|
|
GLint i = IFLOOR(texcoords[k][0] * width) & colMask;
|
|
GLint j = IFLOOR(texcoords[k][1] * height) & rowMask;
|
|
GLint pos = (j << shift) | i;
|
|
GLubyte *texel = swImg->Map + 3 * pos;
|
|
rgba[k][RCOMP] = UBYTE_TO_FLOAT(texel[2]);
|
|
rgba[k][GCOMP] = UBYTE_TO_FLOAT(texel[1]);
|
|
rgba[k][BCOMP] = UBYTE_TO_FLOAT(texel[0]);
|
|
rgba[k][ACOMP] = 1.0F;
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Optimized 2-D texture sampling:
|
|
* S and T wrap mode == GL_REPEAT
|
|
* GL_NEAREST min/mag filter
|
|
* No border
|
|
* RowStride == Width,
|
|
* Format = GL_RGBA
|
|
*/
|
|
static void
|
|
opt_sample_rgba_2d(struct gl_context *ctx,
|
|
const struct gl_texture_object *tObj,
|
|
GLuint n, const GLfloat texcoords[][4],
|
|
const GLfloat lambda[], GLfloat rgba[][4])
|
|
{
|
|
const struct gl_texture_image *img = tObj->Image[0][tObj->BaseLevel];
|
|
const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
|
|
const GLfloat width = (GLfloat) img->Width;
|
|
const GLfloat height = (GLfloat) img->Height;
|
|
const GLint colMask = img->Width - 1;
|
|
const GLint rowMask = img->Height - 1;
|
|
const GLint shift = img->WidthLog2;
|
|
GLuint i;
|
|
(void) ctx;
|
|
(void) lambda;
|
|
ASSERT(tObj->Sampler.WrapS==GL_REPEAT);
|
|
ASSERT(tObj->Sampler.WrapT==GL_REPEAT);
|
|
ASSERT(img->Border==0);
|
|
ASSERT(img->TexFormat == MESA_FORMAT_RGBA8888);
|
|
ASSERT(swImg->_IsPowerOfTwo);
|
|
(void) swImg;
|
|
|
|
for (i = 0; i < n; i++) {
|
|
const GLint col = IFLOOR(texcoords[i][0] * width) & colMask;
|
|
const GLint row = IFLOOR(texcoords[i][1] * height) & rowMask;
|
|
const GLint pos = (row << shift) | col;
|
|
const GLuint texel = *((GLuint *) swImg->Map + pos);
|
|
rgba[i][RCOMP] = UBYTE_TO_FLOAT( (texel >> 24) );
|
|
rgba[i][GCOMP] = UBYTE_TO_FLOAT( (texel >> 16) & 0xff );
|
|
rgba[i][BCOMP] = UBYTE_TO_FLOAT( (texel >> 8) & 0xff );
|
|
rgba[i][ACOMP] = UBYTE_TO_FLOAT( (texel ) & 0xff );
|
|
}
|
|
}
|
|
|
|
|
|
/** Sample 2D texture, using lambda to choose between min/magnification */
|
|
static void
|
|
sample_lambda_2d(struct gl_context *ctx,
|
|
const struct gl_texture_object *tObj,
|
|
GLuint n, const GLfloat texcoords[][4],
|
|
const GLfloat lambda[], GLfloat rgba[][4])
|
|
{
|
|
const struct gl_texture_image *tImg = tObj->Image[0][tObj->BaseLevel];
|
|
const struct swrast_texture_image *swImg = swrast_texture_image_const(tImg);
|
|
GLuint minStart, minEnd; /* texels with minification */
|
|
GLuint magStart, magEnd; /* texels with magnification */
|
|
|
|
const GLboolean repeatNoBorderPOT = (tObj->Sampler.WrapS == GL_REPEAT)
|
|
&& (tObj->Sampler.WrapT == GL_REPEAT)
|
|
&& (tImg->Border == 0 && (tImg->Width == swImg->RowStride))
|
|
&& swImg->_IsPowerOfTwo;
|
|
|
|
ASSERT(lambda != NULL);
|
|
compute_min_mag_ranges(tObj, n, lambda,
|
|
&minStart, &minEnd, &magStart, &magEnd);
|
|
|
|
if (minStart < minEnd) {
|
|
/* do the minified texels */
|
|
const GLuint m = minEnd - minStart;
|
|
switch (tObj->Sampler.MinFilter) {
|
|
case GL_NEAREST:
|
|
if (repeatNoBorderPOT) {
|
|
switch (tImg->TexFormat) {
|
|
case MESA_FORMAT_RGB888:
|
|
opt_sample_rgb_2d(ctx, tObj, m, texcoords + minStart,
|
|
NULL, rgba + minStart);
|
|
break;
|
|
case MESA_FORMAT_RGBA8888:
|
|
opt_sample_rgba_2d(ctx, tObj, m, texcoords + minStart,
|
|
NULL, rgba + minStart);
|
|
break;
|
|
default:
|
|
sample_nearest_2d(ctx, tObj, m, texcoords + minStart,
|
|
NULL, rgba + minStart );
|
|
}
|
|
}
|
|
else {
|
|
sample_nearest_2d(ctx, tObj, m, texcoords + minStart,
|
|
NULL, rgba + minStart);
|
|
}
|
|
break;
|
|
case GL_LINEAR:
|
|
sample_linear_2d(ctx, tObj, m, texcoords + minStart,
|
|
NULL, rgba + minStart);
|
|
break;
|
|
case GL_NEAREST_MIPMAP_NEAREST:
|
|
sample_2d_nearest_mipmap_nearest(ctx, tObj, m,
|
|
texcoords + minStart,
|
|
lambda + minStart, rgba + minStart);
|
|
break;
|
|
case GL_LINEAR_MIPMAP_NEAREST:
|
|
sample_2d_linear_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
|
|
lambda + minStart, rgba + minStart);
|
|
break;
|
|
case GL_NEAREST_MIPMAP_LINEAR:
|
|
sample_2d_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart,
|
|
lambda + minStart, rgba + minStart);
|
|
break;
|
|
case GL_LINEAR_MIPMAP_LINEAR:
|
|
if (repeatNoBorderPOT)
|
|
sample_2d_linear_mipmap_linear_repeat(ctx, tObj, m,
|
|
texcoords + minStart, lambda + minStart, rgba + minStart);
|
|
else
|
|
sample_2d_linear_mipmap_linear(ctx, tObj, m, texcoords + minStart,
|
|
lambda + minStart, rgba + minStart);
|
|
break;
|
|
default:
|
|
_mesa_problem(ctx, "Bad min filter in sample_2d_texture");
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (magStart < magEnd) {
|
|
/* do the magnified texels */
|
|
const GLuint m = magEnd - magStart;
|
|
|
|
switch (tObj->Sampler.MagFilter) {
|
|
case GL_NEAREST:
|
|
if (repeatNoBorderPOT) {
|
|
switch (tImg->TexFormat) {
|
|
case MESA_FORMAT_RGB888:
|
|
opt_sample_rgb_2d(ctx, tObj, m, texcoords + magStart,
|
|
NULL, rgba + magStart);
|
|
break;
|
|
case MESA_FORMAT_RGBA8888:
|
|
opt_sample_rgba_2d(ctx, tObj, m, texcoords + magStart,
|
|
NULL, rgba + magStart);
|
|
break;
|
|
default:
|
|
sample_nearest_2d(ctx, tObj, m, texcoords + magStart,
|
|
NULL, rgba + magStart );
|
|
}
|
|
}
|
|
else {
|
|
sample_nearest_2d(ctx, tObj, m, texcoords + magStart,
|
|
NULL, rgba + magStart);
|
|
}
|
|
break;
|
|
case GL_LINEAR:
|
|
sample_linear_2d(ctx, tObj, m, texcoords + magStart,
|
|
NULL, rgba + magStart);
|
|
break;
|
|
default:
|
|
_mesa_problem(ctx, "Bad mag filter in sample_lambda_2d");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/* For anisotropic filtering */
|
|
#define WEIGHT_LUT_SIZE 1024
|
|
|
|
static GLfloat *weightLut = NULL;
|
|
|
|
/**
|
|
* Creates the look-up table used to speed-up EWA sampling
|
|
*/
|
|
static void
|
|
create_filter_table(void)
|
|
{
|
|
GLuint i;
|
|
if (!weightLut) {
|
|
weightLut = (GLfloat *) malloc(WEIGHT_LUT_SIZE * sizeof(GLfloat));
|
|
|
|
for (i = 0; i < WEIGHT_LUT_SIZE; ++i) {
|
|
GLfloat alpha = 2;
|
|
GLfloat r2 = (GLfloat) i / (GLfloat) (WEIGHT_LUT_SIZE - 1);
|
|
GLfloat weight = (GLfloat) exp(-alpha * r2);
|
|
weightLut[i] = weight;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Elliptical weighted average (EWA) filter for producing high quality
|
|
* anisotropic filtered results.
|
|
* Based on the Higher Quality Elliptical Weighted Avarage Filter
|
|
* published by Paul S. Heckbert in his Master's Thesis
|
|
* "Fundamentals of Texture Mapping and Image Warping" (1989)
|
|
*/
|
|
static void
|
|
sample_2d_ewa(struct gl_context *ctx,
|
|
const struct gl_texture_object *tObj,
|
|
const GLfloat texcoord[4],
|
|
const GLfloat dudx, const GLfloat dvdx,
|
|
const GLfloat dudy, const GLfloat dvdy, const GLint lod,
|
|
GLfloat rgba[])
|
|
{
|
|
GLint level = lod > 0 ? lod : 0;
|
|
GLfloat scaling = 1.0 / (1 << level);
|
|
const struct gl_texture_image *img = tObj->Image[0][level];
|
|
const struct gl_texture_image *mostDetailedImage =
|
|
tObj->Image[0][tObj->BaseLevel];
|
|
const struct swrast_texture_image *swImg =
|
|
swrast_texture_image_const(mostDetailedImage);
|
|
GLfloat tex_u=-0.5 + texcoord[0] * swImg->WidthScale * scaling;
|
|
GLfloat tex_v=-0.5 + texcoord[1] * swImg->HeightScale * scaling;
|
|
|
|
GLfloat ux = dudx * scaling;
|
|
GLfloat vx = dvdx * scaling;
|
|
GLfloat uy = dudy * scaling;
|
|
GLfloat vy = dvdy * scaling;
|
|
|
|
/* compute ellipse coefficients to bound the region:
|
|
* A*x*x + B*x*y + C*y*y = F.
|
|
*/
|
|
GLfloat A = vx*vx+vy*vy+1;
|
|
GLfloat B = -2*(ux*vx+uy*vy);
|
|
GLfloat C = ux*ux+uy*uy+1;
|
|
GLfloat F = A*C-B*B/4.0;
|
|
|
|
/* check if it is an ellipse */
|
|
/* ASSERT(F > 0.0); */
|
|
|
|
/* Compute the ellipse's (u,v) bounding box in texture space */
|
|
GLfloat d = -B*B+4.0*C*A;
|
|
GLfloat box_u = 2.0 / d * sqrt(d*C*F); /* box_u -> half of bbox with */
|
|
GLfloat box_v = 2.0 / d * sqrt(A*d*F); /* box_v -> half of bbox height */
|
|
|
|
GLint u0 = floor(tex_u - box_u);
|
|
GLint u1 = ceil (tex_u + box_u);
|
|
GLint v0 = floor(tex_v - box_v);
|
|
GLint v1 = ceil (tex_v + box_v);
|
|
|
|
GLfloat num[4] = {0.0F, 0.0F, 0.0F, 0.0F};
|
|
GLfloat newCoord[2];
|
|
GLfloat den = 0.0F;
|
|
GLfloat ddq;
|
|
GLfloat U = u0 - tex_u;
|
|
GLint v;
|
|
|
|
/* Scale ellipse formula to directly index the Filter Lookup Table.
|
|
* i.e. scale so that F = WEIGHT_LUT_SIZE-1
|
|
*/
|
|
double formScale = (double) (WEIGHT_LUT_SIZE - 1) / F;
|
|
A *= formScale;
|
|
B *= formScale;
|
|
C *= formScale;
|
|
/* F *= formScale; */ /* no need to scale F as we don't use it below here */
|
|
|
|
/* Heckbert MS thesis, p. 59; scan over the bounding box of the ellipse
|
|
* and incrementally update the value of Ax^2+Bxy*Cy^2; when this
|
|
* value, q, is less than F, we're inside the ellipse
|
|
*/
|
|
ddq = 2 * A;
|
|
for (v = v0; v <= v1; ++v) {
|
|
GLfloat V = v - tex_v;
|
|
GLfloat dq = A * (2 * U + 1) + B * V;
|
|
GLfloat q = (C * V + B * U) * V + A * U * U;
|
|
|
|
GLint u;
|
|
for (u = u0; u <= u1; ++u) {
|
|
/* Note that the ellipse has been pre-scaled so F = WEIGHT_LUT_SIZE - 1 */
|
|
if (q < WEIGHT_LUT_SIZE) {
|
|
/* as a LUT is used, q must never be negative;
|
|
* should not happen, though
|
|
*/
|
|
const GLint qClamped = q >= 0.0F ? q : 0;
|
|
GLfloat weight = weightLut[qClamped];
|
|
|
|
newCoord[0] = u / ((GLfloat) img->Width2);
|
|
newCoord[1] = v / ((GLfloat) img->Height2);
|
|
|
|
sample_2d_nearest(ctx, tObj, img, newCoord, rgba);
|
|
num[0] += weight * rgba[0];
|
|
num[1] += weight * rgba[1];
|
|
num[2] += weight * rgba[2];
|
|
num[3] += weight * rgba[3];
|
|
|
|
den += weight;
|
|
}
|
|
q += dq;
|
|
dq += ddq;
|
|
}
|
|
}
|
|
|
|
if (den <= 0.0F) {
|
|
/* Reaching this place would mean
|
|
* that no pixels intersected the ellipse.
|
|
* This should never happen because
|
|
* the filter we use always
|
|
* intersects at least one pixel.
|
|
*/
|
|
|
|
/*rgba[0]=0;
|
|
rgba[1]=0;
|
|
rgba[2]=0;
|
|
rgba[3]=0;*/
|
|
/* not enough pixels in resampling, resort to direct interpolation */
|
|
sample_2d_linear(ctx, tObj, img, texcoord, rgba);
|
|
return;
|
|
}
|
|
|
|
rgba[0] = num[0] / den;
|
|
rgba[1] = num[1] / den;
|
|
rgba[2] = num[2] / den;
|
|
rgba[3] = num[3] / den;
|
|
}
|
|
|
|
|
|
/**
|
|
* Anisotropic filtering using footprint assembly as outlined in the
|
|
* EXT_texture_filter_anisotropic spec:
|
|
* http://www.opengl.org/registry/specs/EXT/texture_filter_anisotropic.txt
|
|
* Faster than EWA but has less quality (more aliasing effects)
|
|
*/
|
|
static void
|
|
sample_2d_footprint(struct gl_context *ctx,
|
|
const struct gl_texture_object *tObj,
|
|
const GLfloat texcoord[4],
|
|
const GLfloat dudx, const GLfloat dvdx,
|
|
const GLfloat dudy, const GLfloat dvdy, const GLint lod,
|
|
GLfloat rgba[])
|
|
{
|
|
GLint level = lod > 0 ? lod : 0;
|
|
GLfloat scaling = 1.0F / (1 << level);
|
|
const struct gl_texture_image *img = tObj->Image[0][level];
|
|
|
|
GLfloat ux = dudx * scaling;
|
|
GLfloat vx = dvdx * scaling;
|
|
GLfloat uy = dudy * scaling;
|
|
GLfloat vy = dvdy * scaling;
|
|
|
|
GLfloat Px2 = ux * ux + vx * vx; /* squared length of dx */
|
|
GLfloat Py2 = uy * uy + vy * vy; /* squared length of dy */
|
|
|
|
GLint numSamples;
|
|
GLfloat ds;
|
|
GLfloat dt;
|
|
|
|
GLfloat num[4] = {0.0F, 0.0F, 0.0F, 0.0F};
|
|
GLfloat newCoord[2];
|
|
GLint s;
|
|
|
|
/* Calculate the per anisotropic sample offsets in s,t space. */
|
|
if (Px2 > Py2) {
|
|
numSamples = ceil(SQRTF(Px2));
|
|
ds = ux / ((GLfloat) img->Width2);
|
|
dt = vx / ((GLfloat) img->Height2);
|
|
}
|
|
else {
|
|
numSamples = ceil(SQRTF(Py2));
|
|
ds = uy / ((GLfloat) img->Width2);
|
|
dt = vy / ((GLfloat) img->Height2);
|
|
}
|
|
|
|
for (s = 0; s<numSamples; s++) {
|
|
newCoord[0] = texcoord[0] + ds * ((GLfloat)(s+1) / (numSamples+1) -0.5);
|
|
newCoord[1] = texcoord[1] + dt * ((GLfloat)(s+1) / (numSamples+1) -0.5);
|
|
|
|
sample_2d_linear(ctx, tObj, img, newCoord, rgba);
|
|
num[0] += rgba[0];
|
|
num[1] += rgba[1];
|
|
num[2] += rgba[2];
|
|
num[3] += rgba[3];
|
|
}
|
|
|
|
rgba[0] = num[0] / numSamples;
|
|
rgba[1] = num[1] / numSamples;
|
|
rgba[2] = num[2] / numSamples;
|
|
rgba[3] = num[3] / numSamples;
|
|
}
|
|
|
|
/**
|
|
* Sample 2D texture using an anisotropic filter.
|
|
* NOTE: the const GLfloat lambda_iso[] parameter does *NOT* contain
|
|
* the lambda float array but a "hidden" SWspan struct which is required
|
|
* by this function but is not available in the texture_sample_func signature.
|
|
* See _swrast_texture_span( struct gl_context *ctx, SWspan *span ) on how
|
|
* this function is called.
|
|
*/
|
|
static void
|
|
sample_lambda_2d_aniso(struct gl_context *ctx,
|
|
const struct gl_texture_object *tObj,
|
|
GLuint n, const GLfloat texcoords[][4],
|
|
const GLfloat lambda_iso[], GLfloat rgba[][4])
|
|
{
|
|
const struct gl_texture_image *tImg = tObj->Image[0][tObj->BaseLevel];
|
|
const struct swrast_texture_image *swImg = swrast_texture_image_const(tImg);
|
|
const GLfloat maxEccentricity =
|
|
tObj->Sampler.MaxAnisotropy * tObj->Sampler.MaxAnisotropy;
|
|
|
|
/* re-calculate the lambda values so that they are usable with anisotropic
|
|
* filtering
|
|
*/
|
|
SWspan *span = (SWspan *)lambda_iso; /* access the "hidden" SWspan struct */
|
|
|
|
/* based on interpolate_texcoords(struct gl_context *ctx, SWspan *span)
|
|
* in swrast/s_span.c
|
|
*/
|
|
|
|
/* find the texture unit index by looking up the current texture object
|
|
* from the context list of available texture objects.
|
|
*/
|
|
const GLuint attr = FRAG_ATTRIB_TEX;
|
|
GLfloat texW, texH;
|
|
|
|
const GLfloat dsdx = span->attrStepX[attr][0];
|
|
const GLfloat dsdy = span->attrStepY[attr][0];
|
|
const GLfloat dtdx = span->attrStepX[attr][1];
|
|
const GLfloat dtdy = span->attrStepY[attr][1];
|
|
const GLfloat dqdx = span->attrStepX[attr][3];
|
|
const GLfloat dqdy = span->attrStepY[attr][3];
|
|
GLfloat s = span->attrStart[attr][0] + span->leftClip * dsdx;
|
|
GLfloat t = span->attrStart[attr][1] + span->leftClip * dtdx;
|
|
GLfloat q = span->attrStart[attr][3] + span->leftClip * dqdx;
|
|
|
|
GLuint i;
|
|
|
|
/* on first access create the lookup table containing the filter weights. */
|
|
if (!weightLut) {
|
|
create_filter_table();
|
|
}
|
|
|
|
texW = swImg->WidthScale;
|
|
texH = swImg->HeightScale;
|
|
|
|
for (i = 0; i < n; i++) {
|
|
const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
|
|
|
|
GLfloat dudx = texW * ((s + dsdx) / (q + dqdx) - s * invQ);
|
|
GLfloat dvdx = texH * ((t + dtdx) / (q + dqdx) - t * invQ);
|
|
GLfloat dudy = texW * ((s + dsdy) / (q + dqdy) - s * invQ);
|
|
GLfloat dvdy = texH * ((t + dtdy) / (q + dqdy) - t * invQ);
|
|
|
|
/* note: instead of working with Px and Py, we will use the
|
|
* squared length instead, to avoid sqrt.
|
|
*/
|
|
GLfloat Px2 = dudx * dudx + dvdx * dvdx;
|
|
GLfloat Py2 = dudy * dudy + dvdy * dvdy;
|
|
|
|
GLfloat Pmax2;
|
|
GLfloat Pmin2;
|
|
GLfloat e;
|
|
GLfloat lod;
|
|
|
|
s += dsdx;
|
|
t += dtdx;
|
|
q += dqdx;
|
|
|
|
if (Px2 < Py2) {
|
|
Pmax2 = Py2;
|
|
Pmin2 = Px2;
|
|
}
|
|
else {
|
|
Pmax2 = Px2;
|
|
Pmin2 = Py2;
|
|
}
|
|
|
|
/* if the eccentricity of the ellipse is too big, scale up the shorter
|
|
* of the two vectors to limit the maximum amount of work per pixel
|
|
*/
|
|
e = Pmax2 / Pmin2;
|
|
if (e > maxEccentricity) {
|
|
/* GLfloat s=e / maxEccentricity;
|
|
minor[0] *= s;
|
|
minor[1] *= s;
|
|
Pmin2 *= s; */
|
|
Pmin2 = Pmax2 / maxEccentricity;
|
|
}
|
|
|
|
/* note: we need to have Pmin=sqrt(Pmin2) here, but we can avoid
|
|
* this since 0.5*log(x) = log(sqrt(x))
|
|
*/
|
|
lod = 0.5 * LOG2(Pmin2);
|
|
|
|
/* If the ellipse covers the whole image, we can
|
|
* simply return the average of the whole image.
|
|
*/
|
|
if (lod >= tObj->_MaxLevel) {
|
|
sample_2d_linear(ctx, tObj, tObj->Image[0][tObj->_MaxLevel],
|
|
texcoords[i], rgba[i]);
|
|
}
|
|
else {
|
|
/* don't bother interpolating between multiple LODs; it doesn't
|
|
* seem to be worth the extra running time.
|
|
*/
|
|
sample_2d_ewa(ctx, tObj, texcoords[i],
|
|
dudx, dvdx, dudy, dvdy, floor(lod), rgba[i]);
|
|
|
|
/* unused: */
|
|
(void) sample_2d_footprint;
|
|
/*
|
|
sample_2d_footprint(ctx, tObj, texcoords[i],
|
|
dudx, dvdx, dudy, dvdy, floor(lod), rgba[i]);
|
|
*/
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**********************************************************************/
|
|
/* Texture Cube Map Sampling Functions */
|
|
/**********************************************************************/
|
|
|
|
/**
|
|
* Choose one of six sides of a texture cube map given the texture
|
|
* coord (rx,ry,rz). Return pointer to corresponding array of texture
|
|
* images.
|
|
*/
|
|
static const struct gl_texture_image **
|
|
choose_cube_face(const struct gl_texture_object *texObj,
|
|
const GLfloat texcoord[4], GLfloat newCoord[4])
|
|
{
|
|
/*
|
|
major axis
|
|
direction target sc tc ma
|
|
---------- ------------------------------- --- --- ---
|
|
+rx TEXTURE_CUBE_MAP_POSITIVE_X_EXT -rz -ry rx
|
|
-rx TEXTURE_CUBE_MAP_NEGATIVE_X_EXT +rz -ry rx
|
|
+ry TEXTURE_CUBE_MAP_POSITIVE_Y_EXT +rx +rz ry
|
|
-ry TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT +rx -rz ry
|
|
+rz TEXTURE_CUBE_MAP_POSITIVE_Z_EXT +rx -ry rz
|
|
-rz TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT -rx -ry rz
|
|
*/
|
|
const GLfloat rx = texcoord[0];
|
|
const GLfloat ry = texcoord[1];
|
|
const GLfloat rz = texcoord[2];
|
|
const GLfloat arx = FABSF(rx), ary = FABSF(ry), arz = FABSF(rz);
|
|
GLuint face;
|
|
GLfloat sc, tc, ma;
|
|
|
|
if (arx >= ary && arx >= arz) {
|
|
if (rx >= 0.0F) {
|
|
face = FACE_POS_X;
|
|
sc = -rz;
|
|
tc = -ry;
|
|
ma = arx;
|
|
}
|
|
else {
|
|
face = FACE_NEG_X;
|
|
sc = rz;
|
|
tc = -ry;
|
|
ma = arx;
|
|
}
|
|
}
|
|
else if (ary >= arx && ary >= arz) {
|
|
if (ry >= 0.0F) {
|
|
face = FACE_POS_Y;
|
|
sc = rx;
|
|
tc = rz;
|
|
ma = ary;
|
|
}
|
|
else {
|
|
face = FACE_NEG_Y;
|
|
sc = rx;
|
|
tc = -rz;
|
|
ma = ary;
|
|
}
|
|
}
|
|
else {
|
|
if (rz > 0.0F) {
|
|
face = FACE_POS_Z;
|
|
sc = rx;
|
|
tc = -ry;
|
|
ma = arz;
|
|
}
|
|
else {
|
|
face = FACE_NEG_Z;
|
|
sc = -rx;
|
|
tc = -ry;
|
|
ma = arz;
|
|
}
|
|
}
|
|
|
|
{
|
|
const float ima = 1.0F / ma;
|
|
newCoord[0] = ( sc * ima + 1.0F ) * 0.5F;
|
|
newCoord[1] = ( tc * ima + 1.0F ) * 0.5F;
|
|
}
|
|
|
|
return (const struct gl_texture_image **) texObj->Image[face];
|
|
}
|
|
|
|
|
|
static void
|
|
sample_nearest_cube(struct gl_context *ctx,
|
|
const struct gl_texture_object *tObj, GLuint n,
|
|
const GLfloat texcoords[][4], const GLfloat lambda[],
|
|
GLfloat rgba[][4])
|
|
{
|
|
GLuint i;
|
|
(void) lambda;
|
|
for (i = 0; i < n; i++) {
|
|
const struct gl_texture_image **images;
|
|
GLfloat newCoord[4];
|
|
images = choose_cube_face(tObj, texcoords[i], newCoord);
|
|
sample_2d_nearest(ctx, tObj, images[tObj->BaseLevel],
|
|
newCoord, rgba[i]);
|
|
}
|
|
}
|
|
|
|
|
|
static void
|
|
sample_linear_cube(struct gl_context *ctx,
|
|
const struct gl_texture_object *tObj, GLuint n,
|
|
const GLfloat texcoords[][4],
|
|
const GLfloat lambda[], GLfloat rgba[][4])
|
|
{
|
|
GLuint i;
|
|
(void) lambda;
|
|
for (i = 0; i < n; i++) {
|
|
const struct gl_texture_image **images;
|
|
GLfloat newCoord[4];
|
|
images = choose_cube_face(tObj, texcoords[i], newCoord);
|
|
sample_2d_linear(ctx, tObj, images[tObj->BaseLevel],
|
|
newCoord, rgba[i]);
|
|
}
|
|
}
|
|
|
|
|
|
static void
|
|
sample_cube_nearest_mipmap_nearest(struct gl_context *ctx,
|
|
const struct gl_texture_object *tObj,
|
|
GLuint n, const GLfloat texcoord[][4],
|
|
const GLfloat lambda[], GLfloat rgba[][4])
|
|
{
|
|
GLuint i;
|
|
ASSERT(lambda != NULL);
|
|
for (i = 0; i < n; i++) {
|
|
const struct gl_texture_image **images;
|
|
GLfloat newCoord[4];
|
|
GLint level;
|
|
images = choose_cube_face(tObj, texcoord[i], newCoord);
|
|
|
|
/* XXX we actually need to recompute lambda here based on the newCoords.
|
|
* But we would need the texcoords of adjacent fragments to compute that
|
|
* properly, and we don't have those here.
|
|
* For now, do an approximation: subtracting 1 from the chosen mipmap
|
|
* level seems to work in some test cases.
|
|
* The same adjustment is done in the next few functions.
|
|
*/
|
|
level = nearest_mipmap_level(tObj, lambda[i]);
|
|
level = MAX2(level - 1, 0);
|
|
|
|
sample_2d_nearest(ctx, tObj, images[level], newCoord, rgba[i]);
|
|
}
|
|
}
|
|
|
|
|
|
static void
|
|
sample_cube_linear_mipmap_nearest(struct gl_context *ctx,
|
|
const struct gl_texture_object *tObj,
|
|
GLuint n, const GLfloat texcoord[][4],
|
|
const GLfloat lambda[], GLfloat rgba[][4])
|
|
{
|
|
GLuint i;
|
|
ASSERT(lambda != NULL);
|
|
for (i = 0; i < n; i++) {
|
|
const struct gl_texture_image **images;
|
|
GLfloat newCoord[4];
|
|
GLint level = nearest_mipmap_level(tObj, lambda[i]);
|
|
level = MAX2(level - 1, 0); /* see comment above */
|
|
images = choose_cube_face(tObj, texcoord[i], newCoord);
|
|
sample_2d_linear(ctx, tObj, images[level], newCoord, rgba[i]);
|
|
}
|
|
}
|
|
|
|
|
|
static void
|
|
sample_cube_nearest_mipmap_linear(struct gl_context *ctx,
|
|
const struct gl_texture_object *tObj,
|
|
GLuint n, const GLfloat texcoord[][4],
|
|
const GLfloat lambda[], GLfloat rgba[][4])
|
|
{
|
|
GLuint i;
|
|
ASSERT(lambda != NULL);
|
|
for (i = 0; i < n; i++) {
|
|
const struct gl_texture_image **images;
|
|
GLfloat newCoord[4];
|
|
GLint level = linear_mipmap_level(tObj, lambda[i]);
|
|
level = MAX2(level - 1, 0); /* see comment above */
|
|
images = choose_cube_face(tObj, texcoord[i], newCoord);
|
|
if (level >= tObj->_MaxLevel) {
|
|
sample_2d_nearest(ctx, tObj, images[tObj->_MaxLevel],
|
|
newCoord, rgba[i]);
|
|
}
|
|
else {
|
|
GLfloat t0[4], t1[4]; /* texels */
|
|
const GLfloat f = FRAC(lambda[i]);
|
|
sample_2d_nearest(ctx, tObj, images[level ], newCoord, t0);
|
|
sample_2d_nearest(ctx, tObj, images[level+1], newCoord, t1);
|
|
lerp_rgba(rgba[i], f, t0, t1);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static void
|
|
sample_cube_linear_mipmap_linear(struct gl_context *ctx,
|
|
const struct gl_texture_object *tObj,
|
|
GLuint n, const GLfloat texcoord[][4],
|
|
const GLfloat lambda[], GLfloat rgba[][4])
|
|
{
|
|
GLuint i;
|
|
ASSERT(lambda != NULL);
|
|
for (i = 0; i < n; i++) {
|
|
const struct gl_texture_image **images;
|
|
GLfloat newCoord[4];
|
|
GLint level = linear_mipmap_level(tObj, lambda[i]);
|
|
level = MAX2(level - 1, 0); /* see comment above */
|
|
images = choose_cube_face(tObj, texcoord[i], newCoord);
|
|
if (level >= tObj->_MaxLevel) {
|
|
sample_2d_linear(ctx, tObj, images[tObj->_MaxLevel],
|
|
newCoord, rgba[i]);
|
|
}
|
|
else {
|
|
GLfloat t0[4], t1[4];
|
|
const GLfloat f = FRAC(lambda[i]);
|
|
sample_2d_linear(ctx, tObj, images[level ], newCoord, t0);
|
|
sample_2d_linear(ctx, tObj, images[level+1], newCoord, t1);
|
|
lerp_rgba(rgba[i], f, t0, t1);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/** Sample cube texture, using lambda to choose between min/magnification */
|
|
static void
|
|
sample_lambda_cube(struct gl_context *ctx,
|
|
const struct gl_texture_object *tObj, GLuint n,
|
|
const GLfloat texcoords[][4], const GLfloat lambda[],
|
|
GLfloat rgba[][4])
|
|
{
|
|
GLuint minStart, minEnd; /* texels with minification */
|
|
GLuint magStart, magEnd; /* texels with magnification */
|
|
|
|
ASSERT(lambda != NULL);
|
|
compute_min_mag_ranges(tObj, n, lambda,
|
|
&minStart, &minEnd, &magStart, &magEnd);
|
|
|
|
if (minStart < minEnd) {
|
|
/* do the minified texels */
|
|
const GLuint m = minEnd - minStart;
|
|
switch (tObj->Sampler.MinFilter) {
|
|
case GL_NEAREST:
|
|
sample_nearest_cube(ctx, tObj, m, texcoords + minStart,
|
|
lambda + minStart, rgba + minStart);
|
|
break;
|
|
case GL_LINEAR:
|
|
sample_linear_cube(ctx, tObj, m, texcoords + minStart,
|
|
lambda + minStart, rgba + minStart);
|
|
break;
|
|
case GL_NEAREST_MIPMAP_NEAREST:
|
|
sample_cube_nearest_mipmap_nearest(ctx, tObj, m,
|
|
texcoords + minStart,
|
|
lambda + minStart, rgba + minStart);
|
|
break;
|
|
case GL_LINEAR_MIPMAP_NEAREST:
|
|
sample_cube_linear_mipmap_nearest(ctx, tObj, m,
|
|
texcoords + minStart,
|
|
lambda + minStart, rgba + minStart);
|
|
break;
|
|
case GL_NEAREST_MIPMAP_LINEAR:
|
|
sample_cube_nearest_mipmap_linear(ctx, tObj, m,
|
|
texcoords + minStart,
|
|
lambda + minStart, rgba + minStart);
|
|
break;
|
|
case GL_LINEAR_MIPMAP_LINEAR:
|
|
sample_cube_linear_mipmap_linear(ctx, tObj, m,
|
|
texcoords + minStart,
|
|
lambda + minStart, rgba + minStart);
|
|
break;
|
|
default:
|
|
_mesa_problem(ctx, "Bad min filter in sample_lambda_cube");
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (magStart < magEnd) {
|
|
/* do the magnified texels */
|
|
const GLuint m = magEnd - magStart;
|
|
switch (tObj->Sampler.MagFilter) {
|
|
case GL_NEAREST:
|
|
sample_nearest_cube(ctx, tObj, m, texcoords + magStart,
|
|
lambda + magStart, rgba + magStart);
|
|
break;
|
|
case GL_LINEAR:
|
|
sample_linear_cube(ctx, tObj, m, texcoords + magStart,
|
|
lambda + magStart, rgba + magStart);
|
|
break;
|
|
default:
|
|
_mesa_problem(ctx, "Bad mag filter in sample_lambda_cube");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* We use this function when a texture object is in an "incomplete" state.
|
|
* When a fragment program attempts to sample an incomplete texture we
|
|
* return black (see issue 23 in GL_ARB_fragment_program spec).
|
|
* Note: fragment programs don't observe the texture enable/disable flags.
|
|
*/
|
|
static void
|
|
null_sample_func( struct gl_context *ctx,
|
|
const struct gl_texture_object *tObj, GLuint n,
|
|
const GLfloat texcoords[][4], const GLfloat lambda[],
|
|
GLfloat rgba[][4])
|
|
{
|
|
GLuint i;
|
|
(void) ctx;
|
|
(void) tObj;
|
|
(void) texcoords;
|
|
(void) lambda;
|
|
for (i = 0; i < n; i++) {
|
|
rgba[i][RCOMP] = 0;
|
|
rgba[i][GCOMP] = 0;
|
|
rgba[i][BCOMP] = 0;
|
|
rgba[i][ACOMP] = 1.0;
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Choose the texture sampling function for the given texture object.
|
|
*/
|
|
texture_sample_func
|
|
_swrast_choose_texture_sample_func( struct gl_context *ctx,
|
|
const struct gl_texture_object *t )
|
|
{
|
|
if (!t || !t->_Complete) {
|
|
return &null_sample_func;
|
|
}
|
|
else {
|
|
const GLboolean needLambda =
|
|
(GLboolean) (t->Sampler.MinFilter != t->Sampler.MagFilter);
|
|
|
|
switch (t->Target) {
|
|
case GL_TEXTURE_1D:
|
|
if (needLambda) {
|
|
return &sample_lambda_1d;
|
|
}
|
|
else if (t->Sampler.MinFilter == GL_LINEAR) {
|
|
return &sample_linear_1d;
|
|
}
|
|
else {
|
|
ASSERT(t->Sampler.MinFilter == GL_NEAREST);
|
|
return &sample_nearest_1d;
|
|
}
|
|
case GL_TEXTURE_2D:
|
|
if (needLambda) {
|
|
/* Anisotropic filtering extension. Activated only if mipmaps are used */
|
|
if (t->Sampler.MaxAnisotropy > 1.0 &&
|
|
t->Sampler.MinFilter == GL_LINEAR_MIPMAP_LINEAR) {
|
|
return &sample_lambda_2d_aniso;
|
|
}
|
|
return &sample_lambda_2d;
|
|
}
|
|
else if (t->Sampler.MinFilter == GL_LINEAR) {
|
|
return &sample_linear_2d;
|
|
}
|
|
else {
|
|
/* check for a few optimized cases */
|
|
const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
|
|
const struct swrast_texture_image *swImg =
|
|
swrast_texture_image_const(img);
|
|
texture_sample_func func;
|
|
|
|
ASSERT(t->Sampler.MinFilter == GL_NEAREST);
|
|
func = &sample_nearest_2d;
|
|
if (t->Sampler.WrapS == GL_REPEAT &&
|
|
t->Sampler.WrapT == GL_REPEAT &&
|
|
swImg->_IsPowerOfTwo &&
|
|
img->Border == 0) {
|
|
if (img->TexFormat == MESA_FORMAT_RGB888)
|
|
func = &opt_sample_rgb_2d;
|
|
else if (img->TexFormat == MESA_FORMAT_RGBA8888)
|
|
func = &opt_sample_rgba_2d;
|
|
}
|
|
|
|
return func;
|
|
}
|
|
case GL_TEXTURE_CUBE_MAP:
|
|
if (needLambda) {
|
|
return &sample_lambda_cube;
|
|
}
|
|
else if (t->Sampler.MinFilter == GL_LINEAR) {
|
|
return &sample_linear_cube;
|
|
}
|
|
else {
|
|
ASSERT(t->Sampler.MinFilter == GL_NEAREST);
|
|
return &sample_nearest_cube;
|
|
}
|
|
default:
|
|
_mesa_problem(ctx,
|
|
"invalid target in _swrast_choose_texture_sample_func");
|
|
return &null_sample_func;
|
|
}
|
|
}
|
|
}
|