aboutsummaryrefslogtreecommitdiffstats
path: root/src/gallium
diff options
context:
space:
mode:
authorRoland Scheidegger <[email protected]>2013-10-12 03:09:27 +0200
committerRoland Scheidegger <[email protected]>2013-10-12 04:05:57 +0200
commit7681beedd19cf437252fbc1041b19328ad773ea5 (patch)
treef239fae1017131cdc99fd28257ada51e295c4b70 /src/gallium
parent75f1fea14f524ef05e980d825fda3ae226ae2ffe (diff)
softpipe: fix seamless cube filtering
Fix coord wrapping (and face selection too) in case of edges. Unfortunately, the coord wrapping is way more complicated than what the code did, as it depends on the face and the direction where the texel falls off the face (the logic needed to get this right in fact seems utterly ridiculous). Also fix a bug in (y direction under/overflow) face selection. And get rid of complicated cube corner handling. Just like edge case, the coord wrapping was wrong and it seems very difficult to fix. I'm near certain it can't always work anyway (though ordinary seamless filtering on edge has actually a similar problem but not as severe) because we don't have per-pixel face, hence could have multiple corner texels which would make it very difficult to average the remaining texels correctly. Hence simply pick a texel which would only have fallen off one edge but not both instead, which is not quite accurate but actually I think should be enough to meet OpenGL (but not d3d10) requirements. v2: small fixes suggested by Brian, add some comments. Reviewed-by: Brian Paul <[email protected]>
Diffstat (limited to 'src/gallium')
-rw-r--r--src/gallium/drivers/softpipe/sp_tex_sample.c199
1 files changed, 151 insertions, 48 deletions
diff --git a/src/gallium/drivers/softpipe/sp_tex_sample.c b/src/gallium/drivers/softpipe/sp_tex_sample.c
index 8dcc2979108..0c24cf8b12f 100644
--- a/src/gallium/drivers/softpipe/sp_tex_sample.c
+++ b/src/gallium/drivers/softpipe/sp_tex_sample.c
@@ -608,6 +608,48 @@ get_texel_2d(const struct sp_sampler_view *sp_sview,
}
}
+
+/*
+ * Here's the complete logic (HOLY CRAP) for finding next face and doing the
+ * corresponding coord wrapping, implemented by get_next_face,
+ * get_next_xcoord, get_next_ycoord.
+ * Read like that (first line):
+ * If face is +x and s coord is below zero, then
+ * new face is +z, new s is max , new t is old t
+ * (max is always cube size - 1).
+ *
+ * +x s- -> +z: s = max, t = t
+ * +x s+ -> -z: s = 0, t = t
+ * +x t- -> +y: s = max, t = max-s
+ * +x t+ -> -y: s = max, t = s
+ *
+ * -x s- -> -z: s = max, t = t
+ * -x s+ -> +z: s = 0, t = t
+ * -x t- -> +y: s = 0, t = s
+ * -x t+ -> -y: s = 0, t = max-s
+ *
+ * +y s- -> -x: s = t, t = 0
+ * +y s+ -> +x: s = max-t, t = 0
+ * +y t- -> -z: s = max-s, t = 0
+ * +y t+ -> +z: s = s, t = 0
+ *
+ * -y s- -> -x: s = max-t, t = max
+ * -y s+ -> +x: s = t, t = max
+ * -y t- -> +z: s = s, t = max
+ * -y t+ -> -z: s = max-s, t = max
+
+ * +z s- -> -x: s = max, t = t
+ * +z s+ -> +x: s = 0, t = t
+ * +z t- -> +y: s = s, t = max
+ * +z t+ -> -y: s = s, t = 0
+
+ * -z s- -> +x: s = max, t = t
+ * -z s+ -> -x: s = 0, t = t
+ * -z t- -> +y: s = max-s, t = 0
+ * -z t+ -> -y: s = max-s, t = max
+ */
+
+
/*
* seamless cubemap neighbour array.
* this array is used to find the adjacent face in each of 4 directions,
@@ -617,49 +659,104 @@ static const unsigned face_array[PIPE_TEX_FACE_MAX][4] = {
/* pos X first then neg X is Z different, Y the same */
/* PIPE_TEX_FACE_POS_X,*/
{ PIPE_TEX_FACE_POS_Z, PIPE_TEX_FACE_NEG_Z,
- PIPE_TEX_FACE_NEG_Y, PIPE_TEX_FACE_POS_Y },
+ PIPE_TEX_FACE_POS_Y, PIPE_TEX_FACE_NEG_Y },
/* PIPE_TEX_FACE_NEG_X */
{ PIPE_TEX_FACE_NEG_Z, PIPE_TEX_FACE_POS_Z,
- PIPE_TEX_FACE_NEG_Y, PIPE_TEX_FACE_POS_Y },
+ PIPE_TEX_FACE_POS_Y, PIPE_TEX_FACE_NEG_Y },
/* pos Y first then neg Y is X different, X the same */
/* PIPE_TEX_FACE_POS_Y */
{ PIPE_TEX_FACE_NEG_X, PIPE_TEX_FACE_POS_X,
- PIPE_TEX_FACE_POS_Z, PIPE_TEX_FACE_NEG_Z },
+ PIPE_TEX_FACE_NEG_Z, PIPE_TEX_FACE_POS_Z },
/* PIPE_TEX_FACE_NEG_Y */
{ PIPE_TEX_FACE_NEG_X, PIPE_TEX_FACE_POS_X,
- PIPE_TEX_FACE_NEG_Z, PIPE_TEX_FACE_POS_Z },
+ PIPE_TEX_FACE_POS_Z, PIPE_TEX_FACE_NEG_Z },
/* pos Z first then neg Y is X different, X the same */
/* PIPE_TEX_FACE_POS_Z */
{ PIPE_TEX_FACE_NEG_X, PIPE_TEX_FACE_POS_X,
- PIPE_TEX_FACE_NEG_Y, PIPE_TEX_FACE_POS_Y },
+ PIPE_TEX_FACE_POS_Y, PIPE_TEX_FACE_NEG_Y },
/* PIPE_TEX_FACE_NEG_Z */
{ PIPE_TEX_FACE_POS_X, PIPE_TEX_FACE_NEG_X,
- PIPE_TEX_FACE_NEG_Y, PIPE_TEX_FACE_POS_Y }
+ PIPE_TEX_FACE_POS_Y, PIPE_TEX_FACE_NEG_Y }
};
static INLINE unsigned
-get_next_face(unsigned face, int x, int y)
+get_next_face(unsigned face, int idx)
{
- int idx = 0;
+ return face_array[face][idx];
+}
- if (x == 0 && y == 0)
- return face;
- if (x == -1)
- idx = 0;
- else if (x == 1)
- idx = 1;
- else if (y == -1)
- idx = 2;
- else if (y == 1)
- idx = 3;
+/*
+ * return a new xcoord based on old face, old coords, cube size
+ * and fall_off_index (0 for x-, 1 for x+, 2 for y-, 3 for y+)
+ */
+static INLINE int
+get_next_xcoord(unsigned face, unsigned fall_off_index, int max, int xc, int yc)
+{
+ if ((face == 0 && fall_off_index != 1) ||
+ (face == 1 && fall_off_index == 0) ||
+ (face == 4 && fall_off_index == 0) ||
+ (face == 5 && fall_off_index == 0)) {
+ return max;
+ }
+ if ((face == 1 && fall_off_index != 0) ||
+ (face == 0 && fall_off_index == 1) ||
+ (face == 4 && fall_off_index == 1) ||
+ (face == 5 && fall_off_index == 1)) {
+ return 0;
+ }
+ if ((face == 4 && fall_off_index >= 2) ||
+ (face == 2 && fall_off_index == 3) ||
+ (face == 3 && fall_off_index == 2)) {
+ return xc;
+ }
+ if ((face == 5 && fall_off_index >= 2) ||
+ (face == 2 && fall_off_index == 2) ||
+ (face == 3 && fall_off_index == 3)) {
+ return max - xc;
+ }
+ if ((face == 2 && fall_off_index == 0) ||
+ (face == 3 && fall_off_index == 1)) {
+ return yc;
+ }
+ /* (face == 2 && fall_off_index == 1) ||
+ (face == 3 && fall_off_index == 0)) */
+ return max - yc;
+}
- return face_array[face][idx];
+/*
+ * return a new ycoord based on old face, old coords, cube size
+ * and fall_off_index (0 for x-, 1 for x+, 2 for y-, 3 for y+)
+ */
+static INLINE int
+get_next_ycoord(unsigned face, unsigned fall_off_index, int max, int xc, int yc)
+{
+ if ((fall_off_index <= 1) && (face <= 1 || face >= 4)) {
+ return yc;
+ }
+ if (face == 2 ||
+ (face == 4 && fall_off_index == 3) ||
+ (face == 5 && fall_off_index == 2)) {
+ return 0;
+ }
+ if (face == 3 ||
+ (face == 4 && fall_off_index == 2) ||
+ (face == 5 && fall_off_index == 3)) {
+ return max;
+ }
+ if ((face == 0 && fall_off_index == 3) ||
+ (face == 1 && fall_off_index == 2)) {
+ return xc;
+ }
+ /* (face == 0 && fall_off_index == 2) ||
+ (face == 1 && fall_off_index == 3) */
+ return max - xc;
}
+
static INLINE const float *
get_texel_cube_seamless(const struct sp_sampler_view *sp_sview,
union tex_tile_address addr, int x, int y,
@@ -668,44 +765,47 @@ get_texel_cube_seamless(const struct sp_sampler_view *sp_sview,
const struct pipe_resource *texture = sp_sview->base.texture;
unsigned level = addr.bits.level;
unsigned face = addr.bits.face;
- int new_x, new_y;
- int max_x, max_y;
- int c;
+ int new_x, new_y, max_x;
max_x = (int) u_minify(texture->width0, level);
- max_y = (int) u_minify(texture->height0, level);
+
+ assert(texture->width0 == texture->height0);
new_x = x;
new_y = y;
- /* the corner case */
- if ((x < 0 || x >= max_x) &&
- (y < 0 || y >= max_y)) {
- const float *c1, *c2, *c3;
- int fx = x < 0 ? 0 : max_x - 1;
- int fy = y < 0 ? 0 : max_y - 1;
- c1 = get_texel_2d_no_border( sp_sview, addr, fx, fy);
- addr.bits.face = get_next_face(face, (x < 0) ? -1 : 1, 0);
- c2 = get_texel_2d_no_border( sp_sview, addr, (x < 0) ? max_x - 1 : 0, fy);
- addr.bits.face = get_next_face(face, 0, (y < 0) ? -1 : 1);
- c3 = get_texel_2d_no_border( sp_sview, addr, fx, (y < 0) ? max_y - 1 : 0);
- for (c = 0; c < TGSI_QUAD_SIZE; c++)
- corner[c] = CLAMP((c1[c] + c2[c] + c3[c]), 0.0F, 1.0F) / 3;
-
- return corner;
- }
/* change the face */
if (x < 0) {
- new_x = max_x - 1;
- face = get_next_face(face, -1, 0);
+ /*
+ * Cheat with corners. They are difficult and I believe because we don't get
+ * per-pixel faces we can actually have multiple corner texels per pixel,
+ * which screws things up majorly in any case (as the per spec behavior is
+ * to average the 3 remaining texels, which we might not have).
+ * Hence just make sure that the 2nd coord is clamped, will simply pick the
+ * sample which would have fallen off the x coord, but not y coord.
+ * So the filter weight of the samples will be wrong, but at least this
+ * ensures that only valid texels near the corner are used.
+ */
+ if (y < 0 || y >= max_x) {
+ y = CLAMP(y, 0, max_x - 1);
+ }
+ new_x = get_next_xcoord(face, 0, max_x -1, x, y);
+ new_y = get_next_ycoord(face, 0, max_x -1, x, y);
+ face = get_next_face(face, 0);
} else if (x >= max_x) {
- new_x = 0;
- face = get_next_face(face, 1, 0);
+ if (y < 0 || y >= max_x) {
+ y = CLAMP(y, 0, max_x - 1);
+ }
+ new_x = get_next_xcoord(face, 1, max_x -1, x, y);
+ new_y = get_next_ycoord(face, 1, max_x -1, x, y);
+ face = get_next_face(face, 1);
} else if (y < 0) {
- new_y = max_y - 1;
- face = get_next_face(face, 0, -1);
- } else if (y >= max_y) {
- new_y = 0;
- face = get_next_face(face, 0, 1);
+ new_x = get_next_xcoord(face, 2, max_x -1, x, y);
+ new_y = get_next_ycoord(face, 2, max_x -1, x, y);
+ face = get_next_face(face, 2);
+ } else if (y >= max_x) {
+ new_x = get_next_xcoord(face, 3, max_x -1, x, y);
+ new_y = get_next_ycoord(face, 3, max_x -1, x, y);
+ face = get_next_face(face, 3);
}
addr.bits.face = face;
@@ -1241,6 +1341,7 @@ img_filter_cube_nearest(struct sp_sampler_view *sp_sview,
wrap_nearest_clamp_to_edge(s, width, &x);
wrap_nearest_clamp_to_edge(t, height, &y);
} else {
+ /* Would probably make sense to ignore mode and just do edge clamp */
sp_samp->nearest_texcoord_s(s, width, &x);
sp_samp->nearest_texcoord_t(t, height, &y);
}
@@ -1525,9 +1626,11 @@ img_filter_cube_linear(struct sp_sampler_view *sp_sview,
* always apply wrap mode CLAMP_TO_BORDER.
*/
if (sp_samp->base.seamless_cube_map) {
+ /* Note this is a bit overkill, actual clamping is not required */
wrap_linear_clamp_to_border(s, width, &x0, &x1, &xw);
wrap_linear_clamp_to_border(t, height, &y0, &y1, &yw);
} else {
+ /* Would probably make sense to ignore mode and just do edge clamp */
sp_samp->linear_texcoord_s(s, width, &x0, &x1, &xw);
sp_samp->linear_texcoord_t(t, height, &y0, &y1, &yw);
}