diff options
author | Jonathan Gray <jsg@cvs.openbsd.org> | 2015-11-22 02:46:45 +0000 |
---|---|---|
committer | Jonathan Gray <jsg@cvs.openbsd.org> | 2015-11-22 02:46:45 +0000 |
commit | 0784c49c0f8fcc8b3abd4c9286d9fd8bc089dd7d (patch) | |
tree | a6394e3e264a0f80b57f4ce0f5d9526aa543d4b0 /lib/mesa/src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c | |
parent | d91d0007eecf589ea5699e34aa4d748fce2c57b2 (diff) |
import Mesa 11.0.6
Diffstat (limited to 'lib/mesa/src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c')
-rw-r--r-- | lib/mesa/src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c | 3578 |
1 files changed, 3578 insertions, 0 deletions
diff --git a/lib/mesa/src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c b/lib/mesa/src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c new file mode 100644 index 000000000..b5c06b695 --- /dev/null +++ b/lib/mesa/src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c @@ -0,0 +1,3578 @@ +/************************************************************************** + * + * Copyright 2009 VMware, Inc. + * All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the + * "Software"), to deal in the Software without restriction, including + * without limitation the rights to use, copy, modify, merge, publish, + * distribute, sub license, and/or sell copies of the Software, and to + * permit persons to whom the Software is furnished to do so, subject to + * the following conditions: + * + * The above copyright notice and this permission notice (including the + * next paragraph) shall be included in all copies or substantial portions + * of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF + * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. + * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR + * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, + * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE + * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + * + **************************************************************************/ + +/** + * @file + * Texture sampling -- SoA. + * + * @author Jose Fonseca <jfonseca@vmware.com> + * @author Brian Paul <brianp@vmware.com> + */ + +#include "pipe/p_defines.h" +#include "pipe/p_state.h" +#include "pipe/p_shader_tokens.h" +#include "util/u_debug.h" +#include "util/u_dump.h" +#include "util/u_memory.h" +#include "util/u_math.h" +#include "util/u_format.h" +#include "util/u_cpu_detect.h" +#include "util/u_format_rgb9e5.h" +#include "lp_bld_debug.h" +#include "lp_bld_type.h" +#include "lp_bld_const.h" +#include "lp_bld_conv.h" +#include "lp_bld_arit.h" +#include "lp_bld_bitarit.h" +#include "lp_bld_logic.h" +#include "lp_bld_printf.h" +#include "lp_bld_swizzle.h" +#include "lp_bld_flow.h" +#include "lp_bld_gather.h" +#include "lp_bld_format.h" +#include "lp_bld_sample.h" +#include "lp_bld_sample_aos.h" +#include "lp_bld_struct.h" +#include "lp_bld_quad.h" +#include "lp_bld_pack.h" + + +/** + * Generate code to fetch a texel from a texture at int coords (x, y, z). + * The computation depends on whether the texture is 1D, 2D or 3D. + * The result, texel, will be float vectors: + * texel[0] = red values + * texel[1] = green values + * texel[2] = blue values + * texel[3] = alpha values + */ +static void +lp_build_sample_texel_soa(struct lp_build_sample_context *bld, + LLVMValueRef width, + LLVMValueRef height, + LLVMValueRef depth, + LLVMValueRef x, + LLVMValueRef y, + LLVMValueRef z, + LLVMValueRef y_stride, + LLVMValueRef z_stride, + LLVMValueRef data_ptr, + LLVMValueRef mipoffsets, + LLVMValueRef texel_out[4]) +{ + const struct lp_static_sampler_state *static_state = bld->static_sampler_state; + const unsigned dims = bld->dims; + struct lp_build_context *int_coord_bld = &bld->int_coord_bld; + LLVMBuilderRef builder = bld->gallivm->builder; + LLVMValueRef offset; + LLVMValueRef i, j; + LLVMValueRef use_border = NULL; + + /* use_border = x < 0 || x >= width || y < 0 || y >= height */ + if (lp_sampler_wrap_mode_uses_border_color(static_state->wrap_s, + static_state->min_img_filter, + static_state->mag_img_filter)) { + LLVMValueRef b1, b2; + b1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_LESS, x, int_coord_bld->zero); + b2 = lp_build_cmp(int_coord_bld, PIPE_FUNC_GEQUAL, x, width); + use_border = LLVMBuildOr(builder, b1, b2, "b1_or_b2"); + } + + if (dims >= 2 && + lp_sampler_wrap_mode_uses_border_color(static_state->wrap_t, + static_state->min_img_filter, + static_state->mag_img_filter)) { + LLVMValueRef b1, b2; + b1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_LESS, y, int_coord_bld->zero); + b2 = lp_build_cmp(int_coord_bld, PIPE_FUNC_GEQUAL, y, height); + if (use_border) { + use_border = LLVMBuildOr(builder, use_border, b1, "ub_or_b1"); + use_border = LLVMBuildOr(builder, use_border, b2, "ub_or_b2"); + } + else { + use_border = LLVMBuildOr(builder, b1, b2, "b1_or_b2"); + } + } + + if (dims == 3 && + lp_sampler_wrap_mode_uses_border_color(static_state->wrap_r, + static_state->min_img_filter, + static_state->mag_img_filter)) { + LLVMValueRef b1, b2; + b1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_LESS, z, int_coord_bld->zero); + b2 = lp_build_cmp(int_coord_bld, PIPE_FUNC_GEQUAL, z, depth); + if (use_border) { + use_border = LLVMBuildOr(builder, use_border, b1, "ub_or_b1"); + use_border = LLVMBuildOr(builder, use_border, b2, "ub_or_b2"); + } + else { + use_border = LLVMBuildOr(builder, b1, b2, "b1_or_b2"); + } + } + + /* convert x,y,z coords to linear offset from start of texture, in bytes */ + lp_build_sample_offset(&bld->int_coord_bld, + bld->format_desc, + x, y, z, y_stride, z_stride, + &offset, &i, &j); + if (mipoffsets) { + offset = lp_build_add(&bld->int_coord_bld, offset, mipoffsets); + } + + if (use_border) { + /* If we can sample the border color, it means that texcoords may + * lie outside the bounds of the texture image. We need to do + * something to prevent reading out of bounds and causing a segfault. + * + * Simply AND the texture coords with !use_border. This will cause + * coords which are out of bounds to become zero. Zero's guaranteed + * to be inside the texture image. + */ + offset = lp_build_andnot(&bld->int_coord_bld, offset, use_border); + } + + lp_build_fetch_rgba_soa(bld->gallivm, + bld->format_desc, + bld->texel_type, + data_ptr, offset, + i, j, + texel_out); + + /* + * Note: if we find an app which frequently samples the texture border + * we might want to implement a true conditional here to avoid sampling + * the texture whenever possible (since that's quite a bit of code). + * Ex: + * if (use_border) { + * texel = border_color; + * } + * else { + * texel = sample_texture(coord); + * } + * As it is now, we always sample the texture, then selectively replace + * the texel color results with the border color. + */ + + if (use_border) { + /* select texel color or border color depending on use_border. */ + const struct util_format_description *format_desc = bld->format_desc; + int chan; + struct lp_type border_type = bld->texel_type; + border_type.length = 4; + /* + * Only replace channels which are actually present. The others should + * get optimized away eventually by sampler_view swizzle anyway but it's + * easier too. + */ + for (chan = 0; chan < 4; chan++) { + unsigned chan_s; + /* reverse-map channel... */ + for (chan_s = 0; chan_s < 4; chan_s++) { + if (chan_s == format_desc->swizzle[chan]) { + break; + } + } + if (chan_s <= 3) { + /* use the already clamped color */ + LLVMValueRef idx = lp_build_const_int32(bld->gallivm, chan); + LLVMValueRef border_chan; + + border_chan = lp_build_extract_broadcast(bld->gallivm, + border_type, + bld->texel_type, + bld->border_color_clamped, + idx); + texel_out[chan] = lp_build_select(&bld->texel_bld, use_border, + border_chan, texel_out[chan]); + } + } + } +} + + +/** + * Helper to compute the mirror function for the PIPE_WRAP_MIRROR modes. + */ +static LLVMValueRef +lp_build_coord_mirror(struct lp_build_sample_context *bld, + LLVMValueRef coord) +{ + struct lp_build_context *coord_bld = &bld->coord_bld; + struct lp_build_context *int_coord_bld = &bld->int_coord_bld; + LLVMValueRef fract, flr, isOdd; + + lp_build_ifloor_fract(coord_bld, coord, &flr, &fract); + + /* isOdd = flr & 1 */ + isOdd = LLVMBuildAnd(bld->gallivm->builder, flr, int_coord_bld->one, ""); + + /* make coord positive or negative depending on isOdd */ + coord = lp_build_set_sign(coord_bld, fract, isOdd); + + /* convert isOdd to float */ + isOdd = lp_build_int_to_float(coord_bld, isOdd); + + /* add isOdd to coord */ + coord = lp_build_add(coord_bld, coord, isOdd); + + return coord; +} + + +/** + * Helper to compute the first coord and the weight for + * linear wrap repeat npot textures + */ +void +lp_build_coord_repeat_npot_linear(struct lp_build_sample_context *bld, + LLVMValueRef coord_f, + LLVMValueRef length_i, + LLVMValueRef length_f, + LLVMValueRef *coord0_i, + LLVMValueRef *weight_f) +{ + struct lp_build_context *coord_bld = &bld->coord_bld; + struct lp_build_context *int_coord_bld = &bld->int_coord_bld; + LLVMValueRef half = lp_build_const_vec(bld->gallivm, coord_bld->type, 0.5); + LLVMValueRef length_minus_one = lp_build_sub(int_coord_bld, length_i, + int_coord_bld->one); + LLVMValueRef mask; + /* wrap with normalized floats is just fract */ + coord_f = lp_build_fract(coord_bld, coord_f); + /* mul by size and subtract 0.5 */ + coord_f = lp_build_mul(coord_bld, coord_f, length_f); + coord_f = lp_build_sub(coord_bld, coord_f, half); + /* + * we avoided the 0.5/length division before the repeat wrap, + * now need to fix up edge cases with selects + */ + /* convert to int, compute lerp weight */ + lp_build_ifloor_fract(coord_bld, coord_f, coord0_i, weight_f); + mask = lp_build_compare(int_coord_bld->gallivm, int_coord_bld->type, + PIPE_FUNC_LESS, *coord0_i, int_coord_bld->zero); + *coord0_i = lp_build_select(int_coord_bld, mask, length_minus_one, *coord0_i); +} + + +/** + * Build LLVM code for texture wrap mode for linear filtering. + * \param x0_out returns first integer texcoord + * \param x1_out returns second integer texcoord + * \param weight_out returns linear interpolation weight + */ +static void +lp_build_sample_wrap_linear(struct lp_build_sample_context *bld, + LLVMValueRef coord, + LLVMValueRef length, + LLVMValueRef length_f, + LLVMValueRef offset, + boolean is_pot, + unsigned wrap_mode, + LLVMValueRef *x0_out, + LLVMValueRef *x1_out, + LLVMValueRef *weight_out) +{ + struct lp_build_context *coord_bld = &bld->coord_bld; + struct lp_build_context *int_coord_bld = &bld->int_coord_bld; + LLVMBuilderRef builder = bld->gallivm->builder; + LLVMValueRef half = lp_build_const_vec(bld->gallivm, coord_bld->type, 0.5); + LLVMValueRef length_minus_one = lp_build_sub(int_coord_bld, length, int_coord_bld->one); + LLVMValueRef coord0, coord1, weight; + + switch(wrap_mode) { + case PIPE_TEX_WRAP_REPEAT: + if (is_pot) { + /* mul by size and subtract 0.5 */ + coord = lp_build_mul(coord_bld, coord, length_f); + coord = lp_build_sub(coord_bld, coord, half); + if (offset) { + offset = lp_build_int_to_float(coord_bld, offset); + coord = lp_build_add(coord_bld, coord, offset); + } + /* convert to int, compute lerp weight */ + lp_build_ifloor_fract(coord_bld, coord, &coord0, &weight); + coord1 = lp_build_add(int_coord_bld, coord0, int_coord_bld->one); + /* repeat wrap */ + coord0 = LLVMBuildAnd(builder, coord0, length_minus_one, ""); + coord1 = LLVMBuildAnd(builder, coord1, length_minus_one, ""); + } + else { + LLVMValueRef mask; + if (offset) { + offset = lp_build_int_to_float(coord_bld, offset); + offset = lp_build_div(coord_bld, offset, length_f); + coord = lp_build_add(coord_bld, coord, offset); + } + lp_build_coord_repeat_npot_linear(bld, coord, + length, length_f, + &coord0, &weight); + mask = lp_build_compare(int_coord_bld->gallivm, int_coord_bld->type, + PIPE_FUNC_NOTEQUAL, coord0, length_minus_one); + coord1 = LLVMBuildAnd(builder, + lp_build_add(int_coord_bld, coord0, int_coord_bld->one), + mask, ""); + } + break; + + case PIPE_TEX_WRAP_CLAMP: + if (bld->static_sampler_state->normalized_coords) { + /* scale coord to length */ + coord = lp_build_mul(coord_bld, coord, length_f); + } + if (offset) { + offset = lp_build_int_to_float(coord_bld, offset); + coord = lp_build_add(coord_bld, coord, offset); + } + + /* clamp to [0, length] */ + coord = lp_build_clamp(coord_bld, coord, coord_bld->zero, length_f); + + coord = lp_build_sub(coord_bld, coord, half); + + /* convert to int, compute lerp weight */ + lp_build_ifloor_fract(coord_bld, coord, &coord0, &weight); + coord1 = lp_build_add(int_coord_bld, coord0, int_coord_bld->one); + break; + + case PIPE_TEX_WRAP_CLAMP_TO_EDGE: + { + struct lp_build_context abs_coord_bld = bld->coord_bld; + abs_coord_bld.type.sign = FALSE; + + if (bld->static_sampler_state->normalized_coords) { + /* mul by tex size */ + coord = lp_build_mul(coord_bld, coord, length_f); + } + if (offset) { + offset = lp_build_int_to_float(coord_bld, offset); + coord = lp_build_add(coord_bld, coord, offset); + } + + /* clamp to length max */ + coord = lp_build_min(coord_bld, coord, length_f); + /* subtract 0.5 */ + coord = lp_build_sub(coord_bld, coord, half); + /* clamp to [0, length - 0.5] */ + coord = lp_build_max(coord_bld, coord, coord_bld->zero); + /* convert to int, compute lerp weight */ + lp_build_ifloor_fract(&abs_coord_bld, coord, &coord0, &weight); + coord1 = lp_build_add(int_coord_bld, coord0, int_coord_bld->one); + /* coord1 = min(coord1, length-1) */ + coord1 = lp_build_min(int_coord_bld, coord1, length_minus_one); + break; + } + + case PIPE_TEX_WRAP_CLAMP_TO_BORDER: + if (bld->static_sampler_state->normalized_coords) { + /* scale coord to length */ + coord = lp_build_mul(coord_bld, coord, length_f); + } + if (offset) { + offset = lp_build_int_to_float(coord_bld, offset); + coord = lp_build_add(coord_bld, coord, offset); + } + /* was: clamp to [-0.5, length + 0.5], then sub 0.5 */ + /* can skip clamp (though might not work for very large coord values */ + coord = lp_build_sub(coord_bld, coord, half); + /* convert to int, compute lerp weight */ + lp_build_ifloor_fract(coord_bld, coord, &coord0, &weight); + coord1 = lp_build_add(int_coord_bld, coord0, int_coord_bld->one); + break; + + case PIPE_TEX_WRAP_MIRROR_REPEAT: + /* compute mirror function */ + coord = lp_build_coord_mirror(bld, coord); + + /* scale coord to length */ + coord = lp_build_mul(coord_bld, coord, length_f); + coord = lp_build_sub(coord_bld, coord, half); + if (offset) { + offset = lp_build_int_to_float(coord_bld, offset); + coord = lp_build_add(coord_bld, coord, offset); + } + + /* convert to int, compute lerp weight */ + lp_build_ifloor_fract(coord_bld, coord, &coord0, &weight); + coord1 = lp_build_add(int_coord_bld, coord0, int_coord_bld->one); + + /* coord0 = max(coord0, 0) */ + coord0 = lp_build_max(int_coord_bld, coord0, int_coord_bld->zero); + /* coord1 = min(coord1, length-1) */ + coord1 = lp_build_min(int_coord_bld, coord1, length_minus_one); + break; + + case PIPE_TEX_WRAP_MIRROR_CLAMP: + if (bld->static_sampler_state->normalized_coords) { + /* scale coord to length */ + coord = lp_build_mul(coord_bld, coord, length_f); + } + if (offset) { + offset = lp_build_int_to_float(coord_bld, offset); + coord = lp_build_add(coord_bld, coord, offset); + } + coord = lp_build_abs(coord_bld, coord); + + /* clamp to [0, length] */ + coord = lp_build_min(coord_bld, coord, length_f); + + coord = lp_build_sub(coord_bld, coord, half); + + /* convert to int, compute lerp weight */ + lp_build_ifloor_fract(coord_bld, coord, &coord0, &weight); + coord1 = lp_build_add(int_coord_bld, coord0, int_coord_bld->one); + break; + + case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE: + { + struct lp_build_context abs_coord_bld = bld->coord_bld; + abs_coord_bld.type.sign = FALSE; + + if (bld->static_sampler_state->normalized_coords) { + /* scale coord to length */ + coord = lp_build_mul(coord_bld, coord, length_f); + } + if (offset) { + offset = lp_build_int_to_float(coord_bld, offset); + coord = lp_build_add(coord_bld, coord, offset); + } + coord = lp_build_abs(coord_bld, coord); + + /* clamp to length max */ + coord = lp_build_min(coord_bld, coord, length_f); + /* subtract 0.5 */ + coord = lp_build_sub(coord_bld, coord, half); + /* clamp to [0, length - 0.5] */ + coord = lp_build_max(coord_bld, coord, coord_bld->zero); + + /* convert to int, compute lerp weight */ + lp_build_ifloor_fract(&abs_coord_bld, coord, &coord0, &weight); + coord1 = lp_build_add(int_coord_bld, coord0, int_coord_bld->one); + /* coord1 = min(coord1, length-1) */ + coord1 = lp_build_min(int_coord_bld, coord1, length_minus_one); + } + break; + + case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER: + { + if (bld->static_sampler_state->normalized_coords) { + /* scale coord to length */ + coord = lp_build_mul(coord_bld, coord, length_f); + } + if (offset) { + offset = lp_build_int_to_float(coord_bld, offset); + coord = lp_build_add(coord_bld, coord, offset); + } + coord = lp_build_abs(coord_bld, coord); + + /* was: clamp to [-0.5, length + 0.5] then sub 0.5 */ + /* skip clamp - always positive, and other side + only potentially matters for very large coords */ + coord = lp_build_sub(coord_bld, coord, half); + + /* convert to int, compute lerp weight */ + lp_build_ifloor_fract(coord_bld, coord, &coord0, &weight); + coord1 = lp_build_add(int_coord_bld, coord0, int_coord_bld->one); + } + break; + + default: + assert(0); + coord0 = NULL; + coord1 = NULL; + weight = NULL; + } + + *x0_out = coord0; + *x1_out = coord1; + *weight_out = weight; +} + + +/** + * Build LLVM code for texture wrap mode for nearest filtering. + * \param coord the incoming texcoord (nominally in [0,1]) + * \param length the texture size along one dimension, as int vector + * \param length_f the texture size along one dimension, as float vector + * \param offset texel offset along one dimension (as int vector) + * \param is_pot if TRUE, length is a power of two + * \param wrap_mode one of PIPE_TEX_WRAP_x + */ +static LLVMValueRef +lp_build_sample_wrap_nearest(struct lp_build_sample_context *bld, + LLVMValueRef coord, + LLVMValueRef length, + LLVMValueRef length_f, + LLVMValueRef offset, + boolean is_pot, + unsigned wrap_mode) +{ + struct lp_build_context *coord_bld = &bld->coord_bld; + struct lp_build_context *int_coord_bld = &bld->int_coord_bld; + LLVMBuilderRef builder = bld->gallivm->builder; + LLVMValueRef length_minus_one = lp_build_sub(int_coord_bld, length, int_coord_bld->one); + LLVMValueRef icoord; + + switch(wrap_mode) { + case PIPE_TEX_WRAP_REPEAT: + if (is_pot) { + coord = lp_build_mul(coord_bld, coord, length_f); + icoord = lp_build_ifloor(coord_bld, coord); + if (offset) { + icoord = lp_build_add(int_coord_bld, icoord, offset); + } + icoord = LLVMBuildAnd(builder, icoord, length_minus_one, ""); + } + else { + if (offset) { + offset = lp_build_int_to_float(coord_bld, offset); + offset = lp_build_div(coord_bld, offset, length_f); + coord = lp_build_add(coord_bld, coord, offset); + } + /* take fraction, unnormalize */ + coord = lp_build_fract_safe(coord_bld, coord); + coord = lp_build_mul(coord_bld, coord, length_f); + icoord = lp_build_itrunc(coord_bld, coord); + } + break; + + case PIPE_TEX_WRAP_CLAMP: + case PIPE_TEX_WRAP_CLAMP_TO_EDGE: + if (bld->static_sampler_state->normalized_coords) { + /* scale coord to length */ + coord = lp_build_mul(coord_bld, coord, length_f); + } + + /* floor */ + /* use itrunc instead since we clamp to 0 anyway */ + icoord = lp_build_itrunc(coord_bld, coord); + if (offset) { + icoord = lp_build_add(int_coord_bld, icoord, offset); + } + + /* clamp to [0, length - 1]. */ + icoord = lp_build_clamp(int_coord_bld, icoord, int_coord_bld->zero, + length_minus_one); + break; + + case PIPE_TEX_WRAP_CLAMP_TO_BORDER: + if (bld->static_sampler_state->normalized_coords) { + /* scale coord to length */ + coord = lp_build_mul(coord_bld, coord, length_f); + } + /* no clamp necessary, border masking will handle this */ + icoord = lp_build_ifloor(coord_bld, coord); + if (offset) { + icoord = lp_build_add(int_coord_bld, icoord, offset); + } + break; + + case PIPE_TEX_WRAP_MIRROR_REPEAT: + if (offset) { + offset = lp_build_int_to_float(coord_bld, offset); + offset = lp_build_div(coord_bld, offset, length_f); + coord = lp_build_add(coord_bld, coord, offset); + } + /* compute mirror function */ + coord = lp_build_coord_mirror(bld, coord); + + /* scale coord to length */ + assert(bld->static_sampler_state->normalized_coords); + coord = lp_build_mul(coord_bld, coord, length_f); + + /* itrunc == ifloor here */ + icoord = lp_build_itrunc(coord_bld, coord); + + /* clamp to [0, length - 1] */ + icoord = lp_build_min(int_coord_bld, icoord, length_minus_one); + break; + + case PIPE_TEX_WRAP_MIRROR_CLAMP: + case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE: + if (bld->static_sampler_state->normalized_coords) { + /* scale coord to length */ + coord = lp_build_mul(coord_bld, coord, length_f); + } + if (offset) { + offset = lp_build_int_to_float(coord_bld, offset); + coord = lp_build_add(coord_bld, coord, offset); + } + coord = lp_build_abs(coord_bld, coord); + + /* itrunc == ifloor here */ + icoord = lp_build_itrunc(coord_bld, coord); + + /* clamp to [0, length - 1] */ + icoord = lp_build_min(int_coord_bld, icoord, length_minus_one); + break; + + case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER: + if (bld->static_sampler_state->normalized_coords) { + /* scale coord to length */ + coord = lp_build_mul(coord_bld, coord, length_f); + } + if (offset) { + offset = lp_build_int_to_float(coord_bld, offset); + coord = lp_build_add(coord_bld, coord, offset); + } + coord = lp_build_abs(coord_bld, coord); + + /* itrunc == ifloor here */ + icoord = lp_build_itrunc(coord_bld, coord); + break; + + default: + assert(0); + icoord = NULL; + } + + return icoord; +} + + +/** + * Do shadow test/comparison. + * \param p shadow ref value + * \param texel the texel to compare against + */ +static LLVMValueRef +lp_build_sample_comparefunc(struct lp_build_sample_context *bld, + LLVMValueRef p, + LLVMValueRef texel) +{ + struct lp_build_context *texel_bld = &bld->texel_bld; + LLVMValueRef res; + + if (0) { + //lp_build_print_value(bld->gallivm, "shadow cmp coord", p); + lp_build_print_value(bld->gallivm, "shadow cmp texel", texel); + } + + /* result = (p FUNC texel) ? 1 : 0 */ + /* + * honor d3d10 floating point rules here, which state that comparisons + * are ordered except NOT_EQUAL which is unordered. + */ + if (bld->static_sampler_state->compare_func != PIPE_FUNC_NOTEQUAL) { + res = lp_build_cmp_ordered(texel_bld, bld->static_sampler_state->compare_func, + p, texel); + } + else { + res = lp_build_cmp(texel_bld, bld->static_sampler_state->compare_func, + p, texel); + } + return res; +} + + +/** + * Generate code to sample a mipmap level with nearest filtering. + * If sampling a cube texture, r = cube face in [0,5]. + */ +static void +lp_build_sample_image_nearest(struct lp_build_sample_context *bld, + LLVMValueRef size, + LLVMValueRef row_stride_vec, + LLVMValueRef img_stride_vec, + LLVMValueRef data_ptr, + LLVMValueRef mipoffsets, + LLVMValueRef *coords, + const LLVMValueRef *offsets, + LLVMValueRef colors_out[4]) +{ + const unsigned dims = bld->dims; + LLVMValueRef width_vec; + LLVMValueRef height_vec; + LLVMValueRef depth_vec; + LLVMValueRef flt_size; + LLVMValueRef flt_width_vec; + LLVMValueRef flt_height_vec; + LLVMValueRef flt_depth_vec; + LLVMValueRef x, y = NULL, z = NULL; + + lp_build_extract_image_sizes(bld, + &bld->int_size_bld, + bld->int_coord_type, + size, + &width_vec, &height_vec, &depth_vec); + + flt_size = lp_build_int_to_float(&bld->float_size_bld, size); + + lp_build_extract_image_sizes(bld, + &bld->float_size_bld, + bld->coord_type, + flt_size, + &flt_width_vec, &flt_height_vec, &flt_depth_vec); + + /* + * Compute integer texcoords. + */ + x = lp_build_sample_wrap_nearest(bld, coords[0], width_vec, + flt_width_vec, offsets[0], + bld->static_texture_state->pot_width, + bld->static_sampler_state->wrap_s); + lp_build_name(x, "tex.x.wrapped"); + + if (dims >= 2) { + y = lp_build_sample_wrap_nearest(bld, coords[1], height_vec, + flt_height_vec, offsets[1], + bld->static_texture_state->pot_height, + bld->static_sampler_state->wrap_t); + lp_build_name(y, "tex.y.wrapped"); + + if (dims == 3) { + z = lp_build_sample_wrap_nearest(bld, coords[2], depth_vec, + flt_depth_vec, offsets[2], + bld->static_texture_state->pot_depth, + bld->static_sampler_state->wrap_r); + lp_build_name(z, "tex.z.wrapped"); + } + } + if (has_layer_coord(bld->static_texture_state->target)) { + if (bld->static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY) { + /* add cube layer to face */ + z = lp_build_add(&bld->int_coord_bld, coords[2], coords[3]); + } + else { + z = coords[2]; + } + lp_build_name(z, "tex.z.layer"); + } + + /* + * Get texture colors. + */ + lp_build_sample_texel_soa(bld, + width_vec, height_vec, depth_vec, + x, y, z, + row_stride_vec, img_stride_vec, + data_ptr, mipoffsets, colors_out); + + if (bld->static_sampler_state->compare_mode != PIPE_TEX_COMPARE_NONE) { + LLVMValueRef cmpval; + cmpval = lp_build_sample_comparefunc(bld, coords[4], colors_out[0]); + /* this is really just a AND 1.0, cmpval but llvm is clever enough */ + colors_out[0] = lp_build_select(&bld->texel_bld, cmpval, + bld->texel_bld.one, bld->texel_bld.zero); + colors_out[1] = colors_out[2] = colors_out[3] = colors_out[0]; + } + +} + + +/** + * Like a lerp, but inputs are 0/~0 masks, so can simplify slightly. + */ +static LLVMValueRef +lp_build_masklerp(struct lp_build_context *bld, + LLVMValueRef weight, + LLVMValueRef mask0, + LLVMValueRef mask1) +{ + struct gallivm_state *gallivm = bld->gallivm; + LLVMBuilderRef builder = gallivm->builder; + LLVMValueRef weight2; + + weight2 = lp_build_sub(bld, bld->one, weight); + weight = LLVMBuildBitCast(builder, weight, + lp_build_int_vec_type(gallivm, bld->type), ""); + weight2 = LLVMBuildBitCast(builder, weight2, + lp_build_int_vec_type(gallivm, bld->type), ""); + weight = LLVMBuildAnd(builder, weight, mask1, ""); + weight2 = LLVMBuildAnd(builder, weight2, mask0, ""); + weight = LLVMBuildBitCast(builder, weight, bld->vec_type, ""); + weight2 = LLVMBuildBitCast(builder, weight2, bld->vec_type, ""); + return lp_build_add(bld, weight, weight2); +} + +/** + * Like a 2d lerp, but inputs are 0/~0 masks, so can simplify slightly. + */ +static LLVMValueRef +lp_build_masklerp2d(struct lp_build_context *bld, + LLVMValueRef weight0, + LLVMValueRef weight1, + LLVMValueRef mask00, + LLVMValueRef mask01, + LLVMValueRef mask10, + LLVMValueRef mask11) +{ + LLVMValueRef val0 = lp_build_masklerp(bld, weight0, mask00, mask01); + LLVMValueRef val1 = lp_build_masklerp(bld, weight0, mask10, mask11); + return lp_build_lerp(bld, weight1, val0, val1, 0); +} + +/* + * this is a bit excessive code for something OpenGL just recommends + * but does not require. + */ +#define ACCURATE_CUBE_CORNERS 1 + +/** + * Generate code to sample a mipmap level with linear filtering. + * If sampling a cube texture, r = cube face in [0,5]. + * If linear_mask is present, only pixels having their mask set + * will receive linear filtering, the rest will use nearest. + */ +static void +lp_build_sample_image_linear(struct lp_build_sample_context *bld, + boolean is_gather, + LLVMValueRef size, + LLVMValueRef linear_mask, + LLVMValueRef row_stride_vec, + LLVMValueRef img_stride_vec, + LLVMValueRef data_ptr, + LLVMValueRef mipoffsets, + LLVMValueRef *coords, + const LLVMValueRef *offsets, + LLVMValueRef colors_out[4]) +{ + LLVMBuilderRef builder = bld->gallivm->builder; + struct lp_build_context *ivec_bld = &bld->int_coord_bld; + struct lp_build_context *coord_bld = &bld->coord_bld; + struct lp_build_context *texel_bld = &bld->texel_bld; + const unsigned dims = bld->dims; + LLVMValueRef width_vec; + LLVMValueRef height_vec; + LLVMValueRef depth_vec; + LLVMValueRef flt_size; + LLVMValueRef flt_width_vec; + LLVMValueRef flt_height_vec; + LLVMValueRef flt_depth_vec; + LLVMValueRef fall_off[4], have_corners; + LLVMValueRef z1 = NULL; + LLVMValueRef z00 = NULL, z01 = NULL, z10 = NULL, z11 = NULL; + LLVMValueRef x00 = NULL, x01 = NULL, x10 = NULL, x11 = NULL; + LLVMValueRef y00 = NULL, y01 = NULL, y10 = NULL, y11 = NULL; + LLVMValueRef s_fpart, t_fpart = NULL, r_fpart = NULL; + LLVMValueRef xs[4], ys[4], zs[4]; + LLVMValueRef neighbors[2][2][4]; + int chan, texel_index; + boolean seamless_cube_filter, accurate_cube_corners; + + seamless_cube_filter = (bld->static_texture_state->target == PIPE_TEXTURE_CUBE || + bld->static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY) && + bld->static_sampler_state->seamless_cube_map; + /* + * XXX I don't know how this is really supposed to work with gather. From GL + * spec wording (not gather specific) it sounds like the 4th missing texel + * should be an average of the other 3, hence for gather could return this. + * This is however NOT how the code here works, which just fixes up the + * weights used for filtering instead. And of course for gather there is + * no filter to tweak... + */ + accurate_cube_corners = ACCURATE_CUBE_CORNERS && seamless_cube_filter && + !is_gather; + + lp_build_extract_image_sizes(bld, + &bld->int_size_bld, + bld->int_coord_type, + size, + &width_vec, &height_vec, &depth_vec); + + flt_size = lp_build_int_to_float(&bld->float_size_bld, size); + + lp_build_extract_image_sizes(bld, + &bld->float_size_bld, + bld->coord_type, + flt_size, + &flt_width_vec, &flt_height_vec, &flt_depth_vec); + + /* + * Compute integer texcoords. + */ + + if (!seamless_cube_filter) { + lp_build_sample_wrap_linear(bld, coords[0], width_vec, + flt_width_vec, offsets[0], + bld->static_texture_state->pot_width, + bld->static_sampler_state->wrap_s, + &x00, &x01, &s_fpart); + lp_build_name(x00, "tex.x0.wrapped"); + lp_build_name(x01, "tex.x1.wrapped"); + x10 = x00; + x11 = x01; + + if (dims >= 2) { + lp_build_sample_wrap_linear(bld, coords[1], height_vec, + flt_height_vec, offsets[1], + bld->static_texture_state->pot_height, + bld->static_sampler_state->wrap_t, + &y00, &y10, &t_fpart); + lp_build_name(y00, "tex.y0.wrapped"); + lp_build_name(y10, "tex.y1.wrapped"); + y01 = y00; + y11 = y10; + + if (dims == 3) { + lp_build_sample_wrap_linear(bld, coords[2], depth_vec, + flt_depth_vec, offsets[2], + bld->static_texture_state->pot_depth, + bld->static_sampler_state->wrap_r, + &z00, &z1, &r_fpart); + z01 = z10 = z11 = z00; + lp_build_name(z00, "tex.z0.wrapped"); + lp_build_name(z1, "tex.z1.wrapped"); + } + } + if (has_layer_coord(bld->static_texture_state->target)) { + if (bld->static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY) { + /* add cube layer to face */ + z00 = z01 = z10 = z11 = z1 = + lp_build_add(&bld->int_coord_bld, coords[2], coords[3]); + } + else { + z00 = z01 = z10 = z11 = z1 = coords[2]; /* cube face or layer */ + } + lp_build_name(z00, "tex.z0.layer"); + lp_build_name(z1, "tex.z1.layer"); + } + } + else { + struct lp_build_if_state edge_if; + LLVMTypeRef int1t; + LLVMValueRef new_faces[4], new_xcoords[4][2], new_ycoords[4][2]; + LLVMValueRef coord, have_edge, have_corner; + LLVMValueRef fall_off_ym_notxm, fall_off_ym_notxp, fall_off_x, fall_off_y; + LLVMValueRef fall_off_yp_notxm, fall_off_yp_notxp; + LLVMValueRef x0, x1, y0, y1, y0_clamped, y1_clamped; + LLVMValueRef face = coords[2]; + LLVMValueRef half = lp_build_const_vec(bld->gallivm, coord_bld->type, 0.5f); + LLVMValueRef length_minus_one = lp_build_sub(ivec_bld, width_vec, ivec_bld->one); + /* XXX drop height calcs. Could (should) do this without seamless filtering too */ + height_vec = width_vec; + flt_height_vec = flt_width_vec; + + /* XXX the overflow logic is actually sort of duplicated with trilinear, + * since an overflow in one mip should also have a corresponding overflow + * in another. + */ + /* should always have normalized coords, and offsets are undefined */ + assert(bld->static_sampler_state->normalized_coords); + coord = lp_build_mul(coord_bld, coords[0], flt_width_vec); + /* instead of clamp, build mask if overflowed */ + coord = lp_build_sub(coord_bld, coord, half); + /* convert to int, compute lerp weight */ + /* not ideal with AVX (and no AVX2) */ + lp_build_ifloor_fract(coord_bld, coord, &x0, &s_fpart); + x1 = lp_build_add(ivec_bld, x0, ivec_bld->one); + coord = lp_build_mul(coord_bld, coords[1], flt_height_vec); + coord = lp_build_sub(coord_bld, coord, half); + lp_build_ifloor_fract(coord_bld, coord, &y0, &t_fpart); + y1 = lp_build_add(ivec_bld, y0, ivec_bld->one); + + fall_off[0] = lp_build_cmp(ivec_bld, PIPE_FUNC_LESS, x0, ivec_bld->zero); + fall_off[1] = lp_build_cmp(ivec_bld, PIPE_FUNC_GREATER, x1, length_minus_one); + fall_off[2] = lp_build_cmp(ivec_bld, PIPE_FUNC_LESS, y0, ivec_bld->zero); + fall_off[3] = lp_build_cmp(ivec_bld, PIPE_FUNC_GREATER, y1, length_minus_one); + + fall_off_x = lp_build_or(ivec_bld, fall_off[0], fall_off[1]); + fall_off_y = lp_build_or(ivec_bld, fall_off[2], fall_off[3]); + have_edge = lp_build_or(ivec_bld, fall_off_x, fall_off_y); + have_edge = lp_build_any_true_range(ivec_bld, ivec_bld->type.length, have_edge); + + /* needed for accurate corner filtering branch later, rely on 0 init */ + int1t = LLVMInt1TypeInContext(bld->gallivm->context); + have_corners = lp_build_alloca(bld->gallivm, int1t, "have_corner"); + + for (texel_index = 0; texel_index < 4; texel_index++) { + xs[texel_index] = lp_build_alloca(bld->gallivm, ivec_bld->vec_type, "xs"); + ys[texel_index] = lp_build_alloca(bld->gallivm, ivec_bld->vec_type, "ys"); + zs[texel_index] = lp_build_alloca(bld->gallivm, ivec_bld->vec_type, "zs"); + } + + lp_build_if(&edge_if, bld->gallivm, have_edge); + + have_corner = lp_build_and(ivec_bld, fall_off_x, fall_off_y); + have_corner = lp_build_any_true_range(ivec_bld, ivec_bld->type.length, have_corner); + LLVMBuildStore(builder, have_corner, have_corners); + + /* + * Need to feed clamped values here for cheap corner handling, + * but only for y coord (as when falling off both edges we only + * fall off the x one) - this should be sufficient. + */ + y0_clamped = lp_build_max(ivec_bld, y0, ivec_bld->zero); + y1_clamped = lp_build_min(ivec_bld, y1, length_minus_one); + + /* + * Get all possible new coords. + */ + lp_build_cube_new_coords(ivec_bld, face, + x0, x1, y0_clamped, y1_clamped, + length_minus_one, + new_faces, new_xcoords, new_ycoords); + + /* handle fall off x-, x+ direction */ + /* determine new coords, face (not both fall_off vars can be true at same time) */ + x00 = lp_build_select(ivec_bld, fall_off[0], new_xcoords[0][0], x0); + y00 = lp_build_select(ivec_bld, fall_off[0], new_ycoords[0][0], y0_clamped); + x10 = lp_build_select(ivec_bld, fall_off[0], new_xcoords[0][1], x0); + y10 = lp_build_select(ivec_bld, fall_off[0], new_ycoords[0][1], y1_clamped); + x01 = lp_build_select(ivec_bld, fall_off[1], new_xcoords[1][0], x1); + y01 = lp_build_select(ivec_bld, fall_off[1], new_ycoords[1][0], y0_clamped); + x11 = lp_build_select(ivec_bld, fall_off[1], new_xcoords[1][1], x1); + y11 = lp_build_select(ivec_bld, fall_off[1], new_ycoords[1][1], y1_clamped); + + z00 = z10 = lp_build_select(ivec_bld, fall_off[0], new_faces[0], face); + z01 = z11 = lp_build_select(ivec_bld, fall_off[1], new_faces[1], face); + + /* handle fall off y-, y+ direction */ + /* + * Cheap corner logic: just hack up things so a texel doesn't fall + * off both sides (which means filter weights will be wrong but we'll only + * use valid texels in the filter). + * This means however (y) coords must additionally be clamped (see above). + * This corner handling should be fully OpenGL (but not d3d10) compliant. + */ + fall_off_ym_notxm = lp_build_andnot(ivec_bld, fall_off[2], fall_off[0]); + fall_off_ym_notxp = lp_build_andnot(ivec_bld, fall_off[2], fall_off[1]); + fall_off_yp_notxm = lp_build_andnot(ivec_bld, fall_off[3], fall_off[0]); + fall_off_yp_notxp = lp_build_andnot(ivec_bld, fall_off[3], fall_off[1]); + + x00 = lp_build_select(ivec_bld, fall_off_ym_notxm, new_xcoords[2][0], x00); + y00 = lp_build_select(ivec_bld, fall_off_ym_notxm, new_ycoords[2][0], y00); + x01 = lp_build_select(ivec_bld, fall_off_ym_notxp, new_xcoords[2][1], x01); + y01 = lp_build_select(ivec_bld, fall_off_ym_notxp, new_ycoords[2][1], y01); + x10 = lp_build_select(ivec_bld, fall_off_yp_notxm, new_xcoords[3][0], x10); + y10 = lp_build_select(ivec_bld, fall_off_yp_notxm, new_ycoords[3][0], y10); + x11 = lp_build_select(ivec_bld, fall_off_yp_notxp, new_xcoords[3][1], x11); + y11 = lp_build_select(ivec_bld, fall_off_yp_notxp, new_ycoords[3][1], y11); + + z00 = lp_build_select(ivec_bld, fall_off_ym_notxm, new_faces[2], z00); + z01 = lp_build_select(ivec_bld, fall_off_ym_notxp, new_faces[2], z01); + z10 = lp_build_select(ivec_bld, fall_off_yp_notxm, new_faces[3], z10); + z11 = lp_build_select(ivec_bld, fall_off_yp_notxp, new_faces[3], z11); + + if (bld->static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY) { + /* now can add cube layer to face (per sample) */ + z00 = lp_build_add(ivec_bld, z00, coords[3]); + z01 = lp_build_add(ivec_bld, z01, coords[3]); + z10 = lp_build_add(ivec_bld, z10, coords[3]); + z11 = lp_build_add(ivec_bld, z11, coords[3]); + } + + LLVMBuildStore(builder, x00, xs[0]); + LLVMBuildStore(builder, x01, xs[1]); + LLVMBuildStore(builder, x10, xs[2]); + LLVMBuildStore(builder, x11, xs[3]); + LLVMBuildStore(builder, y00, ys[0]); + LLVMBuildStore(builder, y01, ys[1]); + LLVMBuildStore(builder, y10, ys[2]); + LLVMBuildStore(builder, y11, ys[3]); + LLVMBuildStore(builder, z00, zs[0]); + LLVMBuildStore(builder, z01, zs[1]); + LLVMBuildStore(builder, z10, zs[2]); + LLVMBuildStore(builder, z11, zs[3]); + + lp_build_else(&edge_if); + + LLVMBuildStore(builder, x0, xs[0]); + LLVMBuildStore(builder, x1, xs[1]); + LLVMBuildStore(builder, x0, xs[2]); + LLVMBuildStore(builder, x1, xs[3]); + LLVMBuildStore(builder, y0, ys[0]); + LLVMBuildStore(builder, y0, ys[1]); + LLVMBuildStore(builder, y1, ys[2]); + LLVMBuildStore(builder, y1, ys[3]); + if (bld->static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY) { + LLVMValueRef cube_layer = lp_build_add(ivec_bld, face, coords[3]); + LLVMBuildStore(builder, cube_layer, zs[0]); + LLVMBuildStore(builder, cube_layer, zs[1]); + LLVMBuildStore(builder, cube_layer, zs[2]); + LLVMBuildStore(builder, cube_layer, zs[3]); + } + else { + LLVMBuildStore(builder, face, zs[0]); + LLVMBuildStore(builder, face, zs[1]); + LLVMBuildStore(builder, face, zs[2]); + LLVMBuildStore(builder, face, zs[3]); + } + + lp_build_endif(&edge_if); + + x00 = LLVMBuildLoad(builder, xs[0], ""); + x01 = LLVMBuildLoad(builder, xs[1], ""); + x10 = LLVMBuildLoad(builder, xs[2], ""); + x11 = LLVMBuildLoad(builder, xs[3], ""); + y00 = LLVMBuildLoad(builder, ys[0], ""); + y01 = LLVMBuildLoad(builder, ys[1], ""); + y10 = LLVMBuildLoad(builder, ys[2], ""); + y11 = LLVMBuildLoad(builder, ys[3], ""); + z00 = LLVMBuildLoad(builder, zs[0], ""); + z01 = LLVMBuildLoad(builder, zs[1], ""); + z10 = LLVMBuildLoad(builder, zs[2], ""); + z11 = LLVMBuildLoad(builder, zs[3], ""); + } + + if (linear_mask) { + /* + * Whack filter weights into place. Whatever texel had more weight is + * the one which should have been selected by nearest filtering hence + * just use 100% weight for it. + */ + struct lp_build_context *c_bld = &bld->coord_bld; + LLVMValueRef w1_mask, w1_weight; + LLVMValueRef half = lp_build_const_vec(bld->gallivm, c_bld->type, 0.5f); + + w1_mask = lp_build_cmp(c_bld, PIPE_FUNC_GREATER, s_fpart, half); + /* this select is really just a "and" */ + w1_weight = lp_build_select(c_bld, w1_mask, c_bld->one, c_bld->zero); + s_fpart = lp_build_select(c_bld, linear_mask, s_fpart, w1_weight); + if (dims >= 2) { + w1_mask = lp_build_cmp(c_bld, PIPE_FUNC_GREATER, t_fpart, half); + w1_weight = lp_build_select(c_bld, w1_mask, c_bld->one, c_bld->zero); + t_fpart = lp_build_select(c_bld, linear_mask, t_fpart, w1_weight); + if (dims == 3) { + w1_mask = lp_build_cmp(c_bld, PIPE_FUNC_GREATER, r_fpart, half); + w1_weight = lp_build_select(c_bld, w1_mask, c_bld->one, c_bld->zero); + r_fpart = lp_build_select(c_bld, linear_mask, r_fpart, w1_weight); + } + } + } + + /* + * Get texture colors. + */ + /* get x0/x1 texels */ + lp_build_sample_texel_soa(bld, + width_vec, height_vec, depth_vec, + x00, y00, z00, + row_stride_vec, img_stride_vec, + data_ptr, mipoffsets, neighbors[0][0]); + lp_build_sample_texel_soa(bld, + width_vec, height_vec, depth_vec, + x01, y01, z01, + row_stride_vec, img_stride_vec, + data_ptr, mipoffsets, neighbors[0][1]); + + if (dims == 1) { + assert(!is_gather); + if (bld->static_sampler_state->compare_mode == PIPE_TEX_COMPARE_NONE) { + /* Interpolate two samples from 1D image to produce one color */ + for (chan = 0; chan < 4; chan++) { + colors_out[chan] = lp_build_lerp(texel_bld, s_fpart, + neighbors[0][0][chan], + neighbors[0][1][chan], + 0); + } + } + else { + LLVMValueRef cmpval0, cmpval1; + cmpval0 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][0][0]); + cmpval1 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][1][0]); + /* simplified lerp, AND mask with weight and add */ + colors_out[0] = lp_build_masklerp(texel_bld, s_fpart, + cmpval0, cmpval1); + colors_out[1] = colors_out[2] = colors_out[3] = colors_out[0]; + } + } + else { + /* 2D/3D texture */ + struct lp_build_if_state corner_if; + LLVMValueRef colors0[4], colorss[4]; + + /* get x0/x1 texels at y1 */ + lp_build_sample_texel_soa(bld, + width_vec, height_vec, depth_vec, + x10, y10, z10, + row_stride_vec, img_stride_vec, + data_ptr, mipoffsets, neighbors[1][0]); + lp_build_sample_texel_soa(bld, + width_vec, height_vec, depth_vec, + x11, y11, z11, + row_stride_vec, img_stride_vec, + data_ptr, mipoffsets, neighbors[1][1]); + + /* + * To avoid having to duplicate linear_mask / fetch code use + * another branch (with corner condition though edge would work + * as well) here. + */ + if (accurate_cube_corners) { + LLVMValueRef w00, w01, w10, w11, wx0, wy0; + LLVMValueRef c_weight, c00, c01, c10, c11; + LLVMValueRef have_corner, one_third, tmp; + + colorss[0] = lp_build_alloca(bld->gallivm, coord_bld->vec_type, "cs"); + colorss[1] = lp_build_alloca(bld->gallivm, coord_bld->vec_type, "cs"); + colorss[2] = lp_build_alloca(bld->gallivm, coord_bld->vec_type, "cs"); + colorss[3] = lp_build_alloca(bld->gallivm, coord_bld->vec_type, "cs"); + + have_corner = LLVMBuildLoad(builder, have_corners, ""); + + lp_build_if(&corner_if, bld->gallivm, have_corner); + + /* + * we can't use standard 2d lerp as we need per-element weight + * in case of corners, so just calculate bilinear result as + * w00*s00 + w01*s01 + w10*s10 + w11*s11. + * (This is actually less work than using 2d lerp, 7 vs. 9 instructions, + * however calculating the weights needs another 6, so actually probably + * not slower than 2d lerp only for 4 channels as weights only need + * to be calculated once - of course fixing the weights has additional cost.) + */ + wx0 = lp_build_sub(coord_bld, coord_bld->one, s_fpart); + wy0 = lp_build_sub(coord_bld, coord_bld->one, t_fpart); + w00 = lp_build_mul(coord_bld, wx0, wy0); + w01 = lp_build_mul(coord_bld, s_fpart, wy0); + w10 = lp_build_mul(coord_bld, wx0, t_fpart); + w11 = lp_build_mul(coord_bld, s_fpart, t_fpart); + + /* find corner weight */ + c00 = lp_build_and(ivec_bld, fall_off[0], fall_off[2]); + c_weight = lp_build_select(coord_bld, c00, w00, coord_bld->zero); + c01 = lp_build_and(ivec_bld, fall_off[1], fall_off[2]); + c_weight = lp_build_select(coord_bld, c01, w01, c_weight); + c10 = lp_build_and(ivec_bld, fall_off[0], fall_off[3]); + c_weight = lp_build_select(coord_bld, c10, w10, c_weight); + c11 = lp_build_and(ivec_bld, fall_off[1], fall_off[3]); + c_weight = lp_build_select(coord_bld, c11, w11, c_weight); + + /* + * add 1/3 of the corner weight to each of the 3 other samples + * and null out corner weight + */ + one_third = lp_build_const_vec(bld->gallivm, coord_bld->type, 1.0f/3.0f); + c_weight = lp_build_mul(coord_bld, c_weight, one_third); + w00 = lp_build_add(coord_bld, w00, c_weight); + c00 = LLVMBuildBitCast(builder, c00, coord_bld->vec_type, ""); + w00 = lp_build_andnot(coord_bld, w00, c00); + w01 = lp_build_add(coord_bld, w01, c_weight); + c01 = LLVMBuildBitCast(builder, c01, coord_bld->vec_type, ""); + w01 = lp_build_andnot(coord_bld, w01, c01); + w10 = lp_build_add(coord_bld, w10, c_weight); + c10 = LLVMBuildBitCast(builder, c10, coord_bld->vec_type, ""); + w10 = lp_build_andnot(coord_bld, w10, c10); + w11 = lp_build_add(coord_bld, w11, c_weight); + c11 = LLVMBuildBitCast(builder, c11, coord_bld->vec_type, ""); + w11 = lp_build_andnot(coord_bld, w11, c11); + + if (bld->static_sampler_state->compare_mode == PIPE_TEX_COMPARE_NONE) { + for (chan = 0; chan < 4; chan++) { + colors0[chan] = lp_build_mul(coord_bld, w00, neighbors[0][0][chan]); + tmp = lp_build_mul(coord_bld, w01, neighbors[0][1][chan]); + colors0[chan] = lp_build_add(coord_bld, tmp, colors0[chan]); + tmp = lp_build_mul(coord_bld, w10, neighbors[1][0][chan]); + colors0[chan] = lp_build_add(coord_bld, tmp, colors0[chan]); + tmp = lp_build_mul(coord_bld, w11, neighbors[1][1][chan]); + colors0[chan] = lp_build_add(coord_bld, tmp, colors0[chan]); + } + } + else { + LLVMValueRef cmpval00, cmpval01, cmpval10, cmpval11; + cmpval00 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][0][0]); + cmpval01 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][1][0]); + cmpval10 = lp_build_sample_comparefunc(bld, coords[4], neighbors[1][0][0]); + cmpval11 = lp_build_sample_comparefunc(bld, coords[4], neighbors[1][1][0]); + /* inputs to interpolation are just masks so just add masked weights together */ + cmpval00 = LLVMBuildBitCast(builder, cmpval00, coord_bld->vec_type, ""); + cmpval01 = LLVMBuildBitCast(builder, cmpval01, coord_bld->vec_type, ""); + cmpval10 = LLVMBuildBitCast(builder, cmpval10, coord_bld->vec_type, ""); + cmpval11 = LLVMBuildBitCast(builder, cmpval11, coord_bld->vec_type, ""); + colors0[0] = lp_build_and(coord_bld, w00, cmpval00); + tmp = lp_build_and(coord_bld, w01, cmpval01); + colors0[0] = lp_build_add(coord_bld, tmp, colors0[0]); + tmp = lp_build_and(coord_bld, w10, cmpval10); + colors0[0] = lp_build_add(coord_bld, tmp, colors0[0]); + tmp = lp_build_and(coord_bld, w11, cmpval11); + colors0[0] = lp_build_add(coord_bld, tmp, colors0[0]); + colors0[1] = colors0[2] = colors0[3] = colors0[0]; + } + + LLVMBuildStore(builder, colors0[0], colorss[0]); + LLVMBuildStore(builder, colors0[1], colorss[1]); + LLVMBuildStore(builder, colors0[2], colorss[2]); + LLVMBuildStore(builder, colors0[3], colorss[3]); + + lp_build_else(&corner_if); + } + + if (bld->static_sampler_state->compare_mode == PIPE_TEX_COMPARE_NONE) { + if (is_gather) { + /* + * Just assign the red channel (no component selection yet). + * This is a bit hackish, we usually do the swizzle at the + * end of sampling (much less values to swizzle), but this + * obviously cannot work when using gather. + */ + unsigned chan_swiz = bld->static_texture_state->swizzle_r; + colors0[0] = lp_build_swizzle_soa_channel(texel_bld, + neighbors[1][0], + chan_swiz); + colors0[1] = lp_build_swizzle_soa_channel(texel_bld, + neighbors[1][1], + chan_swiz); + colors0[2] = lp_build_swizzle_soa_channel(texel_bld, + neighbors[0][1], + chan_swiz); + colors0[3] = lp_build_swizzle_soa_channel(texel_bld, + neighbors[0][0], + chan_swiz); + } + else { + /* Bilinear interpolate the four samples from the 2D image / 3D slice */ + for (chan = 0; chan < 4; chan++) { + colors0[chan] = lp_build_lerp_2d(texel_bld, + s_fpart, t_fpart, + neighbors[0][0][chan], + neighbors[0][1][chan], + neighbors[1][0][chan], + neighbors[1][1][chan], + 0); + } + } + } + else { + LLVMValueRef cmpval00, cmpval01, cmpval10, cmpval11; + cmpval00 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][0][0]); + cmpval01 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][1][0]); + cmpval10 = lp_build_sample_comparefunc(bld, coords[4], neighbors[1][0][0]); + cmpval11 = lp_build_sample_comparefunc(bld, coords[4], neighbors[1][1][0]); + + if (is_gather) { + /* more hacks for swizzling, should be X, ONE or ZERO... */ + unsigned chan_swiz = bld->static_texture_state->swizzle_r; + if (chan_swiz <= PIPE_SWIZZLE_ALPHA) { + colors0[0] = lp_build_select(texel_bld, cmpval10, + texel_bld->one, texel_bld->zero); + colors0[1] = lp_build_select(texel_bld, cmpval11, + texel_bld->one, texel_bld->zero); + colors0[2] = lp_build_select(texel_bld, cmpval01, + texel_bld->one, texel_bld->zero); + colors0[3] = lp_build_select(texel_bld, cmpval00, + texel_bld->one, texel_bld->zero); + } + else if (chan_swiz == PIPE_SWIZZLE_ZERO) { + colors0[0] = colors0[1] = colors0[2] = colors0[3] = + texel_bld->zero; + } + else { + colors0[0] = colors0[1] = colors0[2] = colors0[3] = + texel_bld->one; + } + } + else { + colors0[0] = lp_build_masklerp2d(texel_bld, s_fpart, t_fpart, + cmpval00, cmpval01, cmpval10, cmpval11); + colors0[1] = colors0[2] = colors0[3] = colors0[0]; + } + } + + if (accurate_cube_corners) { + LLVMBuildStore(builder, colors0[0], colorss[0]); + LLVMBuildStore(builder, colors0[1], colorss[1]); + LLVMBuildStore(builder, colors0[2], colorss[2]); + LLVMBuildStore(builder, colors0[3], colorss[3]); + + lp_build_endif(&corner_if); + + colors0[0] = LLVMBuildLoad(builder, colorss[0], ""); + colors0[1] = LLVMBuildLoad(builder, colorss[1], ""); + colors0[2] = LLVMBuildLoad(builder, colorss[2], ""); + colors0[3] = LLVMBuildLoad(builder, colorss[3], ""); + } + + if (dims == 3) { + LLVMValueRef neighbors1[2][2][4]; + LLVMValueRef colors1[4]; + + assert(!is_gather); + + /* get x0/x1/y0/y1 texels at z1 */ + lp_build_sample_texel_soa(bld, + width_vec, height_vec, depth_vec, + x00, y00, z1, + row_stride_vec, img_stride_vec, + data_ptr, mipoffsets, neighbors1[0][0]); + lp_build_sample_texel_soa(bld, + width_vec, height_vec, depth_vec, + x01, y01, z1, + row_stride_vec, img_stride_vec, + data_ptr, mipoffsets, neighbors1[0][1]); + lp_build_sample_texel_soa(bld, + width_vec, height_vec, depth_vec, + x10, y10, z1, + row_stride_vec, img_stride_vec, + data_ptr, mipoffsets, neighbors1[1][0]); + lp_build_sample_texel_soa(bld, + width_vec, height_vec, depth_vec, + x11, y11, z1, + row_stride_vec, img_stride_vec, + data_ptr, mipoffsets, neighbors1[1][1]); + + if (bld->static_sampler_state->compare_mode == PIPE_TEX_COMPARE_NONE) { + /* Bilinear interpolate the four samples from the second Z slice */ + for (chan = 0; chan < 4; chan++) { + colors1[chan] = lp_build_lerp_2d(texel_bld, + s_fpart, t_fpart, + neighbors1[0][0][chan], + neighbors1[0][1][chan], + neighbors1[1][0][chan], + neighbors1[1][1][chan], + 0); + } + /* Linearly interpolate the two samples from the two 3D slices */ + for (chan = 0; chan < 4; chan++) { + colors_out[chan] = lp_build_lerp(texel_bld, + r_fpart, + colors0[chan], colors1[chan], + 0); + } + } + else { + LLVMValueRef cmpval00, cmpval01, cmpval10, cmpval11; + cmpval00 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][0][0]); + cmpval01 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][1][0]); + cmpval10 = lp_build_sample_comparefunc(bld, coords[4], neighbors[1][0][0]); + cmpval11 = lp_build_sample_comparefunc(bld, coords[4], neighbors[1][1][0]); + colors1[0] = lp_build_masklerp2d(texel_bld, s_fpart, t_fpart, + cmpval00, cmpval01, cmpval10, cmpval11); + /* Linearly interpolate the two samples from the two 3D slices */ + colors_out[0] = lp_build_lerp(texel_bld, + r_fpart, + colors0[0], colors1[0], + 0); + colors_out[1] = colors_out[2] = colors_out[3] = colors_out[0]; + } + } + else { + /* 2D tex */ + for (chan = 0; chan < 4; chan++) { + colors_out[chan] = colors0[chan]; + } + } + } +} + + +/** + * Sample the texture/mipmap using given image filter and mip filter. + * ilevel0 and ilevel1 indicate the two mipmap levels to sample + * from (vectors or scalars). + * If we're using nearest miplevel sampling the '1' values will be null/unused. + */ +static void +lp_build_sample_mipmap(struct lp_build_sample_context *bld, + unsigned img_filter, + unsigned mip_filter, + boolean is_gather, + LLVMValueRef *coords, + const LLVMValueRef *offsets, + LLVMValueRef ilevel0, + LLVMValueRef ilevel1, + LLVMValueRef lod_fpart, + LLVMValueRef *colors_out) +{ + LLVMBuilderRef builder = bld->gallivm->builder; + LLVMValueRef size0 = NULL; + LLVMValueRef size1 = NULL; + LLVMValueRef row_stride0_vec = NULL; + LLVMValueRef row_stride1_vec = NULL; + LLVMValueRef img_stride0_vec = NULL; + LLVMValueRef img_stride1_vec = NULL; + LLVMValueRef data_ptr0 = NULL; + LLVMValueRef data_ptr1 = NULL; + LLVMValueRef mipoff0 = NULL; + LLVMValueRef mipoff1 = NULL; + LLVMValueRef colors0[4], colors1[4]; + unsigned chan; + + /* sample the first mipmap level */ + lp_build_mipmap_level_sizes(bld, ilevel0, + &size0, + &row_stride0_vec, &img_stride0_vec); + if (bld->num_mips == 1) { + data_ptr0 = lp_build_get_mipmap_level(bld, ilevel0); + } + else { + /* This path should work for num_lods 1 too but slightly less efficient */ + data_ptr0 = bld->base_ptr; + mipoff0 = lp_build_get_mip_offsets(bld, ilevel0); + } + if (img_filter == PIPE_TEX_FILTER_NEAREST) { + lp_build_sample_image_nearest(bld, size0, + row_stride0_vec, img_stride0_vec, + data_ptr0, mipoff0, coords, offsets, + colors0); + } + else { + assert(img_filter == PIPE_TEX_FILTER_LINEAR); + lp_build_sample_image_linear(bld, is_gather, size0, NULL, + row_stride0_vec, img_stride0_vec, + data_ptr0, mipoff0, coords, offsets, + colors0); + } + + /* Store the first level's colors in the output variables */ + for (chan = 0; chan < 4; chan++) { + LLVMBuildStore(builder, colors0[chan], colors_out[chan]); + } + + if (mip_filter == PIPE_TEX_MIPFILTER_LINEAR) { + struct lp_build_if_state if_ctx; + LLVMValueRef need_lerp; + + /* need_lerp = lod_fpart > 0 */ + if (bld->num_lods == 1) { + need_lerp = LLVMBuildFCmp(builder, LLVMRealUGT, + lod_fpart, bld->lodf_bld.zero, + "need_lerp"); + } + else { + /* + * We'll do mip filtering if any of the quads (or individual + * pixel in case of per-pixel lod) need it. + * It might be better to split the vectors here and only fetch/filter + * quads which need it (if there's one lod per quad). + */ + need_lerp = lp_build_compare(bld->gallivm, bld->lodf_bld.type, + PIPE_FUNC_GREATER, + lod_fpart, bld->lodf_bld.zero); + need_lerp = lp_build_any_true_range(&bld->lodi_bld, bld->num_lods, need_lerp); + } + + lp_build_if(&if_ctx, bld->gallivm, need_lerp); + { + /* + * We unfortunately need to clamp lod_fpart here since we can get + * negative values which would screw up filtering if not all + * lod_fpart values have same sign. + */ + lod_fpart = lp_build_max(&bld->lodf_bld, lod_fpart, + bld->lodf_bld.zero); + /* sample the second mipmap level */ + lp_build_mipmap_level_sizes(bld, ilevel1, + &size1, + &row_stride1_vec, &img_stride1_vec); + if (bld->num_mips == 1) { + data_ptr1 = lp_build_get_mipmap_level(bld, ilevel1); + } + else { + data_ptr1 = bld->base_ptr; + mipoff1 = lp_build_get_mip_offsets(bld, ilevel1); + } + if (img_filter == PIPE_TEX_FILTER_NEAREST) { + lp_build_sample_image_nearest(bld, size1, + row_stride1_vec, img_stride1_vec, + data_ptr1, mipoff1, coords, offsets, + colors1); + } + else { + lp_build_sample_image_linear(bld, FALSE, size1, NULL, + row_stride1_vec, img_stride1_vec, + data_ptr1, mipoff1, coords, offsets, + colors1); + } + + /* interpolate samples from the two mipmap levels */ + + if (bld->num_lods != bld->coord_type.length) + lod_fpart = lp_build_unpack_broadcast_aos_scalars(bld->gallivm, + bld->lodf_bld.type, + bld->texel_bld.type, + lod_fpart); + + for (chan = 0; chan < 4; chan++) { + colors0[chan] = lp_build_lerp(&bld->texel_bld, lod_fpart, + colors0[chan], colors1[chan], + 0); + LLVMBuildStore(builder, colors0[chan], colors_out[chan]); + } + } + lp_build_endif(&if_ctx); + } +} + + +/** + * Sample the texture/mipmap using given mip filter, and using + * both nearest and linear filtering at the same time depending + * on linear_mask. + * lod can be per quad but linear_mask is always per pixel. + * ilevel0 and ilevel1 indicate the two mipmap levels to sample + * from (vectors or scalars). + * If we're using nearest miplevel sampling the '1' values will be null/unused. + */ +static void +lp_build_sample_mipmap_both(struct lp_build_sample_context *bld, + LLVMValueRef linear_mask, + unsigned mip_filter, + LLVMValueRef *coords, + const LLVMValueRef *offsets, + LLVMValueRef ilevel0, + LLVMValueRef ilevel1, + LLVMValueRef lod_fpart, + LLVMValueRef lod_positive, + LLVMValueRef *colors_out) +{ + LLVMBuilderRef builder = bld->gallivm->builder; + LLVMValueRef size0 = NULL; + LLVMValueRef size1 = NULL; + LLVMValueRef row_stride0_vec = NULL; + LLVMValueRef row_stride1_vec = NULL; + LLVMValueRef img_stride0_vec = NULL; + LLVMValueRef img_stride1_vec = NULL; + LLVMValueRef data_ptr0 = NULL; + LLVMValueRef data_ptr1 = NULL; + LLVMValueRef mipoff0 = NULL; + LLVMValueRef mipoff1 = NULL; + LLVMValueRef colors0[4], colors1[4]; + unsigned chan; + + /* sample the first mipmap level */ + lp_build_mipmap_level_sizes(bld, ilevel0, + &size0, + &row_stride0_vec, &img_stride0_vec); + if (bld->num_mips == 1) { + data_ptr0 = lp_build_get_mipmap_level(bld, ilevel0); + } + else { + /* This path should work for num_lods 1 too but slightly less efficient */ + data_ptr0 = bld->base_ptr; + mipoff0 = lp_build_get_mip_offsets(bld, ilevel0); + } + + lp_build_sample_image_linear(bld, FALSE, size0, linear_mask, + row_stride0_vec, img_stride0_vec, + data_ptr0, mipoff0, coords, offsets, + colors0); + + /* Store the first level's colors in the output variables */ + for (chan = 0; chan < 4; chan++) { + LLVMBuildStore(builder, colors0[chan], colors_out[chan]); + } + + if (mip_filter == PIPE_TEX_MIPFILTER_LINEAR) { + struct lp_build_if_state if_ctx; + LLVMValueRef need_lerp; + + /* + * We'll do mip filtering if any of the quads (or individual + * pixel in case of per-pixel lod) need it. + * Note using lod_positive here not lod_fpart since it may be the same + * condition as that used in the outer "if" in the caller hence llvm + * should be able to merge the branches in this case. + */ + need_lerp = lp_build_any_true_range(&bld->lodi_bld, bld->num_lods, lod_positive); + + lp_build_if(&if_ctx, bld->gallivm, need_lerp); + { + /* + * We unfortunately need to clamp lod_fpart here since we can get + * negative values which would screw up filtering if not all + * lod_fpart values have same sign. + */ + lod_fpart = lp_build_max(&bld->lodf_bld, lod_fpart, + bld->lodf_bld.zero); + /* sample the second mipmap level */ + lp_build_mipmap_level_sizes(bld, ilevel1, + &size1, + &row_stride1_vec, &img_stride1_vec); + if (bld->num_mips == 1) { + data_ptr1 = lp_build_get_mipmap_level(bld, ilevel1); + } + else { + data_ptr1 = bld->base_ptr; + mipoff1 = lp_build_get_mip_offsets(bld, ilevel1); + } + + lp_build_sample_image_linear(bld, FALSE, size1, linear_mask, + row_stride1_vec, img_stride1_vec, + data_ptr1, mipoff1, coords, offsets, + colors1); + + /* interpolate samples from the two mipmap levels */ + + if (bld->num_lods != bld->coord_type.length) + lod_fpart = lp_build_unpack_broadcast_aos_scalars(bld->gallivm, + bld->lodf_bld.type, + bld->texel_bld.type, + lod_fpart); + + for (chan = 0; chan < 4; chan++) { + colors0[chan] = lp_build_lerp(&bld->texel_bld, lod_fpart, + colors0[chan], colors1[chan], + 0); + LLVMBuildStore(builder, colors0[chan], colors_out[chan]); + } + } + lp_build_endif(&if_ctx); + } +} + + +/** + * Build (per-coord) layer value. + * Either clamp layer to valid values or fill in optional out_of_bounds + * value and just return value unclamped. + */ +static LLVMValueRef +lp_build_layer_coord(struct lp_build_sample_context *bld, + unsigned texture_unit, + boolean is_cube_array, + LLVMValueRef layer, + LLVMValueRef *out_of_bounds) +{ + LLVMValueRef num_layers; + struct lp_build_context *int_coord_bld = &bld->int_coord_bld; + + num_layers = bld->dynamic_state->depth(bld->dynamic_state, bld->gallivm, + bld->context_ptr, texture_unit); + + if (out_of_bounds) { + LLVMValueRef out1, out; + assert(!is_cube_array); + num_layers = lp_build_broadcast_scalar(int_coord_bld, num_layers); + out = lp_build_cmp(int_coord_bld, PIPE_FUNC_LESS, layer, int_coord_bld->zero); + out1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_GEQUAL, layer, num_layers); + *out_of_bounds = lp_build_or(int_coord_bld, out, out1); + return layer; + } + else { + LLVMValueRef maxlayer; + LLVMValueRef s = is_cube_array ? lp_build_const_int32(bld->gallivm, 6) : + bld->int_bld.one; + maxlayer = lp_build_sub(&bld->int_bld, num_layers, s); + maxlayer = lp_build_broadcast_scalar(int_coord_bld, maxlayer); + return lp_build_clamp(int_coord_bld, layer, int_coord_bld->zero, maxlayer); + } +} + + +/** + * Calculate cube face, lod, mip levels. + */ +static void +lp_build_sample_common(struct lp_build_sample_context *bld, + unsigned texture_index, + unsigned sampler_index, + LLVMValueRef *coords, + const struct lp_derivatives *derivs, /* optional */ + LLVMValueRef lod_bias, /* optional */ + LLVMValueRef explicit_lod, /* optional */ + LLVMValueRef *lod_pos_or_zero, + LLVMValueRef *lod_fpart, + LLVMValueRef *ilevel0, + LLVMValueRef *ilevel1) +{ + const unsigned mip_filter = bld->static_sampler_state->min_mip_filter; + const unsigned min_filter = bld->static_sampler_state->min_img_filter; + const unsigned mag_filter = bld->static_sampler_state->mag_img_filter; + const unsigned target = bld->static_texture_state->target; + LLVMValueRef first_level, cube_rho = NULL; + LLVMValueRef lod_ipart = NULL; + struct lp_derivatives cube_derivs; + + /* + printf("%s mip %d min %d mag %d\n", __FUNCTION__, + mip_filter, min_filter, mag_filter); + */ + + /* + * Choose cube face, recompute texcoords for the chosen face and + * compute rho here too (as it requires transform of derivatives). + */ + if (target == PIPE_TEXTURE_CUBE || target == PIPE_TEXTURE_CUBE_ARRAY) { + boolean need_derivs; + need_derivs = ((min_filter != mag_filter || + mip_filter != PIPE_TEX_MIPFILTER_NONE) && + !bld->static_sampler_state->min_max_lod_equal && + !explicit_lod); + lp_build_cube_lookup(bld, coords, derivs, &cube_rho, &cube_derivs, need_derivs); + derivs = &cube_derivs; + if (target == PIPE_TEXTURE_CUBE_ARRAY) { + /* calculate cube layer coord now */ + LLVMValueRef layer = lp_build_iround(&bld->coord_bld, coords[3]); + LLVMValueRef six = lp_build_const_int_vec(bld->gallivm, bld->int_coord_type, 6); + layer = lp_build_mul(&bld->int_coord_bld, layer, six); + coords[3] = lp_build_layer_coord(bld, texture_index, TRUE, layer, NULL); + /* because of seamless filtering can't add it to face (coords[2]) here. */ + } + } + else if (target == PIPE_TEXTURE_1D_ARRAY || + target == PIPE_TEXTURE_2D_ARRAY) { + coords[2] = lp_build_iround(&bld->coord_bld, coords[2]); + coords[2] = lp_build_layer_coord(bld, texture_index, FALSE, coords[2], NULL); + } + + if (bld->static_sampler_state->compare_mode != PIPE_TEX_COMPARE_NONE) { + /* + * Clamp p coords to [0,1] for fixed function depth texture format here. + * Technically this is not entirely correct for unorm depth as the ref value + * should be converted to the depth format (quantization!) and comparison + * then done in texture format. This would actually help performance (since + * only need to do it once and could save the per-sample conversion of texels + * to floats instead), but it would need more messy code (would need to push + * at least some bits down to actual fetch so conversion could be skipped, + * and would have ugly interaction with border color, would need to convert + * border color to that format too or do some other tricks to make it work). + */ + const struct util_format_description *format_desc = bld->format_desc; + unsigned chan_type; + /* not entirely sure we couldn't end up with non-valid swizzle here */ + chan_type = format_desc->swizzle[0] <= UTIL_FORMAT_SWIZZLE_W ? + format_desc->channel[format_desc->swizzle[0]].type : + UTIL_FORMAT_TYPE_FLOAT; + if (chan_type != UTIL_FORMAT_TYPE_FLOAT) { + coords[4] = lp_build_clamp(&bld->coord_bld, coords[4], + bld->coord_bld.zero, bld->coord_bld.one); + } + } + + /* + * Compute the level of detail (float). + */ + if (min_filter != mag_filter || + mip_filter != PIPE_TEX_MIPFILTER_NONE) { + /* Need to compute lod either to choose mipmap levels or to + * distinguish between minification/magnification with one mipmap level. + */ + lp_build_lod_selector(bld, texture_index, sampler_index, + coords[0], coords[1], coords[2], cube_rho, + derivs, lod_bias, explicit_lod, + mip_filter, + &lod_ipart, lod_fpart, lod_pos_or_zero); + } else { + lod_ipart = bld->lodi_bld.zero; + *lod_pos_or_zero = bld->lodi_bld.zero; + } + + if (bld->num_lods != bld->num_mips) { + /* only makes sense if there's just a single mip level */ + assert(bld->num_mips == 1); + lod_ipart = lp_build_extract_range(bld->gallivm, lod_ipart, 0, 1); + } + + /* + * Compute integer mipmap level(s) to fetch texels from: ilevel0, ilevel1 + */ + switch (mip_filter) { + default: + assert(0 && "bad mip_filter value in lp_build_sample_soa()"); + /* fall-through */ + case PIPE_TEX_MIPFILTER_NONE: + /* always use mip level 0 */ + first_level = bld->dynamic_state->first_level(bld->dynamic_state, + bld->gallivm, bld->context_ptr, + texture_index); + first_level = lp_build_broadcast_scalar(&bld->leveli_bld, first_level); + *ilevel0 = first_level; + break; + case PIPE_TEX_MIPFILTER_NEAREST: + assert(lod_ipart); + lp_build_nearest_mip_level(bld, texture_index, lod_ipart, ilevel0, NULL); + break; + case PIPE_TEX_MIPFILTER_LINEAR: + assert(lod_ipart); + assert(*lod_fpart); + lp_build_linear_mip_levels(bld, texture_index, + lod_ipart, lod_fpart, + ilevel0, ilevel1); + break; + } +} + +static void +lp_build_clamp_border_color(struct lp_build_sample_context *bld, + unsigned sampler_unit) +{ + struct gallivm_state *gallivm = bld->gallivm; + LLVMBuilderRef builder = gallivm->builder; + LLVMValueRef border_color_ptr = + bld->dynamic_state->border_color(bld->dynamic_state, gallivm, + bld->context_ptr, sampler_unit); + LLVMValueRef border_color; + const struct util_format_description *format_desc = bld->format_desc; + struct lp_type vec4_type = bld->texel_type; + struct lp_build_context vec4_bld; + LLVMValueRef min_clamp = NULL; + LLVMValueRef max_clamp = NULL; + + /* + * For normalized format need to clamp border color (technically + * probably should also quantize the data). Really sucks doing this + * here but can't avoid at least for now since this is part of + * sampler state and texture format is part of sampler_view state. + * GL expects also expects clamping for uint/sint formats too so + * do that as well (d3d10 can't end up here with uint/sint since it + * only supports them with ld). + */ + vec4_type.length = 4; + lp_build_context_init(&vec4_bld, gallivm, vec4_type); + + /* + * Vectorized clamping of border color. Loading is a bit of a hack since + * we just cast the pointer to float array to pointer to vec4 + * (int or float). + */ + border_color_ptr = lp_build_array_get_ptr(gallivm, border_color_ptr, + lp_build_const_int32(gallivm, 0)); + border_color_ptr = LLVMBuildBitCast(builder, border_color_ptr, + LLVMPointerType(vec4_bld.vec_type, 0), ""); + border_color = LLVMBuildLoad(builder, border_color_ptr, ""); + /* we don't have aligned type in the dynamic state unfortunately */ + lp_set_load_alignment(border_color, 4); + + /* + * Instead of having some incredibly complex logic which will try to figure out + * clamping necessary for each channel, simply use the first channel, and treat + * mixed signed/unsigned normalized formats specially. + * (Mixed non-normalized, which wouldn't work at all here, do not exist for a + * good reason.) + */ + if (format_desc->layout == UTIL_FORMAT_LAYOUT_PLAIN) { + int chan; + /* d/s needs special handling because both present means just sampling depth */ + if (util_format_is_depth_and_stencil(format_desc->format)) { + chan = format_desc->swizzle[0]; + } + else { + chan = util_format_get_first_non_void_channel(format_desc->format); + } + if (chan >= 0 && chan <= UTIL_FORMAT_SWIZZLE_W) { + unsigned chan_type = format_desc->channel[chan].type; + unsigned chan_norm = format_desc->channel[chan].normalized; + unsigned chan_pure = format_desc->channel[chan].pure_integer; + if (chan_type == UTIL_FORMAT_TYPE_SIGNED) { + if (chan_norm) { + min_clamp = lp_build_const_vec(gallivm, vec4_type, -1.0F); + max_clamp = vec4_bld.one; + } + else if (chan_pure) { + /* + * Border color was stored as int, hence need min/max clamp + * only if chan has less than 32 bits.. + */ + unsigned chan_size = format_desc->channel[chan].size; + if (chan_size < 32) { + min_clamp = lp_build_const_int_vec(gallivm, vec4_type, + 0 - (1 << (chan_size - 1))); + max_clamp = lp_build_const_int_vec(gallivm, vec4_type, + (1 << (chan_size - 1)) - 1); + } + } + /* TODO: no idea about non-pure, non-normalized! */ + } + else if (chan_type == UTIL_FORMAT_TYPE_UNSIGNED) { + if (chan_norm) { + min_clamp = vec4_bld.zero; + max_clamp = vec4_bld.one; + } + /* + * Need a ugly hack here, because we don't have Z32_FLOAT_X8X24 + * we use Z32_FLOAT_S8X24 to imply sampling depth component + * and ignoring stencil, which will blow up here if we try to + * do a uint clamp in a float texel build... + * And even if we had that format, mesa st also thinks using z24s8 + * means depth sampling ignoring stencil. + */ + else if (chan_pure) { + /* + * Border color was stored as uint, hence never need min + * clamp, and only need max clamp if chan has less than 32 bits. + */ + unsigned chan_size = format_desc->channel[chan].size; + if (chan_size < 32) { + max_clamp = lp_build_const_int_vec(gallivm, vec4_type, + (1 << chan_size) - 1); + } + /* TODO: no idea about non-pure, non-normalized! */ + } + } + else if (chan_type == UTIL_FORMAT_TYPE_FIXED) { + /* TODO: I have no idea what clamp this would need if any! */ + } + } + /* mixed plain formats (or different pure size) */ + switch (format_desc->format) { + case PIPE_FORMAT_B10G10R10A2_UINT: + case PIPE_FORMAT_R10G10B10A2_UINT: + { + unsigned max10 = (1 << 10) - 1; + max_clamp = lp_build_const_aos(gallivm, vec4_type, max10, max10, + max10, (1 << 2) - 1, NULL); + } + break; + case PIPE_FORMAT_R10SG10SB10SA2U_NORM: + min_clamp = lp_build_const_aos(gallivm, vec4_type, -1.0F, -1.0F, + -1.0F, 0.0F, NULL); + max_clamp = vec4_bld.one; + break; + case PIPE_FORMAT_R8SG8SB8UX8U_NORM: + case PIPE_FORMAT_R5SG5SB6U_NORM: + min_clamp = lp_build_const_aos(gallivm, vec4_type, -1.0F, -1.0F, + 0.0F, 0.0F, NULL); + max_clamp = vec4_bld.one; + break; + default: + break; + } + } + else { + /* cannot figure this out from format description */ + if (format_desc->layout == UTIL_FORMAT_LAYOUT_S3TC) { + /* s3tc formats are always unorm */ + min_clamp = vec4_bld.zero; + max_clamp = vec4_bld.one; + } + else if (format_desc->layout == UTIL_FORMAT_LAYOUT_RGTC || + format_desc->layout == UTIL_FORMAT_LAYOUT_ETC) { + switch (format_desc->format) { + case PIPE_FORMAT_RGTC1_UNORM: + case PIPE_FORMAT_RGTC2_UNORM: + case PIPE_FORMAT_LATC1_UNORM: + case PIPE_FORMAT_LATC2_UNORM: + case PIPE_FORMAT_ETC1_RGB8: + min_clamp = vec4_bld.zero; + max_clamp = vec4_bld.one; + break; + case PIPE_FORMAT_RGTC1_SNORM: + case PIPE_FORMAT_RGTC2_SNORM: + case PIPE_FORMAT_LATC1_SNORM: + case PIPE_FORMAT_LATC2_SNORM: + min_clamp = lp_build_const_vec(gallivm, vec4_type, -1.0F); + max_clamp = vec4_bld.one; + break; + default: + assert(0); + break; + } + } + /* + * all others from subsampled/other group, though we don't care + * about yuv (and should not have any from zs here) + */ + else if (format_desc->colorspace != UTIL_FORMAT_COLORSPACE_YUV){ + switch (format_desc->format) { + case PIPE_FORMAT_R8G8_B8G8_UNORM: + case PIPE_FORMAT_G8R8_G8B8_UNORM: + case PIPE_FORMAT_G8R8_B8R8_UNORM: + case PIPE_FORMAT_R8G8_R8B8_UNORM: + case PIPE_FORMAT_R1_UNORM: /* doesn't make sense but ah well */ + min_clamp = vec4_bld.zero; + max_clamp = vec4_bld.one; + break; + case PIPE_FORMAT_R8G8Bx_SNORM: + min_clamp = lp_build_const_vec(gallivm, vec4_type, -1.0F); + max_clamp = vec4_bld.one; + break; + /* + * Note smallfloat formats usually don't need clamping + * (they still have infinite range) however this is not + * true for r11g11b10 and r9g9b9e5, which can't represent + * negative numbers (and additionally r9g9b9e5 can't represent + * very large numbers). d3d10 seems happy without clamping in + * this case, but gl spec is pretty clear: "for floating + * point and integer formats, border values are clamped to + * the representable range of the format" so do that here. + */ + case PIPE_FORMAT_R11G11B10_FLOAT: + min_clamp = vec4_bld.zero; + break; + case PIPE_FORMAT_R9G9B9E5_FLOAT: + min_clamp = vec4_bld.zero; + max_clamp = lp_build_const_vec(gallivm, vec4_type, MAX_RGB9E5); + break; + default: + assert(0); + break; + } + } + } + + if (min_clamp) { + border_color = lp_build_max(&vec4_bld, border_color, min_clamp); + } + if (max_clamp) { + border_color = lp_build_min(&vec4_bld, border_color, max_clamp); + } + + bld->border_color_clamped = border_color; +} + + +/** + * General texture sampling codegen. + * This function handles texture sampling for all texture targets (1D, + * 2D, 3D, cube) and all filtering modes. + */ +static void +lp_build_sample_general(struct lp_build_sample_context *bld, + unsigned sampler_unit, + boolean is_gather, + LLVMValueRef *coords, + const LLVMValueRef *offsets, + LLVMValueRef lod_positive, + LLVMValueRef lod_fpart, + LLVMValueRef ilevel0, + LLVMValueRef ilevel1, + LLVMValueRef *colors_out) +{ + LLVMBuilderRef builder = bld->gallivm->builder; + const struct lp_static_sampler_state *sampler_state = bld->static_sampler_state; + const unsigned mip_filter = sampler_state->min_mip_filter; + const unsigned min_filter = sampler_state->min_img_filter; + const unsigned mag_filter = sampler_state->mag_img_filter; + LLVMValueRef texels[4]; + unsigned chan; + + /* if we need border color, (potentially) clamp it now */ + if (lp_sampler_wrap_mode_uses_border_color(sampler_state->wrap_s, + min_filter, + mag_filter) || + (bld->dims > 1 && + lp_sampler_wrap_mode_uses_border_color(sampler_state->wrap_t, + min_filter, + mag_filter)) || + (bld->dims > 2 && + lp_sampler_wrap_mode_uses_border_color(sampler_state->wrap_r, + min_filter, + mag_filter))) { + lp_build_clamp_border_color(bld, sampler_unit); + } + + + /* + * Get/interpolate texture colors. + */ + + for (chan = 0; chan < 4; ++chan) { + texels[chan] = lp_build_alloca(bld->gallivm, bld->texel_bld.vec_type, ""); + lp_build_name(texels[chan], "sampler%u_texel_%c_var", sampler_unit, "xyzw"[chan]); + } + + if (min_filter == mag_filter) { + /* no need to distinguish between minification and magnification */ + lp_build_sample_mipmap(bld, min_filter, mip_filter, + is_gather, + coords, offsets, + ilevel0, ilevel1, lod_fpart, + texels); + } + else { + /* + * Could also get rid of the if-logic and always use mipmap_both, both + * for the single lod and multi-lod case if nothing really uses this. + */ + if (bld->num_lods == 1) { + /* Emit conditional to choose min image filter or mag image filter + * depending on the lod being > 0 or <= 0, respectively. + */ + struct lp_build_if_state if_ctx; + + lod_positive = LLVMBuildTrunc(builder, lod_positive, + LLVMInt1TypeInContext(bld->gallivm->context), ""); + + lp_build_if(&if_ctx, bld->gallivm, lod_positive); + { + /* Use the minification filter */ + lp_build_sample_mipmap(bld, min_filter, mip_filter, FALSE, + coords, offsets, + ilevel0, ilevel1, lod_fpart, + texels); + } + lp_build_else(&if_ctx); + { + /* Use the magnification filter */ + lp_build_sample_mipmap(bld, mag_filter, PIPE_TEX_MIPFILTER_NONE, + FALSE, + coords, offsets, + ilevel0, NULL, NULL, + texels); + } + lp_build_endif(&if_ctx); + } + else { + LLVMValueRef need_linear, linear_mask; + unsigned mip_filter_for_nearest; + struct lp_build_if_state if_ctx; + + if (min_filter == PIPE_TEX_FILTER_LINEAR) { + linear_mask = lod_positive; + mip_filter_for_nearest = PIPE_TEX_MIPFILTER_NONE; + } + else { + linear_mask = lp_build_not(&bld->lodi_bld, lod_positive); + mip_filter_for_nearest = mip_filter; + } + need_linear = lp_build_any_true_range(&bld->lodi_bld, bld->num_lods, + linear_mask); + + if (bld->num_lods != bld->coord_type.length) { + linear_mask = lp_build_unpack_broadcast_aos_scalars(bld->gallivm, + bld->lodi_type, + bld->int_coord_type, + linear_mask); + } + + lp_build_if(&if_ctx, bld->gallivm, need_linear); + { + /* + * Do sampling with both filters simultaneously. This means using + * a linear filter and doing some tricks (with weights) for the pixels + * which need nearest filter. + * Note that it's probably rare some pixels need nearest and some + * linear filter but the fixups required for the nearest pixels + * aren't all that complicated so just always run a combined path + * if at least some pixels require linear. + */ + lp_build_sample_mipmap_both(bld, linear_mask, mip_filter, + coords, offsets, + ilevel0, ilevel1, + lod_fpart, lod_positive, + texels); + } + lp_build_else(&if_ctx); + { + /* + * All pixels require just nearest filtering, which is way + * cheaper than linear, hence do a separate path for that. + */ + lp_build_sample_mipmap(bld, PIPE_TEX_FILTER_NEAREST, FALSE, + mip_filter_for_nearest, + coords, offsets, + ilevel0, ilevel1, lod_fpart, + texels); + } + lp_build_endif(&if_ctx); + } + } + + for (chan = 0; chan < 4; ++chan) { + colors_out[chan] = LLVMBuildLoad(builder, texels[chan], ""); + lp_build_name(colors_out[chan], "sampler%u_texel_%c", sampler_unit, "xyzw"[chan]); + } +} + + +/** + * Texel fetch function. + * In contrast to general sampling there is no filtering, no coord minification, + * lod (if any) is always explicit uint, coords are uints (in terms of texel units) + * directly to be applied to the selected mip level (after adding texel offsets). + * This function handles texel fetch for all targets where texel fetch is supported + * (no cube maps, but 1d, 2d, 3d are supported, arrays and buffers should be too). + */ +static void +lp_build_fetch_texel(struct lp_build_sample_context *bld, + unsigned texture_unit, + const LLVMValueRef *coords, + LLVMValueRef explicit_lod, + const LLVMValueRef *offsets, + LLVMValueRef *colors_out) +{ + struct lp_build_context *perquadi_bld = &bld->lodi_bld; + struct lp_build_context *int_coord_bld = &bld->int_coord_bld; + unsigned dims = bld->dims, chan; + unsigned target = bld->static_texture_state->target; + boolean out_of_bound_ret_zero = TRUE; + LLVMValueRef size, ilevel; + LLVMValueRef row_stride_vec = NULL, img_stride_vec = NULL; + LLVMValueRef x = coords[0], y = coords[1], z = coords[2]; + LLVMValueRef width, height, depth, i, j; + LLVMValueRef offset, out_of_bounds, out1; + + out_of_bounds = int_coord_bld->zero; + + if (explicit_lod && bld->static_texture_state->target != PIPE_BUFFER) { + if (bld->num_mips != int_coord_bld->type.length) { + ilevel = lp_build_pack_aos_scalars(bld->gallivm, int_coord_bld->type, + perquadi_bld->type, explicit_lod, 0); + } + else { + ilevel = explicit_lod; + } + lp_build_nearest_mip_level(bld, texture_unit, ilevel, &ilevel, + out_of_bound_ret_zero ? &out_of_bounds : NULL); + } + else { + assert(bld->num_mips == 1); + if (bld->static_texture_state->target != PIPE_BUFFER) { + ilevel = bld->dynamic_state->first_level(bld->dynamic_state, bld->gallivm, + bld->context_ptr, texture_unit); + } + else { + ilevel = lp_build_const_int32(bld->gallivm, 0); + } + } + lp_build_mipmap_level_sizes(bld, ilevel, + &size, + &row_stride_vec, &img_stride_vec); + lp_build_extract_image_sizes(bld, &bld->int_size_bld, int_coord_bld->type, + size, &width, &height, &depth); + + if (target == PIPE_TEXTURE_1D_ARRAY || + target == PIPE_TEXTURE_2D_ARRAY) { + if (out_of_bound_ret_zero) { + z = lp_build_layer_coord(bld, texture_unit, FALSE, z, &out1); + out_of_bounds = lp_build_or(int_coord_bld, out_of_bounds, out1); + } + else { + z = lp_build_layer_coord(bld, texture_unit, FALSE, z, NULL); + } + } + + /* This is a lot like border sampling */ + if (offsets[0]) { + /* + * coords are really unsigned, offsets are signed, but I don't think + * exceeding 31 bits is possible + */ + x = lp_build_add(int_coord_bld, x, offsets[0]); + } + out1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_LESS, x, int_coord_bld->zero); + out_of_bounds = lp_build_or(int_coord_bld, out_of_bounds, out1); + out1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_GEQUAL, x, width); + out_of_bounds = lp_build_or(int_coord_bld, out_of_bounds, out1); + + if (dims >= 2) { + if (offsets[1]) { + y = lp_build_add(int_coord_bld, y, offsets[1]); + } + out1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_LESS, y, int_coord_bld->zero); + out_of_bounds = lp_build_or(int_coord_bld, out_of_bounds, out1); + out1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_GEQUAL, y, height); + out_of_bounds = lp_build_or(int_coord_bld, out_of_bounds, out1); + + if (dims >= 3) { + if (offsets[2]) { + z = lp_build_add(int_coord_bld, z, offsets[2]); + } + out1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_LESS, z, int_coord_bld->zero); + out_of_bounds = lp_build_or(int_coord_bld, out_of_bounds, out1); + out1 = lp_build_cmp(int_coord_bld, PIPE_FUNC_GEQUAL, z, depth); + out_of_bounds = lp_build_or(int_coord_bld, out_of_bounds, out1); + } + } + + lp_build_sample_offset(int_coord_bld, + bld->format_desc, + x, y, z, row_stride_vec, img_stride_vec, + &offset, &i, &j); + + if (bld->static_texture_state->target != PIPE_BUFFER) { + offset = lp_build_add(int_coord_bld, offset, + lp_build_get_mip_offsets(bld, ilevel)); + } + + offset = lp_build_andnot(int_coord_bld, offset, out_of_bounds); + + lp_build_fetch_rgba_soa(bld->gallivm, + bld->format_desc, + bld->texel_type, + bld->base_ptr, offset, + i, j, + colors_out); + + if (out_of_bound_ret_zero) { + /* + * Only needed for ARB_robust_buffer_access_behavior and d3d10. + * Could use min/max above instead of out-of-bounds comparisons + * if we don't care about the result returned for out-of-bounds. + */ + for (chan = 0; chan < 4; chan++) { + colors_out[chan] = lp_build_select(&bld->texel_bld, out_of_bounds, + bld->texel_bld.zero, colors_out[chan]); + } + } +} + + +/** + * Just set texels to white instead of actually sampling the texture. + * For debugging. + */ +void +lp_build_sample_nop(struct gallivm_state *gallivm, + struct lp_type type, + const LLVMValueRef *coords, + LLVMValueRef texel_out[4]) +{ + LLVMValueRef one = lp_build_one(gallivm, type); + unsigned chan; + + for (chan = 0; chan < 4; chan++) { + texel_out[chan] = one; + } +} + + +/** + * Build the actual texture sampling code. + * 'texel' will return a vector of four LLVMValueRefs corresponding to + * R, G, B, A. + * \param type vector float type to use for coords, etc. + * \param sample_key + * \param derivs partial derivatives of (s,t,r,q) with respect to x and y + */ +static void +lp_build_sample_soa_code(struct gallivm_state *gallivm, + const struct lp_static_texture_state *static_texture_state, + const struct lp_static_sampler_state *static_sampler_state, + struct lp_sampler_dynamic_state *dynamic_state, + struct lp_type type, + unsigned sample_key, + unsigned texture_index, + unsigned sampler_index, + LLVMValueRef context_ptr, + const LLVMValueRef *coords, + const LLVMValueRef *offsets, + const struct lp_derivatives *derivs, /* optional */ + LLVMValueRef lod, /* optional */ + LLVMValueRef texel_out[4]) +{ + unsigned target = static_texture_state->target; + unsigned dims = texture_dims(target); + unsigned num_quads = type.length / 4; + unsigned mip_filter, min_img_filter, mag_img_filter, i; + struct lp_build_sample_context bld; + struct lp_static_sampler_state derived_sampler_state = *static_sampler_state; + LLVMTypeRef i32t = LLVMInt32TypeInContext(gallivm->context); + LLVMBuilderRef builder = gallivm->builder; + LLVMValueRef tex_width, newcoords[5]; + enum lp_sampler_lod_property lod_property; + enum lp_sampler_lod_control lod_control; + enum lp_sampler_op_type op_type; + LLVMValueRef lod_bias = NULL; + LLVMValueRef explicit_lod = NULL; + boolean op_is_tex; + + if (0) { + enum pipe_format fmt = static_texture_state->format; + debug_printf("Sample from %s\n", util_format_name(fmt)); + } + + lod_property = (sample_key & LP_SAMPLER_LOD_PROPERTY_MASK) >> + LP_SAMPLER_LOD_PROPERTY_SHIFT; + lod_control = (sample_key & LP_SAMPLER_LOD_CONTROL_MASK) >> + LP_SAMPLER_LOD_CONTROL_SHIFT; + op_type = (sample_key & LP_SAMPLER_OP_TYPE_MASK) >> + LP_SAMPLER_OP_TYPE_SHIFT; + + op_is_tex = op_type == LP_SAMPLER_OP_TEXTURE; + + if (lod_control == LP_SAMPLER_LOD_BIAS) { + lod_bias = lod; + assert(lod); + assert(derivs == NULL); + } + else if (lod_control == LP_SAMPLER_LOD_EXPLICIT) { + explicit_lod = lod; + assert(lod); + assert(derivs == NULL); + } + else if (lod_control == LP_SAMPLER_LOD_DERIVATIVES) { + assert(derivs); + assert(lod == NULL); + } + else { + assert(derivs == NULL); + assert(lod == NULL); + } + + if (static_texture_state->format == PIPE_FORMAT_NONE) { + /* + * If there's nothing bound, format is NONE, and we must return + * all zero as mandated by d3d10 in this case. + */ + unsigned chan; + LLVMValueRef zero = lp_build_zero(gallivm, type); + for (chan = 0; chan < 4; chan++) { + texel_out[chan] = zero; + } + return; + } + + assert(type.floating); + + /* Setup our build context */ + memset(&bld, 0, sizeof bld); + bld.gallivm = gallivm; + bld.context_ptr = context_ptr; + bld.static_sampler_state = &derived_sampler_state; + bld.static_texture_state = static_texture_state; + bld.dynamic_state = dynamic_state; + bld.format_desc = util_format_description(static_texture_state->format); + bld.dims = dims; + + bld.vector_width = lp_type_width(type); + + bld.float_type = lp_type_float(32); + bld.int_type = lp_type_int(32); + bld.coord_type = type; + bld.int_coord_type = lp_int_type(type); + bld.float_size_in_type = lp_type_float(32); + bld.float_size_in_type.length = dims > 1 ? 4 : 1; + bld.int_size_in_type = lp_int_type(bld.float_size_in_type); + bld.texel_type = type; + + /* always using the first channel hopefully should be safe, + * if not things WILL break in other places anyway. + */ + if (bld.format_desc->colorspace == UTIL_FORMAT_COLORSPACE_RGB && + bld.format_desc->channel[0].pure_integer) { + if (bld.format_desc->channel[0].type == UTIL_FORMAT_TYPE_SIGNED) { + bld.texel_type = lp_type_int_vec(type.width, type.width * type.length); + } + else if (bld.format_desc->channel[0].type == UTIL_FORMAT_TYPE_UNSIGNED) { + bld.texel_type = lp_type_uint_vec(type.width, type.width * type.length); + } + } + else if (util_format_has_stencil(bld.format_desc) && + !util_format_has_depth(bld.format_desc)) { + /* for stencil only formats, sample stencil (uint) */ + bld.texel_type = lp_type_int_vec(type.width, type.width * type.length); + } + + if (!static_texture_state->level_zero_only) { + derived_sampler_state.min_mip_filter = static_sampler_state->min_mip_filter; + } else { + derived_sampler_state.min_mip_filter = PIPE_TEX_MIPFILTER_NONE; + } + if (op_type == LP_SAMPLER_OP_GATHER) { + /* + * gather4 is exactly like GL_LINEAR filtering but in the end skipping + * the actual filtering. Using mostly the same paths, so cube face + * selection, coord wrapping etc. all naturally uses the same code. + */ + derived_sampler_state.min_mip_filter = PIPE_TEX_MIPFILTER_NONE; + derived_sampler_state.min_img_filter = PIPE_TEX_FILTER_LINEAR; + derived_sampler_state.mag_img_filter = PIPE_TEX_FILTER_LINEAR; + } + mip_filter = derived_sampler_state.min_mip_filter; + + if (0) { + debug_printf(" .min_mip_filter = %u\n", derived_sampler_state.min_mip_filter); + } + + if (static_texture_state->target == PIPE_TEXTURE_CUBE || + static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY) + { + /* + * Seamless filtering ignores wrap modes. + * Setting to CLAMP_TO_EDGE is correct for nearest filtering, for + * bilinear it's not correct but way better than using for instance repeat. + * Note we even set this for non-seamless. Technically GL allows any wrap + * mode, which made sense when supporting true borders (can get seamless + * effect with border and CLAMP_TO_BORDER), but gallium doesn't support + * borders and d3d9 requires wrap modes to be ignored and it's a pain to fix + * up the sampler state (as it makes it texture dependent). + */ + derived_sampler_state.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE; + derived_sampler_state.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE; + } + + min_img_filter = derived_sampler_state.min_img_filter; + mag_img_filter = derived_sampler_state.mag_img_filter; + + + /* + * This is all a bit complicated different paths are chosen for performance + * reasons. + * Essentially, there can be 1 lod per element, 1 lod per quad or 1 lod for + * everything (the last two options are equivalent for 4-wide case). + * If there's per-quad lod but we split to 4-wide so we can use AoS, per-quad + * lod is calculated then the lod value extracted afterwards so making this + * case basically the same as far as lod handling is concerned for the + * further sample/filter code as the 1 lod for everything case. + * Different lod handling mostly shows up when building mipmap sizes + * (lp_build_mipmap_level_sizes() and friends) and also in filtering + * (getting the fractional part of the lod to the right texels). + */ + + /* + * There are other situations where at least the multiple int lods could be + * avoided like min and max lod being equal. + */ + bld.num_mips = bld.num_lods = 1; + + if ((gallivm_debug & GALLIVM_DEBUG_NO_QUAD_LOD) && + (gallivm_debug & GALLIVM_DEBUG_NO_RHO_APPROX) && + (static_texture_state->target == PIPE_TEXTURE_CUBE || + static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY) && + (op_is_tex && mip_filter != PIPE_TEX_MIPFILTER_NONE)) { + /* + * special case for using per-pixel lod even for implicit lod, + * which is generally never required (ok by APIs) except to please + * some (somewhat broken imho) tests (because per-pixel face selection + * can cause derivatives to be different for pixels outside the primitive + * due to the major axis division even if pre-project derivatives are + * looking normal). + */ + bld.num_mips = type.length; + bld.num_lods = type.length; + } + else if (lod_property == LP_SAMPLER_LOD_PER_ELEMENT || + (explicit_lod || lod_bias || derivs)) { + if ((!op_is_tex && target != PIPE_BUFFER) || + (op_is_tex && mip_filter != PIPE_TEX_MIPFILTER_NONE)) { + bld.num_mips = type.length; + bld.num_lods = type.length; + } + else if (op_is_tex && min_img_filter != mag_img_filter) { + bld.num_mips = 1; + bld.num_lods = type.length; + } + } + /* TODO: for true scalar_lod should only use 1 lod value */ + else if ((!op_is_tex && explicit_lod && target != PIPE_BUFFER) || + (op_is_tex && mip_filter != PIPE_TEX_MIPFILTER_NONE)) { + bld.num_mips = num_quads; + bld.num_lods = num_quads; + } + else if (op_is_tex && min_img_filter != mag_img_filter) { + bld.num_mips = 1; + bld.num_lods = num_quads; + } + + + bld.lodf_type = type; + /* we want native vector size to be able to use our intrinsics */ + if (bld.num_lods != type.length) { + /* TODO: this currently always has to be per-quad or per-element */ + bld.lodf_type.length = type.length > 4 ? ((type.length + 15) / 16) * 4 : 1; + } + bld.lodi_type = lp_int_type(bld.lodf_type); + bld.levelf_type = bld.lodf_type; + if (bld.num_mips == 1) { + bld.levelf_type.length = 1; + } + bld.leveli_type = lp_int_type(bld.levelf_type); + bld.float_size_type = bld.float_size_in_type; + /* Note: size vectors may not be native. They contain minified w/h/d/_ values, + * with per-element lod that is w0/h0/d0/_/w1/h1/d1_/... so up to 8x4f32 */ + if (bld.num_mips > 1) { + bld.float_size_type.length = bld.num_mips == type.length ? + bld.num_mips * bld.float_size_in_type.length : + type.length; + } + bld.int_size_type = lp_int_type(bld.float_size_type); + + lp_build_context_init(&bld.float_bld, gallivm, bld.float_type); + lp_build_context_init(&bld.float_vec_bld, gallivm, type); + lp_build_context_init(&bld.int_bld, gallivm, bld.int_type); + lp_build_context_init(&bld.coord_bld, gallivm, bld.coord_type); + lp_build_context_init(&bld.int_coord_bld, gallivm, bld.int_coord_type); + lp_build_context_init(&bld.int_size_in_bld, gallivm, bld.int_size_in_type); + lp_build_context_init(&bld.float_size_in_bld, gallivm, bld.float_size_in_type); + lp_build_context_init(&bld.int_size_bld, gallivm, bld.int_size_type); + lp_build_context_init(&bld.float_size_bld, gallivm, bld.float_size_type); + lp_build_context_init(&bld.texel_bld, gallivm, bld.texel_type); + lp_build_context_init(&bld.levelf_bld, gallivm, bld.levelf_type); + lp_build_context_init(&bld.leveli_bld, gallivm, bld.leveli_type); + lp_build_context_init(&bld.lodf_bld, gallivm, bld.lodf_type); + lp_build_context_init(&bld.lodi_bld, gallivm, bld.lodi_type); + + /* Get the dynamic state */ + tex_width = dynamic_state->width(dynamic_state, gallivm, + context_ptr, texture_index); + bld.row_stride_array = dynamic_state->row_stride(dynamic_state, gallivm, + context_ptr, texture_index); + bld.img_stride_array = dynamic_state->img_stride(dynamic_state, gallivm, + context_ptr, texture_index); + bld.base_ptr = dynamic_state->base_ptr(dynamic_state, gallivm, + context_ptr, texture_index); + bld.mip_offsets = dynamic_state->mip_offsets(dynamic_state, gallivm, + context_ptr, texture_index); + /* Note that mip_offsets is an array[level] of offsets to texture images */ + + /* width, height, depth as single int vector */ + if (dims <= 1) { + bld.int_size = tex_width; + } + else { + bld.int_size = LLVMBuildInsertElement(builder, bld.int_size_in_bld.undef, + tex_width, + LLVMConstInt(i32t, 0, 0), ""); + if (dims >= 2) { + LLVMValueRef tex_height = + dynamic_state->height(dynamic_state, gallivm, + context_ptr, texture_index); + bld.int_size = LLVMBuildInsertElement(builder, bld.int_size, + tex_height, + LLVMConstInt(i32t, 1, 0), ""); + if (dims >= 3) { + LLVMValueRef tex_depth = + dynamic_state->depth(dynamic_state, gallivm, context_ptr, + texture_index); + bld.int_size = LLVMBuildInsertElement(builder, bld.int_size, + tex_depth, + LLVMConstInt(i32t, 2, 0), ""); + } + } + } + + for (i = 0; i < 5; i++) { + newcoords[i] = coords[i]; + } + + if (0) { + /* For debug: no-op texture sampling */ + lp_build_sample_nop(gallivm, + bld.texel_type, + newcoords, + texel_out); + } + + else if (op_type == LP_SAMPLER_OP_FETCH) { + lp_build_fetch_texel(&bld, texture_index, newcoords, + lod, offsets, + texel_out); + } + + else { + LLVMValueRef lod_fpart = NULL, lod_positive = NULL; + LLVMValueRef ilevel0 = NULL, ilevel1 = NULL; + boolean use_aos; + + if (util_format_is_pure_integer(static_texture_state->format) && + !util_format_has_depth(bld.format_desc) && + (static_sampler_state->min_mip_filter == PIPE_TEX_MIPFILTER_LINEAR || + static_sampler_state->min_img_filter == PIPE_TEX_FILTER_LINEAR || + static_sampler_state->mag_img_filter == PIPE_TEX_FILTER_LINEAR)) { + /* + * Bail if impossible filtering is specified (the awkard additional + * depth check is because it is legal in gallium to have things like S8Z24 + * here which would say it's pure int despite such formats should sample + * the depth component). + * In GL such filters make the texture incomplete, this makes it robust + * against state trackers which set this up regardless (we'd crash in the + * lerp later (except for gather)). + * Must do this after fetch_texel code since with GL state tracker we'll + * get some junk sampler for buffer textures. + */ + unsigned chan; + LLVMValueRef zero = lp_build_zero(gallivm, type); + for (chan = 0; chan < 4; chan++) { + texel_out[chan] = zero; + } + return; + } + + use_aos = util_format_fits_8unorm(bld.format_desc) && + op_is_tex && + /* not sure this is strictly needed or simply impossible */ + derived_sampler_state.compare_mode == PIPE_TEX_COMPARE_NONE && + lp_is_simple_wrap_mode(derived_sampler_state.wrap_s); + + use_aos &= bld.num_lods <= num_quads || + derived_sampler_state.min_img_filter == + derived_sampler_state.mag_img_filter; + if (dims > 1) { + use_aos &= lp_is_simple_wrap_mode(derived_sampler_state.wrap_t); + if (dims > 2) { + use_aos &= lp_is_simple_wrap_mode(derived_sampler_state.wrap_r); + } + } + if ((static_texture_state->target == PIPE_TEXTURE_CUBE || + static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY) && + derived_sampler_state.seamless_cube_map && + (derived_sampler_state.min_img_filter == PIPE_TEX_FILTER_LINEAR || + derived_sampler_state.mag_img_filter == PIPE_TEX_FILTER_LINEAR)) { + /* theoretically possible with AoS filtering but not implemented (complex!) */ + use_aos = 0; + } + + if ((gallivm_debug & GALLIVM_DEBUG_PERF) && + !use_aos && util_format_fits_8unorm(bld.format_desc)) { + debug_printf("%s: using floating point linear filtering for %s\n", + __FUNCTION__, bld.format_desc->short_name); + debug_printf(" min_img %d mag_img %d mip %d target %d seamless %d" + " wraps %d wrapt %d wrapr %d\n", + derived_sampler_state.min_img_filter, + derived_sampler_state.mag_img_filter, + derived_sampler_state.min_mip_filter, + static_texture_state->target, + derived_sampler_state.seamless_cube_map, + derived_sampler_state.wrap_s, + derived_sampler_state.wrap_t, + derived_sampler_state.wrap_r); + } + + lp_build_sample_common(&bld, texture_index, sampler_index, + newcoords, + derivs, lod_bias, explicit_lod, + &lod_positive, &lod_fpart, + &ilevel0, &ilevel1); + + if (use_aos && static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY) { + /* The aos path doesn't do seamless filtering so simply add cube layer + * to face now. + */ + newcoords[2] = lp_build_add(&bld.int_coord_bld, newcoords[2], newcoords[3]); + } + + /* + * we only try 8-wide sampling with soa as it appears to + * be a loss with aos with AVX (but it should work, except + * for conformance if min_filter != mag_filter if num_lods > 1). + * (It should be faster if we'd support avx2) + */ + if (num_quads == 1 || !use_aos) { + if (use_aos) { + /* do sampling/filtering with fixed pt arithmetic */ + lp_build_sample_aos(&bld, sampler_index, + newcoords[0], newcoords[1], + newcoords[2], + offsets, lod_positive, lod_fpart, + ilevel0, ilevel1, + texel_out); + } + + else { + lp_build_sample_general(&bld, sampler_index, + op_type == LP_SAMPLER_OP_GATHER, + newcoords, offsets, + lod_positive, lod_fpart, + ilevel0, ilevel1, + texel_out); + } + } + else { + unsigned j; + struct lp_build_sample_context bld4; + struct lp_type type4 = type; + unsigned i; + LLVMValueRef texelout4[4]; + LLVMValueRef texelouttmp[4][LP_MAX_VECTOR_LENGTH/16]; + + type4.length = 4; + + /* Setup our build context */ + memset(&bld4, 0, sizeof bld4); + bld4.gallivm = bld.gallivm; + bld4.context_ptr = bld.context_ptr; + bld4.static_texture_state = bld.static_texture_state; + bld4.static_sampler_state = bld.static_sampler_state; + bld4.dynamic_state = bld.dynamic_state; + bld4.format_desc = bld.format_desc; + bld4.dims = bld.dims; + bld4.row_stride_array = bld.row_stride_array; + bld4.img_stride_array = bld.img_stride_array; + bld4.base_ptr = bld.base_ptr; + bld4.mip_offsets = bld.mip_offsets; + bld4.int_size = bld.int_size; + + bld4.vector_width = lp_type_width(type4); + + bld4.float_type = lp_type_float(32); + bld4.int_type = lp_type_int(32); + bld4.coord_type = type4; + bld4.int_coord_type = lp_int_type(type4); + bld4.float_size_in_type = lp_type_float(32); + bld4.float_size_in_type.length = dims > 1 ? 4 : 1; + bld4.int_size_in_type = lp_int_type(bld4.float_size_in_type); + bld4.texel_type = bld.texel_type; + bld4.texel_type.length = 4; + + bld4.num_mips = bld4.num_lods = 1; + if ((gallivm_debug & GALLIVM_DEBUG_NO_QUAD_LOD) && + (gallivm_debug & GALLIVM_DEBUG_NO_RHO_APPROX) && + (static_texture_state->target == PIPE_TEXTURE_CUBE || + static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY) && + (op_is_tex && mip_filter != PIPE_TEX_MIPFILTER_NONE)) { + bld4.num_mips = type4.length; + bld4.num_lods = type4.length; + } + if (lod_property == LP_SAMPLER_LOD_PER_ELEMENT && + (explicit_lod || lod_bias || derivs)) { + if ((!op_is_tex && target != PIPE_BUFFER) || + (op_is_tex && mip_filter != PIPE_TEX_MIPFILTER_NONE)) { + bld4.num_mips = type4.length; + bld4.num_lods = type4.length; + } + else if (op_is_tex && min_img_filter != mag_img_filter) { + bld4.num_mips = 1; + bld4.num_lods = type4.length; + } + } + + /* we want native vector size to be able to use our intrinsics */ + bld4.lodf_type = type4; + if (bld4.num_lods != type4.length) { + bld4.lodf_type.length = 1; + } + bld4.lodi_type = lp_int_type(bld4.lodf_type); + bld4.levelf_type = type4; + if (bld4.num_mips != type4.length) { + bld4.levelf_type.length = 1; + } + bld4.leveli_type = lp_int_type(bld4.levelf_type); + bld4.float_size_type = bld4.float_size_in_type; + if (bld4.num_mips > 1) { + bld4.float_size_type.length = bld4.num_mips == type4.length ? + bld4.num_mips * bld4.float_size_in_type.length : + type4.length; + } + bld4.int_size_type = lp_int_type(bld4.float_size_type); + + lp_build_context_init(&bld4.float_bld, gallivm, bld4.float_type); + lp_build_context_init(&bld4.float_vec_bld, gallivm, type4); + lp_build_context_init(&bld4.int_bld, gallivm, bld4.int_type); + lp_build_context_init(&bld4.coord_bld, gallivm, bld4.coord_type); + lp_build_context_init(&bld4.int_coord_bld, gallivm, bld4.int_coord_type); + lp_build_context_init(&bld4.int_size_in_bld, gallivm, bld4.int_size_in_type); + lp_build_context_init(&bld4.float_size_in_bld, gallivm, bld4.float_size_in_type); + lp_build_context_init(&bld4.int_size_bld, gallivm, bld4.int_size_type); + lp_build_context_init(&bld4.float_size_bld, gallivm, bld4.float_size_type); + lp_build_context_init(&bld4.texel_bld, gallivm, bld4.texel_type); + lp_build_context_init(&bld4.levelf_bld, gallivm, bld4.levelf_type); + lp_build_context_init(&bld4.leveli_bld, gallivm, bld4.leveli_type); + lp_build_context_init(&bld4.lodf_bld, gallivm, bld4.lodf_type); + lp_build_context_init(&bld4.lodi_bld, gallivm, bld4.lodi_type); + + for (i = 0; i < num_quads; i++) { + LLVMValueRef s4, t4, r4; + LLVMValueRef lod_positive4, lod_fpart4 = NULL; + LLVMValueRef ilevel04, ilevel14 = NULL; + LLVMValueRef offsets4[4] = { NULL }; + unsigned num_lods = bld4.num_lods; + + s4 = lp_build_extract_range(gallivm, newcoords[0], 4*i, 4); + t4 = lp_build_extract_range(gallivm, newcoords[1], 4*i, 4); + r4 = lp_build_extract_range(gallivm, newcoords[2], 4*i, 4); + + if (offsets[0]) { + offsets4[0] = lp_build_extract_range(gallivm, offsets[0], 4*i, 4); + if (dims > 1) { + offsets4[1] = lp_build_extract_range(gallivm, offsets[1], 4*i, 4); + if (dims > 2) { + offsets4[2] = lp_build_extract_range(gallivm, offsets[2], 4*i, 4); + } + } + } + lod_positive4 = lp_build_extract_range(gallivm, lod_positive, num_lods * i, num_lods); + ilevel04 = bld.num_mips == 1 ? ilevel0 : + lp_build_extract_range(gallivm, ilevel0, num_lods * i, num_lods); + if (mip_filter == PIPE_TEX_MIPFILTER_LINEAR) { + ilevel14 = lp_build_extract_range(gallivm, ilevel1, num_lods * i, num_lods); + lod_fpart4 = lp_build_extract_range(gallivm, lod_fpart, num_lods * i, num_lods); + } + + if (use_aos) { + /* do sampling/filtering with fixed pt arithmetic */ + lp_build_sample_aos(&bld4, sampler_index, + s4, t4, r4, offsets4, + lod_positive4, lod_fpart4, + ilevel04, ilevel14, + texelout4); + } + + else { + /* this path is currently unreachable and hence might break easily... */ + LLVMValueRef newcoords4[5]; + newcoords4[0] = s4; + newcoords4[1] = t4; + newcoords4[2] = r4; + newcoords4[3] = lp_build_extract_range(gallivm, newcoords[3], 4*i, 4); + newcoords4[4] = lp_build_extract_range(gallivm, newcoords[4], 4*i, 4); + + lp_build_sample_general(&bld4, sampler_index, + op_type == LP_SAMPLER_OP_GATHER, + newcoords4, offsets4, + lod_positive4, lod_fpart4, + ilevel04, ilevel14, + texelout4); + } + for (j = 0; j < 4; j++) { + texelouttmp[j][i] = texelout4[j]; + } + } + + for (j = 0; j < 4; j++) { + texel_out[j] = lp_build_concat(gallivm, texelouttmp[j], type4, num_quads); + } + } + } + + if (target != PIPE_BUFFER && op_type != LP_SAMPLER_OP_GATHER) { + apply_sampler_swizzle(&bld, texel_out); + } + + /* + * texel type can be a (32bit) int/uint (for pure int formats only), + * however we are expected to always return floats (storage is untyped). + */ + if (!bld.texel_type.floating) { + unsigned chan; + for (chan = 0; chan < 4; chan++) { + texel_out[chan] = LLVMBuildBitCast(builder, texel_out[chan], + lp_build_vec_type(gallivm, type), ""); + } + } +} + + +#define USE_TEX_FUNC_CALL 1 + +#define LP_MAX_TEX_FUNC_ARGS 32 + +static inline void +get_target_info(enum pipe_texture_target target, + unsigned *num_coords, unsigned *num_derivs, + unsigned *num_offsets, unsigned *layer) +{ + unsigned dims = texture_dims(target); + *num_coords = dims; + *num_offsets = dims; + *num_derivs = (target == PIPE_TEXTURE_CUBE || + target == PIPE_TEXTURE_CUBE_ARRAY) ? 3 : dims; + *layer = has_layer_coord(target) ? 2: 0; + if (target == PIPE_TEXTURE_CUBE_ARRAY) { + /* + * dims doesn't include r coord for cubes - this is handled + * by layer instead, but need to fix up for cube arrays... + */ + *layer = 3; + *num_coords = 3; + } +} + + +/** + * Generate the function body for a texture sampling function. + */ +static void +lp_build_sample_gen_func(struct gallivm_state *gallivm, + const struct lp_static_texture_state *static_texture_state, + const struct lp_static_sampler_state *static_sampler_state, + struct lp_sampler_dynamic_state *dynamic_state, + struct lp_type type, + unsigned texture_index, + unsigned sampler_index, + LLVMValueRef function, + unsigned num_args, + unsigned sample_key) +{ + LLVMBuilderRef old_builder; + LLVMBasicBlockRef block; + LLVMValueRef coords[5]; + LLVMValueRef offsets[3] = { NULL }; + LLVMValueRef lod = NULL; + LLVMValueRef context_ptr; + LLVMValueRef texel_out[4]; + struct lp_derivatives derivs; + struct lp_derivatives *deriv_ptr = NULL; + unsigned num_param = 0; + unsigned i, num_coords, num_derivs, num_offsets, layer; + enum lp_sampler_lod_control lod_control; + + lod_control = (sample_key & LP_SAMPLER_LOD_CONTROL_MASK) >> + LP_SAMPLER_LOD_CONTROL_SHIFT; + + get_target_info(static_texture_state->target, + &num_coords, &num_derivs, &num_offsets, &layer); + + /* "unpack" arguments */ + context_ptr = LLVMGetParam(function, num_param++); + for (i = 0; i < num_coords; i++) { + coords[i] = LLVMGetParam(function, num_param++); + } + for (i = num_coords; i < 5; i++) { + /* This is rather unfortunate... */ + coords[i] = lp_build_undef(gallivm, type); + } + if (layer) { + coords[layer] = LLVMGetParam(function, num_param++); + } + if (sample_key & LP_SAMPLER_SHADOW) { + coords[4] = LLVMGetParam(function, num_param++); + } + if (sample_key & LP_SAMPLER_OFFSETS) { + for (i = 0; i < num_offsets; i++) { + offsets[i] = LLVMGetParam(function, num_param++); + } + } + if (lod_control == LP_SAMPLER_LOD_BIAS || + lod_control == LP_SAMPLER_LOD_EXPLICIT) { + lod = LLVMGetParam(function, num_param++); + } + else if (lod_control == LP_SAMPLER_LOD_DERIVATIVES) { + for (i = 0; i < num_derivs; i++) { + derivs.ddx[i] = LLVMGetParam(function, num_param++); + derivs.ddy[i] = LLVMGetParam(function, num_param++); + } + deriv_ptr = &derivs; + } + + assert(num_args == num_param); + + /* + * Function body + */ + + old_builder = gallivm->builder; + block = LLVMAppendBasicBlockInContext(gallivm->context, function, "entry"); + gallivm->builder = LLVMCreateBuilderInContext(gallivm->context); + LLVMPositionBuilderAtEnd(gallivm->builder, block); + + lp_build_sample_soa_code(gallivm, + static_texture_state, + static_sampler_state, + dynamic_state, + type, + sample_key, + texture_index, + sampler_index, + context_ptr, + coords, + offsets, + deriv_ptr, + lod, + texel_out); + + LLVMBuildAggregateRet(gallivm->builder, texel_out, 4); + + LLVMDisposeBuilder(gallivm->builder); + gallivm->builder = old_builder; + + gallivm_verify_function(gallivm, function); +} + + +/** + * Call the matching function for texture sampling. + * If there's no match, generate a new one. + */ +static void +lp_build_sample_soa_func(struct gallivm_state *gallivm, + const struct lp_static_texture_state *static_texture_state, + const struct lp_static_sampler_state *static_sampler_state, + struct lp_sampler_dynamic_state *dynamic_state, + const struct lp_sampler_params *params) +{ + LLVMBuilderRef builder = gallivm->builder; + LLVMModuleRef module = LLVMGetGlobalParent(LLVMGetBasicBlockParent( + LLVMGetInsertBlock(builder))); + LLVMValueRef function, inst; + LLVMValueRef args[LP_MAX_TEX_FUNC_ARGS]; + LLVMBasicBlockRef bb; + LLVMValueRef tex_ret; + unsigned num_args = 0; + char func_name[64]; + unsigned i, num_coords, num_derivs, num_offsets, layer; + unsigned texture_index = params->texture_index; + unsigned sampler_index = params->sampler_index; + unsigned sample_key = params->sample_key; + const LLVMValueRef *coords = params->coords; + const LLVMValueRef *offsets = params->offsets; + const struct lp_derivatives *derivs = params->derivs; + enum lp_sampler_lod_control lod_control; + + lod_control = (sample_key & LP_SAMPLER_LOD_CONTROL_MASK) >> + LP_SAMPLER_LOD_CONTROL_SHIFT; + + get_target_info(static_texture_state->target, + &num_coords, &num_derivs, &num_offsets, &layer); + + /* + * texture function matches are found by name. + * Thus the name has to include both the texture and sampler unit + * (which covers all static state) plus the actual texture function + * (including things like offsets, shadow coord, lod control). + * Additionally lod_property has to be included too. + */ + + util_snprintf(func_name, sizeof(func_name), "texfunc_res_%d_sam_%d_%x", + texture_index, sampler_index, sample_key); + + function = LLVMGetNamedFunction(module, func_name); + + if(!function) { + LLVMTypeRef arg_types[LP_MAX_TEX_FUNC_ARGS]; + LLVMTypeRef ret_type; + LLVMTypeRef function_type; + LLVMTypeRef val_type[4]; + unsigned num_param = 0; + + /* + * Generate the function prototype. + */ + + arg_types[num_param++] = LLVMTypeOf(params->context_ptr); + for (i = 0; i < num_coords; i++) { + arg_types[num_param++] = LLVMTypeOf(coords[0]); + assert(LLVMTypeOf(coords[0]) == LLVMTypeOf(coords[i])); + } + if (layer) { + arg_types[num_param++] = LLVMTypeOf(coords[layer]); + assert(LLVMTypeOf(coords[0]) == LLVMTypeOf(coords[layer])); + } + if (sample_key & LP_SAMPLER_SHADOW) { + arg_types[num_param++] = LLVMTypeOf(coords[0]); + } + if (sample_key & LP_SAMPLER_OFFSETS) { + for (i = 0; i < num_offsets; i++) { + arg_types[num_param++] = LLVMTypeOf(offsets[0]); + assert(LLVMTypeOf(offsets[0]) == LLVMTypeOf(offsets[i])); + } + } + if (lod_control == LP_SAMPLER_LOD_BIAS || + lod_control == LP_SAMPLER_LOD_EXPLICIT) { + arg_types[num_param++] = LLVMTypeOf(params->lod); + } + else if (lod_control == LP_SAMPLER_LOD_DERIVATIVES) { + for (i = 0; i < num_derivs; i++) { + arg_types[num_param++] = LLVMTypeOf(derivs->ddx[i]); + arg_types[num_param++] = LLVMTypeOf(derivs->ddy[i]); + assert(LLVMTypeOf(derivs->ddx[0]) == LLVMTypeOf(derivs->ddx[i])); + assert(LLVMTypeOf(derivs->ddy[0]) == LLVMTypeOf(derivs->ddy[i])); + } + } + + val_type[0] = val_type[1] = val_type[2] = val_type[3] = + lp_build_vec_type(gallivm, params->type); + ret_type = LLVMStructTypeInContext(gallivm->context, val_type, 4, 0); + function_type = LLVMFunctionType(ret_type, arg_types, num_param, 0); + function = LLVMAddFunction(module, func_name, function_type); + + for (i = 0; i < num_param; ++i) { + if(LLVMGetTypeKind(arg_types[i]) == LLVMPointerTypeKind) { + LLVMAddAttribute(LLVMGetParam(function, i), LLVMNoAliasAttribute); + } + } + + LLVMSetFunctionCallConv(function, LLVMFastCallConv); + LLVMSetLinkage(function, LLVMPrivateLinkage); + + lp_build_sample_gen_func(gallivm, + static_texture_state, + static_sampler_state, + dynamic_state, + params->type, + texture_index, + sampler_index, + function, + num_param, + sample_key); + } + + num_args = 0; + args[num_args++] = params->context_ptr; + for (i = 0; i < num_coords; i++) { + args[num_args++] = coords[i]; + } + if (layer) { + args[num_args++] = coords[layer]; + } + if (sample_key & LP_SAMPLER_SHADOW) { + args[num_args++] = coords[4]; + } + if (sample_key & LP_SAMPLER_OFFSETS) { + for (i = 0; i < num_offsets; i++) { + args[num_args++] = offsets[i]; + } + } + if (lod_control == LP_SAMPLER_LOD_BIAS || + lod_control == LP_SAMPLER_LOD_EXPLICIT) { + args[num_args++] = params->lod; + } + else if (lod_control == LP_SAMPLER_LOD_DERIVATIVES) { + for (i = 0; i < num_derivs; i++) { + args[num_args++] = derivs->ddx[i]; + args[num_args++] = derivs->ddy[i]; + } + } + + assert(num_args <= LP_MAX_TEX_FUNC_ARGS); + + tex_ret = LLVMBuildCall(builder, function, args, num_args, ""); + bb = LLVMGetInsertBlock(builder); + inst = LLVMGetLastInstruction(bb); + LLVMSetInstructionCallConv(inst, LLVMFastCallConv); + + for (i = 0; i < 4; i++) { + params->texel[i] = LLVMBuildExtractValue(gallivm->builder, tex_ret, i, ""); + } +} + + +/** + * Build texture sampling code. + * Either via a function call or inline it directly. + */ +void +lp_build_sample_soa(const struct lp_static_texture_state *static_texture_state, + const struct lp_static_sampler_state *static_sampler_state, + struct lp_sampler_dynamic_state *dynamic_state, + struct gallivm_state *gallivm, + const struct lp_sampler_params *params) +{ + boolean use_tex_func = FALSE; + + /* + * Do not use a function call if the sampling is "simple enough". + * We define this by + * a) format + * b) no mips (either one level only or no mip filter) + * No mips will definitely make the code smaller, though + * the format requirement is a bit iffy - there's some (SoA) formats + * which definitely generate less code. This does happen to catch + * some important cases though which are hurt quite a bit by using + * a call (though not really because of the call overhead but because + * they are reusing the same texture unit with some of the same + * parameters). + * Ideally we'd let llvm recognize this stuff by doing IPO passes. + */ + + if (USE_TEX_FUNC_CALL) { + const struct util_format_description *format_desc; + boolean simple_format; + boolean simple_tex; + enum lp_sampler_op_type op_type; + format_desc = util_format_description(static_texture_state->format); + simple_format = !format_desc || + (util_format_is_rgba8_variant(format_desc) && + format_desc->colorspace == UTIL_FORMAT_COLORSPACE_RGB); + + op_type = (params->sample_key & LP_SAMPLER_OP_TYPE_MASK) >> + LP_SAMPLER_OP_TYPE_SHIFT; + simple_tex = + op_type != LP_SAMPLER_OP_TEXTURE || + ((static_sampler_state->min_mip_filter == PIPE_TEX_MIPFILTER_NONE || + static_texture_state->level_zero_only == TRUE) && + static_sampler_state->min_img_filter == static_sampler_state->mag_img_filter); + + use_tex_func = format_desc && !(simple_format && simple_tex); + } + + if (use_tex_func) { + lp_build_sample_soa_func(gallivm, + static_texture_state, + static_sampler_state, + dynamic_state, + params); + } + else { + lp_build_sample_soa_code(gallivm, + static_texture_state, + static_sampler_state, + dynamic_state, + params->type, + params->sample_key, + params->texture_index, + params->sampler_index, + params->context_ptr, + params->coords, + params->offsets, + params->derivs, + params->lod, + params->texel); + } +} + + +void +lp_build_size_query_soa(struct gallivm_state *gallivm, + const struct lp_static_texture_state *static_state, + struct lp_sampler_dynamic_state *dynamic_state, + struct lp_type int_type, + unsigned texture_unit, + unsigned target, + LLVMValueRef context_ptr, + boolean is_sviewinfo, + enum lp_sampler_lod_property lod_property, + LLVMValueRef explicit_lod, + LLVMValueRef *sizes_out) +{ + LLVMValueRef lod, level, size; + LLVMValueRef first_level = NULL; + int dims, i; + boolean has_array; + unsigned num_lods = 1; + struct lp_build_context bld_int_vec4; + + if (static_state->format == PIPE_FORMAT_NONE) { + /* + * If there's nothing bound, format is NONE, and we must return + * all zero as mandated by d3d10 in this case. + */ + unsigned chan; + LLVMValueRef zero = lp_build_const_vec(gallivm, int_type, 0.0F); + for (chan = 0; chan < 4; chan++) { + sizes_out[chan] = zero; + } + return; + } + + /* + * Do some sanity verification about bound texture and shader dcl target. + * Not entirely sure what's possible but assume array/non-array + * always compatible (probably not ok for OpenGL but d3d10 has no + * distinction of arrays at the resource level). + * Everything else looks bogus (though not entirely sure about rect/2d). + * Currently disabled because it causes assertion failures if there's + * nothing bound (or rather a dummy texture, not that this case would + * return the right values). + */ + if (0 && static_state->target != target) { + if (static_state->target == PIPE_TEXTURE_1D) + assert(target == PIPE_TEXTURE_1D_ARRAY); + else if (static_state->target == PIPE_TEXTURE_1D_ARRAY) + assert(target == PIPE_TEXTURE_1D); + else if (static_state->target == PIPE_TEXTURE_2D) + assert(target == PIPE_TEXTURE_2D_ARRAY); + else if (static_state->target == PIPE_TEXTURE_2D_ARRAY) + assert(target == PIPE_TEXTURE_2D); + else if (static_state->target == PIPE_TEXTURE_CUBE) + assert(target == PIPE_TEXTURE_CUBE_ARRAY); + else if (static_state->target == PIPE_TEXTURE_CUBE_ARRAY) + assert(target == PIPE_TEXTURE_CUBE); + else + assert(0); + } + + dims = texture_dims(target); + + switch (target) { + case PIPE_TEXTURE_1D_ARRAY: + case PIPE_TEXTURE_2D_ARRAY: + case PIPE_TEXTURE_CUBE_ARRAY: + has_array = TRUE; + break; + default: + has_array = FALSE; + break; + } + + assert(!int_type.floating); + + lp_build_context_init(&bld_int_vec4, gallivm, lp_type_int_vec(32, 128)); + + if (explicit_lod) { + /* FIXME: this needs to honor per-element lod */ + lod = LLVMBuildExtractElement(gallivm->builder, explicit_lod, + lp_build_const_int32(gallivm, 0), ""); + first_level = dynamic_state->first_level(dynamic_state, gallivm, + context_ptr, texture_unit); + level = LLVMBuildAdd(gallivm->builder, lod, first_level, "level"); + lod = lp_build_broadcast_scalar(&bld_int_vec4, level); + } else { + lod = bld_int_vec4.zero; + } + + size = bld_int_vec4.undef; + + size = LLVMBuildInsertElement(gallivm->builder, size, + dynamic_state->width(dynamic_state, gallivm, + context_ptr, texture_unit), + lp_build_const_int32(gallivm, 0), ""); + + if (dims >= 2) { + size = LLVMBuildInsertElement(gallivm->builder, size, + dynamic_state->height(dynamic_state, gallivm, + context_ptr, texture_unit), + lp_build_const_int32(gallivm, 1), ""); + } + + if (dims >= 3) { + size = LLVMBuildInsertElement(gallivm->builder, size, + dynamic_state->depth(dynamic_state, gallivm, + context_ptr, texture_unit), + lp_build_const_int32(gallivm, 2), ""); + } + + size = lp_build_minify(&bld_int_vec4, size, lod, TRUE); + + if (has_array) { + LLVMValueRef layers = dynamic_state->depth(dynamic_state, gallivm, + context_ptr, texture_unit); + if (target == PIPE_TEXTURE_CUBE_ARRAY) { + /* + * It looks like GL wants number of cubes, d3d10.1 has it undefined? + * Could avoid this by passing in number of cubes instead of total + * number of layers (might make things easier elsewhere too). + */ + LLVMValueRef six = lp_build_const_int32(gallivm, 6); + layers = LLVMBuildSDiv(gallivm->builder, layers, six, ""); + } + size = LLVMBuildInsertElement(gallivm->builder, size, layers, + lp_build_const_int32(gallivm, dims), ""); + } + + /* + * d3d10 requires zero for x/y/z values (but not w, i.e. mip levels) + * if level is out of bounds (note this can't cover unbound texture + * here, which also requires returning zero). + */ + if (explicit_lod && is_sviewinfo) { + LLVMValueRef last_level, out, out1; + struct lp_build_context leveli_bld; + + /* everything is scalar for now */ + lp_build_context_init(&leveli_bld, gallivm, lp_type_int_vec(32, 32)); + last_level = dynamic_state->last_level(dynamic_state, gallivm, + context_ptr, texture_unit); + + out = lp_build_cmp(&leveli_bld, PIPE_FUNC_LESS, level, first_level); + out1 = lp_build_cmp(&leveli_bld, PIPE_FUNC_GREATER, level, last_level); + out = lp_build_or(&leveli_bld, out, out1); + if (num_lods == 1) { + out = lp_build_broadcast_scalar(&bld_int_vec4, out); + } + else { + /* TODO */ + assert(0); + } + size = lp_build_andnot(&bld_int_vec4, size, out); + } + for (i = 0; i < dims + (has_array ? 1 : 0); i++) { + sizes_out[i] = lp_build_extract_broadcast(gallivm, bld_int_vec4.type, int_type, + size, + lp_build_const_int32(gallivm, i)); + } + if (is_sviewinfo) { + for (; i < 4; i++) { + sizes_out[i] = lp_build_const_vec(gallivm, int_type, 0.0); + } + } + + /* + * if there's no explicit_lod (buffers, rects) queries requiring nr of + * mips would be illegal. + */ + if (is_sviewinfo && explicit_lod) { + struct lp_build_context bld_int_scalar; + LLVMValueRef num_levels; + lp_build_context_init(&bld_int_scalar, gallivm, lp_type_int(32)); + + if (static_state->level_zero_only) { + num_levels = bld_int_scalar.one; + } + else { + LLVMValueRef last_level; + + last_level = dynamic_state->last_level(dynamic_state, gallivm, + context_ptr, texture_unit); + num_levels = lp_build_sub(&bld_int_scalar, last_level, first_level); + num_levels = lp_build_add(&bld_int_scalar, num_levels, bld_int_scalar.one); + } + sizes_out[3] = lp_build_broadcast(gallivm, lp_build_vec_type(gallivm, int_type), + num_levels); + } +} |