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authorGert Wollny <[email protected]>2019-04-19 09:26:49 +0200
committerGert Wollny <[email protected]>2019-05-01 08:23:23 +0200
commit7d5c8d3589633eb8f5ee760faa5c0ba950db44b9 (patch)
treeb8d9c959a6c1a15d2f5652638b2da8d9bcc87e7f /src/gallium/drivers/softpipe
parentaacdce2879011d6f9afd12deac197297d53919f5 (diff)
softpipe: evaluate cube the faces on a per sample bases
Now that the LOD is evaluated up front the cube faces can also be evauate on a per sample basis instead of using the quad. This fixes a large number of deqp gles 3 and 31 cube texture tests. Signed-off-by: Gert Wollny <[email protected]> Reviewed-by: Roland Scheidegger <[email protected]>
Diffstat (limited to 'src/gallium/drivers/softpipe')
-rw-r--r--src/gallium/drivers/softpipe/sp_tex_sample.c40
1 files changed, 16 insertions, 24 deletions
diff --git a/src/gallium/drivers/softpipe/sp_tex_sample.c b/src/gallium/drivers/softpipe/sp_tex_sample.c
index 41bd57c9241..a4470e6cb07 100644
--- a/src/gallium/drivers/softpipe/sp_tex_sample.c
+++ b/src/gallium/drivers/softpipe/sp_tex_sample.c
@@ -3253,45 +3253,36 @@ convert_cube(const struct sp_sampler_view *sp_sview,
* deriviates to compute the LOD. Doing so (near cube edges
* anyway) gives us pretty much random values.
*/
- {
- /* use the average of the four pixel's texcoords to choose the face */
- const float rx = 0.25F * (s[0] + s[1] + s[2] + s[3]);
- const float ry = 0.25F * (t[0] + t[1] + t[2] + t[3]);
- const float rz = 0.25F * (p[0] + p[1] + p[2] + p[3]);
+ for (j = 0; j < TGSI_QUAD_SIZE; j++) {
+ const float rx = s[j], ry = t[j], rz = p[j];
const float arx = fabsf(rx), ary = fabsf(ry), arz = fabsf(rz);
if (arx >= ary && arx >= arz) {
const float sign = (rx >= 0.0F) ? 1.0F : -1.0F;
const uint face = (rx >= 0.0F) ?
PIPE_TEX_FACE_POS_X : PIPE_TEX_FACE_NEG_X;
- for (j = 0; j < TGSI_QUAD_SIZE; j++) {
- const float ima = -0.5F / fabsf(s[j]);
- ssss[j] = sign * p[j] * ima + 0.5F;
- tttt[j] = t[j] * ima + 0.5F;
- faces[j] = face;
- }
+ const float ima = -0.5F / fabsf(s[j]);
+ ssss[j] = sign * p[j] * ima + 0.5F;
+ tttt[j] = t[j] * ima + 0.5F;
+ faces[j] = face;
}
else if (ary >= arx && ary >= arz) {
const float sign = (ry >= 0.0F) ? 1.0F : -1.0F;
const uint face = (ry >= 0.0F) ?
PIPE_TEX_FACE_POS_Y : PIPE_TEX_FACE_NEG_Y;
- for (j = 0; j < TGSI_QUAD_SIZE; j++) {
- const float ima = -0.5F / fabsf(t[j]);
- ssss[j] = -s[j] * ima + 0.5F;
- tttt[j] = sign * -p[j] * ima + 0.5F;
- faces[j] = face;
- }
+ const float ima = -0.5F / fabsf(t[j]);
+ ssss[j] = -s[j] * ima + 0.5F;
+ tttt[j] = sign * -p[j] * ima + 0.5F;
+ faces[j] = face;
}
else {
const float sign = (rz >= 0.0F) ? 1.0F : -1.0F;
const uint face = (rz >= 0.0F) ?
PIPE_TEX_FACE_POS_Z : PIPE_TEX_FACE_NEG_Z;
- for (j = 0; j < TGSI_QUAD_SIZE; j++) {
- const float ima = -0.5F / fabsf(p[j]);
- ssss[j] = sign * -s[j] * ima + 0.5F;
- tttt[j] = t[j] * ima + 0.5F;
- faces[j] = face;
- }
+ const float ima = -0.5F / fabsf(p[j]);
+ ssss[j] = sign * -s[j] * ima + 0.5F;
+ tttt[j] = t[j] * ima + 0.5F;
+ faces[j] = face;
}
}
}
@@ -3571,9 +3562,10 @@ softpipe_get_lambda_func(const struct pipe_sampler_view *view,
case PIPE_TEXTURE_2D:
case PIPE_TEXTURE_2D_ARRAY:
case PIPE_TEXTURE_RECT:
+ return compute_lambda_2d;
case PIPE_TEXTURE_CUBE:
case PIPE_TEXTURE_CUBE_ARRAY:
- return compute_lambda_2d;
+ return compute_lambda_cube;
case PIPE_TEXTURE_3D:
return compute_lambda_3d;
default: