diff options
author | Ian Romanick <[email protected]> | 2007-05-16 15:34:22 -0700 |
---|---|---|
committer | Ian Romanick <[email protected]> | 2007-05-16 15:34:22 -0700 |
commit | bb372f1c9bc08e8b0dca983cb4ba36b2f2f039fb (patch) | |
tree | ae0fe211215492e6e4ffec238e06ee15adca4a45 /src/mesa/swrast | |
parent | 9ebffb86a699e49fd683ed9afbf6d5b2ac244ae0 (diff) |
Initial implementation of MESA_texture_array
Shadow sampling from texture arrays is still not implemented. Everything
else should be there, though.
Diffstat (limited to 'src/mesa/swrast')
-rw-r--r-- | src/mesa/swrast/s_texfilter.c | 811 |
1 files changed, 748 insertions, 63 deletions
diff --git a/src/mesa/swrast/s_texfilter.c b/src/mesa/swrast/s_texfilter.c index 5413fc04101..2c8e443daf9 100644 --- a/src/mesa/swrast/s_texfilter.c +++ b/src/mesa/swrast/s_texfilter.c @@ -2267,6 +2267,597 @@ sample_lambda_rect( GLcontext *ctx, +/**********************************************************************/ +/* 2D Texture Array Sampling Functions */ +/**********************************************************************/ + +/* + * Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter. + */ +static void +sample_2d_array_nearest(GLcontext *ctx, + const struct gl_texture_object *tObj, + const struct gl_texture_image *img, + const GLfloat texcoord[4], + GLchan rgba[4]) +{ + const GLint width = img->Width2; /* without border, power of two */ + const GLint height = img->Height2; /* without border, power of two */ + const GLint depth = img->Depth; + GLint i, j; + GLint array; + (void) ctx; + + COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoord[0], width, i); + COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoord[1], height, j); + array = clamp_rect_coord_nearest(tObj->WrapR, texcoord[2], depth); + + if (i < 0 || i >= (GLint) img->Width || + j < 0 || j >= (GLint) img->Height || + array < 0 || array >= (GLint) img->Depth) { + /* Need this test for GL_CLAMP_TO_BORDER mode */ + COPY_CHAN4(rgba, tObj->_BorderChan); + } + else { + img->FetchTexelc(img, i, j, array, rgba); + } +} + + + +/* + * Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter. + */ +static void +sample_2d_array_linear(GLcontext *ctx, + const struct gl_texture_object *tObj, + const struct gl_texture_image *img, + const GLfloat texcoord[4], + GLchan rgba[4]) +{ + const GLint width = img->Width2; + const GLint height = img->Height2; + const GLint depth = img->Depth; + GLint i0, j0, i1, j1; + GLint array; + GLbitfield useBorderColor = 0x0; + GLfloat u, v; + GLfloat a, b; + GLchan t00[4], t01[4], t10[4], t11[4]; + + COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoord[0], u, width, i0, i1); + COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapT, texcoord[1], v, height, j0, j1); + array = clamp_rect_coord_nearest(tObj->WrapR, texcoord[2], depth); + + if (array < 0 || array >= depth) { + COPY_CHAN4(rgba, tObj->_BorderChan); + } + else { + if (img->Border) { + i0 += img->Border; + i1 += img->Border; + j0 += img->Border; + j1 += img->Border; + } + else { + /* check if sampling texture border color */ + if (i0 < 0 || i0 >= width) useBorderColor |= I0BIT; + if (i1 < 0 || i1 >= width) useBorderColor |= I1BIT; + if (j0 < 0 || j0 >= height) useBorderColor |= J0BIT; + if (j1 < 0 || j1 >= height) useBorderColor |= J1BIT; + } + + /* Fetch texels */ + if (useBorderColor & (I0BIT | J0BIT)) { + COPY_CHAN4(t00, tObj->_BorderChan); + } + else { + img->FetchTexelc(img, i0, j0, array, t00); + } + if (useBorderColor & (I1BIT | J0BIT)) { + COPY_CHAN4(t10, tObj->_BorderChan); + } + else { + img->FetchTexelc(img, i1, j0, array, t10); + } + if (useBorderColor & (I0BIT | J1BIT)) { + COPY_CHAN4(t01, tObj->_BorderChan); + } + else { + img->FetchTexelc(img, i0, j1, array, t01); + } + if (useBorderColor & (I1BIT | J1BIT)) { + COPY_CHAN4(t11, tObj->_BorderChan); + } + else { + img->FetchTexelc(img, i1, j1, array, t11); + } + + /* trilinear interpolation of samples */ + a = FRAC(u); + b = FRAC(v); + lerp_rgba_2d(rgba, a, b, t00, t10, t01, t11); + } +} + + + +static void +sample_2d_array_nearest_mipmap_nearest(GLcontext *ctx, + const struct gl_texture_object *tObj, + GLuint n, const GLfloat texcoord[][4], + const GLfloat lambda[], GLchan rgba[][4] ) +{ + GLuint i; + for (i = 0; i < n; i++) { + GLint level = nearest_mipmap_level(tObj, lambda[i]); + sample_2d_array_nearest(ctx, tObj, tObj->Image[0][level], texcoord[i], + rgba[i]); + } +} + + +static void +sample_2d_array_linear_mipmap_nearest(GLcontext *ctx, + const struct gl_texture_object *tObj, + GLuint n, const GLfloat texcoord[][4], + const GLfloat lambda[], GLchan rgba[][4]) +{ + GLuint i; + ASSERT(lambda != NULL); + for (i = 0; i < n; i++) { + GLint level = nearest_mipmap_level(tObj, lambda[i]); + sample_2d_array_linear(ctx, tObj, tObj->Image[0][level], + texcoord[i], rgba[i]); + } +} + + +static void +sample_2d_array_nearest_mipmap_linear(GLcontext *ctx, + const struct gl_texture_object *tObj, + GLuint n, const GLfloat texcoord[][4], + const GLfloat lambda[], GLchan rgba[][4]) +{ + GLuint i; + ASSERT(lambda != NULL); + for (i = 0; i < n; i++) { + GLint level = linear_mipmap_level(tObj, lambda[i]); + if (level >= tObj->_MaxLevel) { + sample_2d_array_nearest(ctx, tObj, tObj->Image[0][tObj->_MaxLevel], + texcoord[i], rgba[i]); + } + else { + GLchan t0[4], t1[4]; /* texels */ + const GLfloat f = FRAC(lambda[i]); + sample_2d_array_nearest(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0); + sample_2d_array_nearest(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1); + lerp_rgba(rgba[i], f, t0, t1); + } + } +} + + +static void +sample_2d_array_linear_mipmap_linear(GLcontext *ctx, + const struct gl_texture_object *tObj, + GLuint n, const GLfloat texcoord[][4], + const GLfloat lambda[], GLchan rgba[][4]) +{ + GLuint i; + ASSERT(lambda != NULL); + for (i = 0; i < n; i++) { + GLint level = linear_mipmap_level(tObj, lambda[i]); + if (level >= tObj->_MaxLevel) { + sample_2d_array_linear(ctx, tObj, tObj->Image[0][tObj->_MaxLevel], + texcoord[i], rgba[i]); + } + else { + GLchan t0[4], t1[4]; /* texels */ + const GLfloat f = FRAC(lambda[i]); + sample_2d_array_linear(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0); + sample_2d_array_linear(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1); + lerp_rgba(rgba[i], f, t0, t1); + } + } +} + + +static void +sample_nearest_2d_array(GLcontext *ctx, + const struct gl_texture_object *tObj, GLuint n, + const GLfloat texcoords[][4], const GLfloat lambda[], + GLchan rgba[][4]) +{ + GLuint i; + struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; + (void) lambda; + for (i=0;i<n;i++) { + sample_2d_array_nearest(ctx, tObj, image, texcoords[i], rgba[i]); + } +} + + + +static void +sample_linear_2d_array(GLcontext *ctx, + const struct gl_texture_object *tObj, GLuint n, + const GLfloat texcoords[][4], + const GLfloat lambda[], GLchan rgba[][4]) +{ + GLuint i; + struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; + (void) lambda; + for (i=0;i<n;i++) { + sample_2d_array_linear(ctx, tObj, image, texcoords[i], rgba[i]); + } +} + + +/* + * Given an (s,t,r) texture coordinate and lambda (level of detail) value, + * return a texture sample. + */ +static void +sample_lambda_2d_array(GLcontext *ctx, + const struct gl_texture_object *tObj, GLuint n, + const GLfloat texcoords[][4], const GLfloat lambda[], + GLchan rgba[][4]) +{ + GLuint minStart, minEnd; /* texels with minification */ + GLuint magStart, magEnd; /* texels with magnification */ + GLuint i; + + ASSERT(lambda != NULL); + compute_min_mag_ranges(tObj, n, lambda, + &minStart, &minEnd, &magStart, &magEnd); + + if (minStart < minEnd) { + /* do the minified texels */ + GLuint m = minEnd - minStart; + switch (tObj->MinFilter) { + case GL_NEAREST: + for (i = minStart; i < minEnd; i++) + sample_2d_array_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel], + texcoords[i], rgba[i]); + break; + case GL_LINEAR: + for (i = minStart; i < minEnd; i++) + sample_2d_array_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel], + texcoords[i], rgba[i]); + break; + case GL_NEAREST_MIPMAP_NEAREST: + sample_2d_array_nearest_mipmap_nearest(ctx, tObj, m, texcoords + minStart, + lambda + minStart, rgba + minStart); + break; + case GL_LINEAR_MIPMAP_NEAREST: + sample_2d_array_linear_mipmap_nearest(ctx, tObj, m, + texcoords + minStart, + lambda + minStart, + rgba + minStart); + break; + case GL_NEAREST_MIPMAP_LINEAR: + sample_2d_array_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart, + lambda + minStart, rgba + minStart); + break; + case GL_LINEAR_MIPMAP_LINEAR: + sample_2d_array_linear_mipmap_linear(ctx, tObj, m, + texcoords + minStart, + lambda + minStart, + rgba + minStart); + break; + default: + _mesa_problem(ctx, "Bad min filter in sample_2d_array_texture"); + return; + } + } + + if (magStart < magEnd) { + /* do the magnified texels */ + switch (tObj->MagFilter) { + case GL_NEAREST: + for (i = magStart; i < magEnd; i++) + sample_2d_array_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel], + texcoords[i], rgba[i]); + break; + case GL_LINEAR: + for (i = magStart; i < magEnd; i++) + sample_2d_array_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel], + texcoords[i], rgba[i]); + break; + default: + _mesa_problem(ctx, "Bad mag filter in sample_2d_array_texture"); + return; + } + } +} + + + + +/**********************************************************************/ +/* 1D Texture Array Sampling Functions */ +/**********************************************************************/ + +/* + * Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter. + */ +static void +sample_1d_array_nearest(GLcontext *ctx, + const struct gl_texture_object *tObj, + const struct gl_texture_image *img, + const GLfloat texcoord[4], + GLchan rgba[4]) +{ + const GLint width = img->Width2; /* without border, power of two */ + const GLint height = img->Height; + GLint i; + GLint array; + (void) ctx; + + COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoord[0], width, i); + array = clamp_rect_coord_nearest(tObj->WrapT, texcoord[1], height); + + if (i < 0 || i >= (GLint) img->Width || + array < 0 || array >= (GLint) img->Height) { + /* Need this test for GL_CLAMP_TO_BORDER mode */ + COPY_CHAN4(rgba, tObj->_BorderChan); + } + else { + img->FetchTexelc(img, i, array, 0, rgba); + } +} + + + +/* + * Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter. + */ +static void +sample_1d_array_linear(GLcontext *ctx, + const struct gl_texture_object *tObj, + const struct gl_texture_image *img, + const GLfloat texcoord[4], + GLchan rgba[4]) +{ + const GLint width = img->Width2; + const GLint height = img->Height; + GLint i0, i1; + GLint array; + GLbitfield useBorderColor = 0x0; + GLfloat u; + GLfloat a; + GLchan t0[4], t1[4]; + + COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoord[0], u, width, i0, i1); + array = clamp_rect_coord_nearest(tObj->WrapT, texcoord[1], height); + + if (img->Border) { + i0 += img->Border; + i1 += img->Border; + } + else { + /* check if sampling texture border color */ + if (i0 < 0 || i0 >= width) useBorderColor |= I0BIT; + if (i1 < 0 || i1 >= width) useBorderColor |= I1BIT; + } + + if (array < 0 || array >= height) useBorderColor |= K0BIT; + + /* Fetch texels */ + if (useBorderColor & (I0BIT | K0BIT)) { + COPY_CHAN4(t0, tObj->_BorderChan); + } + else { + img->FetchTexelc(img, i0, array, 0, t0); + } + if (useBorderColor & (I1BIT | K0BIT)) { + COPY_CHAN4(t1, tObj->_BorderChan); + } + else { + img->FetchTexelc(img, i1, array, 0, t1); + } + + /* bilinear interpolation of samples */ + a = FRAC(u); + lerp_rgba(rgba, a, t0, t1); +} + + + +static void +sample_1d_array_nearest_mipmap_nearest(GLcontext *ctx, + const struct gl_texture_object *tObj, + GLuint n, const GLfloat texcoord[][4], + const GLfloat lambda[], GLchan rgba[][4] ) +{ + GLuint i; + for (i = 0; i < n; i++) { + GLint level = nearest_mipmap_level(tObj, lambda[i]); + sample_1d_array_nearest(ctx, tObj, tObj->Image[0][level], texcoord[i], + rgba[i]); + } +} + + +static void +sample_1d_array_linear_mipmap_nearest(GLcontext *ctx, + const struct gl_texture_object *tObj, + GLuint n, const GLfloat texcoord[][4], + const GLfloat lambda[], GLchan rgba[][4]) +{ + GLuint i; + ASSERT(lambda != NULL); + for (i = 0; i < n; i++) { + GLint level = nearest_mipmap_level(tObj, lambda[i]); + sample_1d_array_linear(ctx, tObj, tObj->Image[0][level], + texcoord[i], rgba[i]); + } +} + + +static void +sample_1d_array_nearest_mipmap_linear(GLcontext *ctx, + const struct gl_texture_object *tObj, + GLuint n, const GLfloat texcoord[][4], + const GLfloat lambda[], GLchan rgba[][4]) +{ + GLuint i; + ASSERT(lambda != NULL); + for (i = 0; i < n; i++) { + GLint level = linear_mipmap_level(tObj, lambda[i]); + if (level >= tObj->_MaxLevel) { + sample_1d_array_nearest(ctx, tObj, tObj->Image[0][tObj->_MaxLevel], + texcoord[i], rgba[i]); + } + else { + GLchan t0[4], t1[4]; /* texels */ + const GLfloat f = FRAC(lambda[i]); + sample_1d_array_nearest(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0); + sample_1d_array_nearest(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1); + lerp_rgba(rgba[i], f, t0, t1); + } + } +} + + +static void +sample_1d_array_linear_mipmap_linear(GLcontext *ctx, + const struct gl_texture_object *tObj, + GLuint n, const GLfloat texcoord[][4], + const GLfloat lambda[], GLchan rgba[][4]) +{ + GLuint i; + ASSERT(lambda != NULL); + for (i = 0; i < n; i++) { + GLint level = linear_mipmap_level(tObj, lambda[i]); + if (level >= tObj->_MaxLevel) { + sample_1d_array_linear(ctx, tObj, tObj->Image[0][tObj->_MaxLevel], + texcoord[i], rgba[i]); + } + else { + GLchan t0[4], t1[4]; /* texels */ + const GLfloat f = FRAC(lambda[i]); + sample_1d_array_linear(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0); + sample_1d_array_linear(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1); + lerp_rgba(rgba[i], f, t0, t1); + } + } +} + + +static void +sample_nearest_1d_array(GLcontext *ctx, + const struct gl_texture_object *tObj, GLuint n, + const GLfloat texcoords[][4], const GLfloat lambda[], + GLchan rgba[][4]) +{ + GLuint i; + struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; + (void) lambda; + for (i=0;i<n;i++) { + sample_1d_array_nearest(ctx, tObj, image, texcoords[i], rgba[i]); + } +} + + + +static void +sample_linear_1d_array(GLcontext *ctx, + const struct gl_texture_object *tObj, GLuint n, + const GLfloat texcoords[][4], + const GLfloat lambda[], GLchan rgba[][4]) +{ + GLuint i; + struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; + (void) lambda; + for (i=0;i<n;i++) { + sample_1d_array_linear(ctx, tObj, image, texcoords[i], rgba[i]); + } +} + + +/* + * Given an (s,t,r) texture coordinate and lambda (level of detail) value, + * return a texture sample. + */ +static void +sample_lambda_1d_array(GLcontext *ctx, + const struct gl_texture_object *tObj, GLuint n, + const GLfloat texcoords[][4], const GLfloat lambda[], + GLchan rgba[][4]) +{ + GLuint minStart, minEnd; /* texels with minification */ + GLuint magStart, magEnd; /* texels with magnification */ + GLuint i; + + ASSERT(lambda != NULL); + compute_min_mag_ranges(tObj, n, lambda, + &minStart, &minEnd, &magStart, &magEnd); + + if (minStart < minEnd) { + /* do the minified texels */ + GLuint m = minEnd - minStart; + switch (tObj->MinFilter) { + case GL_NEAREST: + for (i = minStart; i < minEnd; i++) + sample_1d_array_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel], + texcoords[i], rgba[i]); + break; + case GL_LINEAR: + for (i = minStart; i < minEnd; i++) + sample_1d_array_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel], + texcoords[i], rgba[i]); + break; + case GL_NEAREST_MIPMAP_NEAREST: + sample_1d_array_nearest_mipmap_nearest(ctx, tObj, m, texcoords + minStart, + lambda + minStart, rgba + minStart); + break; + case GL_LINEAR_MIPMAP_NEAREST: + sample_1d_array_linear_mipmap_nearest(ctx, tObj, m, + texcoords + minStart, + lambda + minStart, + rgba + minStart); + break; + case GL_NEAREST_MIPMAP_LINEAR: + sample_1d_array_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart, + lambda + minStart, rgba + minStart); + break; + case GL_LINEAR_MIPMAP_LINEAR: + sample_1d_array_linear_mipmap_linear(ctx, tObj, m, + texcoords + minStart, + lambda + minStart, + rgba + minStart); + break; + default: + _mesa_problem(ctx, "Bad min filter in sample_1d_array_texture"); + return; + } + } + + if (magStart < magEnd) { + /* do the magnified texels */ + switch (tObj->MagFilter) { + case GL_NEAREST: + for (i = magStart; i < magEnd; i++) + sample_1d_array_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel], + texcoords[i], rgba[i]); + break; + case GL_LINEAR: + for (i = magStart; i < magEnd; i++) + sample_1d_array_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel], + texcoords[i], rgba[i]); + break; + default: + _mesa_problem(ctx, "Bad mag filter in sample_1d_array_texture"); + return; + } + } +} + + + + /* * Sample a shadow/depth texture. */ @@ -2280,6 +2871,9 @@ sample_depth_texture( GLcontext *ctx, const struct gl_texture_image *img = tObj->Image[0][baseLevel]; const GLint width = img->Width; const GLint height = img->Height; + const GLint depth = img->Depth; + const GLuint compare_coord = (tObj->Target == GL_TEXTURE_2D_ARRAY_EXT) + ? 3 : 2; GLchan ambient; GLenum function; GLchan result; @@ -2291,7 +2885,9 @@ sample_depth_texture( GLcontext *ctx, ASSERT(tObj->Target == GL_TEXTURE_1D || tObj->Target == GL_TEXTURE_2D || - tObj->Target == GL_TEXTURE_RECTANGLE_NV); + tObj->Target == GL_TEXTURE_RECTANGLE_NV || + tObj->Target == GL_TEXTURE_1D_ARRAY_EXT || + tObj->Target == GL_TEXTURE_2D_ARRAY_EXT); UNCLAMPED_FLOAT_TO_CHAN(ambient, tObj->ShadowAmbient); @@ -2320,20 +2916,48 @@ sample_depth_texture( GLcontext *ctx, GLuint i; for (i = 0; i < n; i++) { GLfloat depthSample; - GLint col, row; + GLint col, row, slice; - if (tObj->Target == GL_TEXTURE_RECTANGLE_ARB) { + switch (tObj->Target) { + case GL_TEXTURE_RECTANGLE_ARB: col = clamp_rect_coord_nearest(tObj->WrapS, texcoords[i][0], width); row = clamp_rect_coord_nearest(tObj->WrapT, texcoords[i][1], height); - } - else { + slice = 0; + break; + + case GL_TEXTURE_1D: + COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoords[i][0], + width, col); + row = 0; + slice = 0; + break; + + case GL_TEXTURE_2D: COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoords[i][0], width, col); COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoords[i][1], height, row); + slice = 0; + break; + + case GL_TEXTURE_1D_ARRAY_EXT: + COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoords[i][0], + width, col); + row = clamp_rect_coord_nearest(tObj->WrapT, texcoords[i][1], height); + slice = 0; + + case GL_TEXTURE_2D_ARRAY_EXT: + COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoords[i][0], + width, col); + COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoords[i][1], + height, row); + slice = clamp_rect_coord_nearest(tObj->WrapR, texcoords[i][2], depth); + break; } - if (col >= 0 && row >= 0 && col < width && row < height) { - img->FetchTexelf(img, col, row, 0, &depthSample); + + if (col >= 0 && row >= 0 && col < width && row < height && + slice >= 0 && slice < depth) { + img->FetchTexelf(img, col, row, slice, &depthSample); } else { depthSample = tObj->BorderColor[0]; @@ -2341,22 +2965,22 @@ sample_depth_texture( GLcontext *ctx, switch (function) { case GL_LEQUAL: - result = (texcoords[i][2] <= depthSample) ? CHAN_MAX : ambient; + result = (texcoords[i][compare_coord] <= depthSample) ? CHAN_MAX : ambient; break; case GL_GEQUAL: - result = (texcoords[i][2] >= depthSample) ? CHAN_MAX : ambient; + result = (texcoords[i][compare_coord] >= depthSample) ? CHAN_MAX : ambient; break; case GL_LESS: - result = (texcoords[i][2] < depthSample) ? CHAN_MAX : ambient; + result = (texcoords[i][compare_coord] < depthSample) ? CHAN_MAX : ambient; break; case GL_GREATER: - result = (texcoords[i][2] > depthSample) ? CHAN_MAX : ambient; + result = (texcoords[i][compare_coord] > depthSample) ? CHAN_MAX : ambient; break; case GL_EQUAL: - result = (texcoords[i][2] == depthSample) ? CHAN_MAX : ambient; + result = (texcoords[i][compare_coord] == depthSample) ? CHAN_MAX : ambient; break; case GL_NOTEQUAL: - result = (texcoords[i][2] != depthSample) ? CHAN_MAX : ambient; + result = (texcoords[i][compare_coord] != depthSample) ? CHAN_MAX : ambient; break; case GL_ALWAYS: result = CHAN_MAX; @@ -2402,28 +3026,52 @@ sample_depth_texture( GLcontext *ctx, for (i = 0; i < n; i++) { GLfloat depth00, depth01, depth10, depth11; GLint i0, i1, j0, j1; + GLint slice; GLfloat u, v; GLuint useBorderTexel; - if (tObj->Target == GL_TEXTURE_RECTANGLE_ARB) { + switch (tObj->Target) { + case GL_TEXTURE_RECTANGLE_ARB: clamp_rect_coord_linear(tObj->WrapS, texcoords[i][0], width, &i0, &i1); clamp_rect_coord_linear(tObj->WrapT, texcoords[i][1], height, &j0, &j1); - } - else { + slice = 0; + break; + + case GL_TEXTURE_1D: + case GL_TEXTURE_2D: COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoords[i][0], u, width, i0, i1); COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapT, texcoords[i][1], v, height,j0, j1); + slice = 0; + break; + + case GL_TEXTURE_1D_ARRAY_EXT: + COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoords[i][0], + u, width, i0, i1); + j0 = clamp_rect_coord_nearest(tObj->WrapT, texcoords[i][1], height); + j1 = j0; + slice = 0; + + case GL_TEXTURE_2D_ARRAY_EXT: + COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoords[i][0], + u, width, i0, i1); + COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapT, texcoords[i][1], + v, height,j0, j1); + slice = clamp_rect_coord_nearest(tObj->WrapR, texcoords[i][2], depth); + break; } useBorderTexel = 0; if (img->Border) { i0 += img->Border; i1 += img->Border; - j0 += img->Border; - j1 += img->Border; + if (tObj->Target != GL_TEXTURE_1D_ARRAY_EXT) { + j0 += img->Border; + j1 += img->Border; + } } else { if (i0 < 0 || i0 >= (GLint) width) useBorderTexel |= I0BIT; @@ -2432,30 +3080,45 @@ sample_depth_texture( GLcontext *ctx, if (j1 < 0 || j1 >= (GLint) height) useBorderTexel |= J1BIT; } - /* get four depth samples from the texture */ - if (useBorderTexel & (I0BIT | J0BIT)) { + if (slice < 0 || slice >= (GLint) depth) { depth00 = tObj->BorderColor[0]; - } - else { - img->FetchTexelf(img, i0, j0, 0, &depth00); - } - if (useBorderTexel & (I1BIT | J0BIT)) { - depth10 = tObj->BorderColor[0]; - } - else { - img->FetchTexelf(img, i1, j0, 0, &depth10); - } - if (useBorderTexel & (I0BIT | J1BIT)) { depth01 = tObj->BorderColor[0]; - } - else { - img->FetchTexelf(img, i0, j1, 0, &depth01); - } - if (useBorderTexel & (I1BIT | J1BIT)) { + depth10 = tObj->BorderColor[0]; depth11 = tObj->BorderColor[0]; } else { - img->FetchTexelf(img, i1, j1, 0, &depth11); + /* get four depth samples from the texture */ + if (useBorderTexel & (I0BIT | J0BIT)) { + depth00 = tObj->BorderColor[0]; + } + else { + img->FetchTexelf(img, i0, j0, slice, &depth00); + } + if (useBorderTexel & (I1BIT | J0BIT)) { + depth10 = tObj->BorderColor[0]; + } + else { + img->FetchTexelf(img, i1, j0, slice, &depth10); + } + + if (tObj->Target != GL_TEXTURE_1D_ARRAY_EXT) { + if (useBorderTexel & (I0BIT | J1BIT)) { + depth01 = tObj->BorderColor[0]; + } + else { + img->FetchTexelf(img, i0, j1, slice, &depth01); + } + if (useBorderTexel & (I1BIT | J1BIT)) { + depth11 = tObj->BorderColor[0]; + } + else { + img->FetchTexelf(img, i1, j1, slice, &depth11); + } + } + else { + depth01 = depth00; + depth11 = depth10; + } } if (0) { @@ -2464,8 +3127,8 @@ sample_depth_texture( GLcontext *ctx, const GLfloat b = FRAC(v + 1.0F); const GLfloat depthSample = lerp_2d(a, b, depth00, depth10, depth01, depth11); - if ((depthSample <= texcoords[i][2] && function == GL_LEQUAL) || - (depthSample >= texcoords[i][2] && function == GL_GEQUAL)) { + if ((depthSample <= texcoords[i][compare_coord] && function == GL_LEQUAL) || + (depthSample >= texcoords[i][compare_coord] && function == GL_GEQUAL)) { result = ambient; } else { @@ -2482,45 +3145,45 @@ sample_depth_texture( GLcontext *ctx, switch (function) { case GL_LEQUAL: - if (depth00 <= texcoords[i][2]) luminance -= d; - if (depth01 <= texcoords[i][2]) luminance -= d; - if (depth10 <= texcoords[i][2]) luminance -= d; - if (depth11 <= texcoords[i][2]) luminance -= d; + if (depth00 <= texcoords[i][compare_coord]) luminance -= d; + if (depth01 <= texcoords[i][compare_coord]) luminance -= d; + if (depth10 <= texcoords[i][compare_coord]) luminance -= d; + if (depth11 <= texcoords[i][compare_coord]) luminance -= d; result = (GLchan) luminance; break; case GL_GEQUAL: - if (depth00 >= texcoords[i][2]) luminance -= d; - if (depth01 >= texcoords[i][2]) luminance -= d; - if (depth10 >= texcoords[i][2]) luminance -= d; - if (depth11 >= texcoords[i][2]) luminance -= d; + if (depth00 >= texcoords[i][compare_coord]) luminance -= d; + if (depth01 >= texcoords[i][compare_coord]) luminance -= d; + if (depth10 >= texcoords[i][compare_coord]) luminance -= d; + if (depth11 >= texcoords[i][compare_coord]) luminance -= d; result = (GLchan) luminance; break; case GL_LESS: - if (depth00 < texcoords[i][2]) luminance -= d; - if (depth01 < texcoords[i][2]) luminance -= d; - if (depth10 < texcoords[i][2]) luminance -= d; - if (depth11 < texcoords[i][2]) luminance -= d; + if (depth00 < texcoords[i][compare_coord]) luminance -= d; + if (depth01 < texcoords[i][compare_coord]) luminance -= d; + if (depth10 < texcoords[i][compare_coord]) luminance -= d; + if (depth11 < texcoords[i][compare_coord]) luminance -= d; result = (GLchan) luminance; break; case GL_GREATER: - if (depth00 > texcoords[i][2]) luminance -= d; - if (depth01 > texcoords[i][2]) luminance -= d; - if (depth10 > texcoords[i][2]) luminance -= d; - if (depth11 > texcoords[i][2]) luminance -= d; + if (depth00 > texcoords[i][compare_coord]) luminance -= d; + if (depth01 > texcoords[i][compare_coord]) luminance -= d; + if (depth10 > texcoords[i][compare_coord]) luminance -= d; + if (depth11 > texcoords[i][compare_coord]) luminance -= d; result = (GLchan) luminance; break; case GL_EQUAL: - if (depth00 == texcoords[i][2]) luminance -= d; - if (depth01 == texcoords[i][2]) luminance -= d; - if (depth10 == texcoords[i][2]) luminance -= d; - if (depth11 == texcoords[i][2]) luminance -= d; + if (depth00 == texcoords[i][compare_coord]) luminance -= d; + if (depth01 == texcoords[i][compare_coord]) luminance -= d; + if (depth10 == texcoords[i][compare_coord]) luminance -= d; + if (depth11 == texcoords[i][compare_coord]) luminance -= d; result = (GLchan) luminance; break; case GL_NOTEQUAL: - if (depth00 != texcoords[i][2]) luminance -= d; - if (depth01 != texcoords[i][2]) luminance -= d; - if (depth10 != texcoords[i][2]) luminance -= d; - if (depth11 != texcoords[i][2]) luminance -= d; + if (depth00 != texcoords[i][compare_coord]) luminance -= d; + if (depth01 != texcoords[i][compare_coord]) luminance -= d; + if (depth10 != texcoords[i][compare_coord]) luminance -= d; + if (depth11 != texcoords[i][compare_coord]) luminance -= d; result = (GLchan) luminance; break; case GL_ALWAYS: @@ -2792,6 +3455,28 @@ _swrast_choose_texture_sample_func( GLcontext *ctx, ASSERT(t->MinFilter == GL_NEAREST); return &sample_nearest_rect; } + case GL_TEXTURE_1D_ARRAY_EXT: + if (needLambda) { + return &sample_lambda_1d_array; + } + else if (t->MinFilter == GL_LINEAR) { + return &sample_linear_1d_array; + } + else { + ASSERT(t->MinFilter == GL_NEAREST); + return &sample_nearest_1d_array; + } + case GL_TEXTURE_2D_ARRAY_EXT: + if (needLambda) { + return &sample_lambda_2d_array; + } + else if (t->MinFilter == GL_LINEAR) { + return &sample_linear_2d_array; + } + else { + ASSERT(t->MinFilter == GL_NEAREST); + return &sample_nearest_2d_array; + } default: _mesa_problem(ctx, "invalid target in _swrast_choose_texture_sample_func"); |