diff options
author | Andreas Faenger <[email protected]> | 2011-05-18 08:14:33 -0600 |
---|---|---|
committer | Brian Paul <[email protected]> | 2011-05-18 08:14:33 -0600 |
commit | 8a98aabe0bcea42cfdc982001ae4876e3d9b1214 (patch) | |
tree | 2802b7b6975dac6f42243ee7ad01476cd9ebbb87 /src/mesa/swrast | |
parent | 707eadcb7f603e803978a541a16e9893663c33e2 (diff) |
swrast: anisotropic filtering extension
Anisotropic filtering extension for swrast intended to be used by osmesa
to create high quality renderings.
Based on Higher Quality Elliptical Weighted Avarage Filter (EWA).
A 2nd implementation using footprint assembly is also provided.
Signed-off-by: Brian Paul <[email protected]>
Diffstat (limited to 'src/mesa/swrast')
-rw-r--r-- | src/mesa/swrast/s_span.c | 7 | ||||
-rw-r--r-- | src/mesa/swrast/s_texcombine.c | 12 | ||||
-rw-r--r-- | src/mesa/swrast/s_texfilter.c | 395 |
3 files changed, 414 insertions, 0 deletions
diff --git a/src/mesa/swrast/s_span.c b/src/mesa/swrast/s_span.c index f0524e0610e..f81de3c0c7b 100644 --- a/src/mesa/swrast/s_span.c +++ b/src/mesa/swrast/s_span.c @@ -492,6 +492,13 @@ interpolate_texcoords(struct gl_context *ctx, SWspan *span) const struct gl_texture_image *img = obj->Image[0][obj->BaseLevel]; needLambda = (obj->Sampler.MinFilter != obj->Sampler.MagFilter) || ctx->FragmentProgram._Current; + /* LOD is calculated directly in the ansiotropic filter, we can + * skip the normal lambda function as the result is ignored. + */ + if (obj->Sampler.MaxAnisotropy > 1.0 && + obj->Sampler.MinFilter == GL_LINEAR_MIPMAP_LINEAR) { + needLambda = GL_FALSE; + } texW = img->WidthScale; texH = img->HeightScale; } diff --git a/src/mesa/swrast/s_texcombine.c b/src/mesa/swrast/s_texcombine.c index 7f49b6ffa50..086ed0b33d7 100644 --- a/src/mesa/swrast/s_texcombine.c +++ b/src/mesa/swrast/s_texcombine.c @@ -710,6 +710,18 @@ _swrast_texture_span( struct gl_context *ctx, SWspan *span ) } } } + else if (curObj->Sampler.MaxAnisotropy > 1.0 && + curObj->Sampler.MinFilter == GL_LINEAR_MIPMAP_LINEAR) { + /* sample_lambda_2d_aniso is beeing used as texture_sample_func, + * it requires the current SWspan *span as an additional parameter. + * In order to keep the same function signature, the unused lambda + * parameter will be modified to actually contain the SWspan pointer. + * This is a Hack. To make it right, the texture_sample_func + * signature and all implementing functions need to be modified. + */ + /* "hide" SWspan struct; cast to (GLfloat *) to suppress warning */ + lambda = (GLfloat *)span; + } /* Sample the texture (span->end = number of fragments) */ swrast->TextureSample[unit]( ctx, texUnit->_Current, span->end, diff --git a/src/mesa/swrast/s_texfilter.c b/src/mesa/swrast/s_texfilter.c index 106f8b75f9e..e17a7aa0b35 100644 --- a/src/mesa/swrast/s_texfilter.c +++ b/src/mesa/swrast/s_texfilter.c @@ -1531,6 +1531,396 @@ sample_lambda_2d(struct gl_context *ctx, } +/* For anisotropic filtering */ +#define WEIGHT_LUT_SIZE 1024 + +static GLfloat *weightLut = NULL; + +/** + * Creates the look-up table used to speed-up EWA sampling + */ +static void +create_filter_table(void) +{ + GLuint i; + if (!weightLut) { + weightLut = (GLfloat *) malloc(WEIGHT_LUT_SIZE * sizeof(GLfloat)); + + for (i = 0; i < WEIGHT_LUT_SIZE; ++i) { + GLfloat alpha = 2; + GLfloat r2 = (GLfloat) i / (GLfloat) (WEIGHT_LUT_SIZE - 1); + GLfloat weight = (GLfloat) exp(-alpha * r2); + weightLut[i] = weight; + } + } +} + + +/** + * Elliptical weighted average (EWA) filter for producing high quality + * anisotropic filtered results. + * Based on the Higher Quality Elliptical Weighted Avarage Filter + * published by Paul S. Heckbert in his Master's Thesis + * "Fundamentals of Texture Mapping and Image Warping" (1989) + */ +static void +sample_2d_ewa(struct gl_context *ctx, + const struct gl_texture_object *tObj, + const GLfloat texcoord[4], + const GLfloat dudx, const GLfloat dvdx, + const GLfloat dudy, const GLfloat dvdy, const GLint lod, + GLfloat rgba[]) +{ + GLint level = lod > 0 ? lod : 0; + GLfloat scaling = 1.0 / (1 << level); + const struct gl_texture_image *img = tObj->Image[0][level]; + const struct gl_texture_image *mostDetailedImage = + tObj->Image[0][tObj->BaseLevel]; + GLfloat tex_u=-0.5 + texcoord[0] * mostDetailedImage->WidthScale * scaling; + GLfloat tex_v=-0.5 + texcoord[1] * mostDetailedImage->HeightScale * scaling; + + GLfloat ux = dudx * scaling; + GLfloat vx = dvdx * scaling; + GLfloat uy = dudy * scaling; + GLfloat vy = dvdy * scaling; + + /* compute ellipse coefficients to bound the region: + * A*x*x + B*x*y + C*y*y = F. + */ + GLfloat A = vx*vx+vy*vy+1; + GLfloat B = -2*(ux*vx+uy*vy); + GLfloat C = ux*ux+uy*uy+1; + GLfloat F = A*C-B*B/4.0; + + /* check if it is an ellipse */ + /* ASSERT(F > 0.0); */ + + /* Compute the ellipse's (u,v) bounding box in texture space */ + GLfloat d = -B*B+4.0*C*A; + GLfloat box_u = 2.0 / d * sqrt(d*C*F); /* box_u -> half of bbox with */ + GLfloat box_v = 2.0 / d * sqrt(A*d*F); /* box_v -> half of bbox height */ + + GLint u0 = floor(tex_u - box_u); + GLint u1 = ceil (tex_u + box_u); + GLint v0 = floor(tex_v - box_v); + GLint v1 = ceil (tex_v + box_v); + + GLfloat num[4] = {0.0F, 0.0F, 0.0F, 0.0F}; + GLfloat newCoord[2]; + GLfloat den = 0.0F; + GLfloat ddq; + GLfloat U = u0 - tex_u; + GLint v; + + /* Scale ellipse formula to directly index the Filter Lookup Table. + * i.e. scale so that F = WEIGHT_LUT_SIZE-1 + */ + double formScale = (double) (WEIGHT_LUT_SIZE - 1) / F; + A *= formScale; + B *= formScale; + C *= formScale; + /* F *= formScale; */ /* no need to scale F as we don't use it below here */ + + /* Heckbert MS thesis, p. 59; scan over the bounding box of the ellipse + * and incrementally update the value of Ax^2+Bxy*Cy^2; when this + * value, q, is less than F, we're inside the ellipse + */ + ddq = 2 * A; + for (v = v0; v <= v1; ++v) { + GLfloat V = v - tex_v; + GLfloat dq = A * (2 * U + 1) + B * V; + GLfloat q = (C * V + B * U) * V + A * U * U; + + GLint u; + for (u = u0; u <= u1; ++u) { + /* Note that the ellipse has been pre-scaled so F = WEIGHT_LUT_SIZE - 1 */ + if (q < WEIGHT_LUT_SIZE) { + /* as a LUT is used, q must never be negative; + * should not happen, though + */ + const GLint qClamped = q >= 0.0F ? q : 0; + GLfloat weight = weightLut[qClamped]; + + newCoord[0] = u / ((GLfloat) img->Width2); + newCoord[1] = v / ((GLfloat) img->Height2); + + sample_2d_nearest(ctx, tObj, img, newCoord, rgba); + num[0] += weight * rgba[0]; + num[1] += weight * rgba[1]; + num[2] += weight * rgba[2]; + num[3] += weight * rgba[3]; + + den += weight; + } + q += dq; + dq += ddq; + } + } + + if (den <= 0.0F) { + /* Reaching this place would mean + * that no pixels intersected the ellipse. + * This should never happen because + * the filter we use always + * intersects at least one pixel. + */ + + /*rgba[0]=0; + rgba[1]=0; + rgba[2]=0; + rgba[3]=0;*/ + /* not enough pixels in resampling, resort to direct interpolation */ + sample_2d_linear(ctx, tObj, img, texcoord, rgba); + return; + } + + rgba[0] = num[0] / den; + rgba[1] = num[1] / den; + rgba[2] = num[2] / den; + rgba[3] = num[3] / den; +} + + +/** + * Anisotropic filtering using footprint assembly as outlined in the + * EXT_texture_filter_anisotropic spec: + * http://www.opengl.org/registry/specs/EXT/texture_filter_anisotropic.txt + * Faster than EWA but has less quality (more aliasing effects) + */ +static void +sample_2d_footprint(struct gl_context *ctx, + const struct gl_texture_object *tObj, + const GLfloat texcoord[4], + const GLfloat dudx, const GLfloat dvdx, + const GLfloat dudy, const GLfloat dvdy, const GLint lod, + GLfloat rgba[]) +{ + GLint level = lod > 0 ? lod : 0; + GLfloat scaling = 1.0F / (1 << level); + const struct gl_texture_image *img = tObj->Image[0][level]; + + GLfloat ux = dudx * scaling; + GLfloat vx = dvdx * scaling; + GLfloat uy = dudy * scaling; + GLfloat vy = dvdy * scaling; + + GLfloat Px2 = ux * ux + vx * vx; /* squared length of dx */ + GLfloat Py2 = uy * uy + vy * vy; /* squared length of dy */ + + GLint numSamples; + GLfloat ds; + GLfloat dt; + + GLfloat num[4] = {0.0F, 0.0F, 0.0F, 0.0F}; + GLfloat newCoord[2]; + GLint s; + + /* Calculate the per anisotropic sample offsets in s,t space. */ + if (Px2 > Py2) { + numSamples = ceil(SQRTF(Px2)); + ds = ux / ((GLfloat) img->Width2); + dt = vx / ((GLfloat) img->Height2); + } + else { + numSamples = ceil(SQRTF(Py2)); + ds = uy / ((GLfloat) img->Width2); + dt = vy / ((GLfloat) img->Height2); + } + + for (s = 0; s<numSamples; s++) { + newCoord[0] = texcoord[0] + ds * ((GLfloat)(s+1) / (numSamples+1) -0.5); + newCoord[1] = texcoord[1] + dt * ((GLfloat)(s+1) / (numSamples+1) -0.5); + + sample_2d_linear(ctx, tObj, img, newCoord, rgba); + num[0] += rgba[0]; + num[1] += rgba[1]; + num[2] += rgba[2]; + num[3] += rgba[3]; + } + + rgba[0] = num[0] / numSamples; + rgba[1] = num[1] / numSamples; + rgba[2] = num[2] / numSamples; + rgba[3] = num[3] / numSamples; +} + + +/** + * Returns the index of the specified texture object in the + * gl_context texture unit array. + */ +static INLINE GLuint +texture_unit_index(const struct gl_context *ctx, + const struct gl_texture_object *tObj) +{ + const GLuint maxUnit + = (ctx->Texture._EnabledCoordUnits > 1) ? ctx->Const.MaxTextureUnits : 1; + GLuint u; + + /* XXX CoordUnits vs. ImageUnits */ + for (u = 0; u < maxUnit; u++) { + if (ctx->Texture.Unit[u]._Current == tObj) + break; /* found */ + } + if (u >= maxUnit) + u = 0; /* not found, use 1st one; should never happen */ + + return u; +} + + +/** + * Sample 2D texture using an anisotropic filter. + * NOTE: the const GLfloat lambda_iso[] parameter does *NOT* contain + * the lambda float array but a "hidden" SWspan struct which is required + * by this function but is not available in the texture_sample_func signature. + * See _swrast_texture_span( struct gl_context *ctx, SWspan *span ) on how + * this function is called. + */ +static void +sample_lambda_2d_aniso(struct gl_context *ctx, + const struct gl_texture_object *tObj, + GLuint n, const GLfloat texcoords[][4], + const GLfloat lambda_iso[], GLfloat rgba[][4]) +{ + const struct gl_texture_image *tImg = tObj->Image[0][tObj->BaseLevel]; + const GLfloat maxEccentricity = + tObj->Sampler.MaxAnisotropy * tObj->Sampler.MaxAnisotropy; + + /* re-calculate the lambda values so that they are usable with anisotropic + * filtering + */ + SWspan *span = (SWspan *)lambda_iso; /* access the "hidden" SWspan struct */ + + /* based on interpolate_texcoords(struct gl_context *ctx, SWspan *span) + * in swrast/s_span.c + */ + + /* find the texture unit index by looking up the current texture object + * from the context list of available texture objects. + */ + const GLuint u = texture_unit_index(ctx, tObj); + const GLuint attr = FRAG_ATTRIB_TEX0 + u; + GLfloat texW, texH; + + const GLfloat dsdx = span->attrStepX[attr][0]; + const GLfloat dsdy = span->attrStepY[attr][0]; + const GLfloat dtdx = span->attrStepX[attr][1]; + const GLfloat dtdy = span->attrStepY[attr][1]; + const GLfloat dqdx = span->attrStepX[attr][3]; + const GLfloat dqdy = span->attrStepY[attr][3]; + GLfloat s = span->attrStart[attr][0] + span->leftClip * dsdx; + GLfloat t = span->attrStart[attr][1] + span->leftClip * dtdx; + GLfloat q = span->attrStart[attr][3] + span->leftClip * dqdx; + + /* from swrast/s_texcombine.c _swrast_texture_span */ + const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u]; + const GLboolean adjustLOD = + (texUnit->LodBias + tObj->Sampler.LodBias != 0.0F) + || (tObj->Sampler.MinLod != -1000.0 || tObj->Sampler.MaxLod != 1000.0); + + GLuint i; + + /* on first access create the lookup table containing the filter weights. */ + if (!weightLut) { + create_filter_table(); + } + + texW = tImg->WidthScale; + texH = tImg->HeightScale; + + for (i = 0; i < n; i++) { + const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q); + + GLfloat dudx = texW * ((s + dsdx) / (q + dqdx) - s * invQ); + GLfloat dvdx = texH * ((t + dtdx) / (q + dqdx) - t * invQ); + GLfloat dudy = texW * ((s + dsdy) / (q + dqdy) - s * invQ); + GLfloat dvdy = texH * ((t + dtdy) / (q + dqdy) - t * invQ); + + /* note: instead of working with Px and Py, we will use the + * squared length instead, to avoid sqrt. + */ + GLfloat Px2 = dudx * dudx + dvdx * dvdx; + GLfloat Py2 = dudy * dudy + dvdy * dvdy; + + GLfloat Pmax2; + GLfloat Pmin2; + GLfloat e; + GLfloat lod; + + s += dsdx; + t += dtdx; + q += dqdx; + + if (Px2 < Py2) { + Pmax2 = Py2; + Pmin2 = Px2; + } + else { + Pmax2 = Px2; + Pmin2 = Py2; + } + + /* if the eccentricity of the ellipse is too big, scale up the shorter + * of the two vectors to limit the maximum amount of work per pixel + */ + e = Pmax2 / Pmin2; + if (e > maxEccentricity) { + /* GLfloat s=e / maxEccentricity; + minor[0] *= s; + minor[1] *= s; + Pmin2 *= s; */ + Pmin2 = Pmax2 / maxEccentricity; + } + + /* note: we need to have Pmin=sqrt(Pmin2) here, but we can avoid + * this since 0.5*log(x) = log(sqrt(x)) + */ + lod = 0.5 * LOG2(Pmin2); + + if (adjustLOD) { + /* from swrast/s_texcombine.c _swrast_texture_span */ + if (texUnit->LodBias + tObj->Sampler.LodBias != 0.0F) { + /* apply LOD bias, but don't clamp yet */ + const GLfloat bias = + CLAMP(texUnit->LodBias + tObj->Sampler.LodBias, + -ctx->Const.MaxTextureLodBias, + ctx->Const.MaxTextureLodBias); + lod += bias; + + if (tObj->Sampler.MinLod != -1000.0 || + tObj->Sampler.MaxLod != 1000.0) { + /* apply LOD clamping to lambda */ + lod = CLAMP(lod, tObj->Sampler.MinLod, tObj->Sampler.MaxLod); + } + } + } + + /* If the ellipse covers the whole image, we can + * simply return the average of the whole image. + */ + if (lod >= tObj->_MaxLevel) { + sample_2d_linear(ctx, tObj, tObj->Image[0][tObj->_MaxLevel], + texcoords[i], rgba[i]); + } + else { + /* don't bother interpolating between multiple LODs; it doesn't + * seem to be worth the extra running time. + */ + sample_2d_ewa(ctx, tObj, texcoords[i], + dudx, dvdx, dudy, dvdy, floor(lod), rgba[i]); + + /* unused: */ + (void) sample_2d_footprint; + /* + sample_2d_footprint(ctx, tObj, texcoords[i], + dudx, dvdx, dudy, dvdy, floor(lod), rgba[i]); + */ + } + } +} + + /**********************************************************************/ /* 3-D Texture Sampling Functions */ @@ -3221,6 +3611,11 @@ _swrast_choose_texture_sample_func( struct gl_context *ctx, return &sample_depth_texture; } else if (needLambda) { + /* Anisotropic filtering extension. Activated only if mipmaps are used */ + if (t->Sampler.MaxAnisotropy > 1.0 && + t->Sampler.MinFilter == GL_LINEAR_MIPMAP_LINEAR) { + return &sample_lambda_2d_aniso; + } return &sample_lambda_2d; } else if (t->Sampler.MinFilter == GL_LINEAR) { |