📄 s_texture.c
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/*
* Mesa 3-D graphics library
* Version: 6.4
*
* Copyright (C) 1999-2005 Brian Paul 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, sublicense,
* 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 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 NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL 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.
*/
#include "glheader.h"
#include "context.h"
#include "colormac.h"
#include "macros.h"
#include "imports.h"
#include "pixel.h"
#include "texformat.h"
#include "teximage.h"
#include "s_context.h"
#include "s_texture.h"
/**
* Constants for integer linear interpolation.
*/
#define ILERP_SCALE 65536.0F
#define ILERP_SHIFT 16
/**
* Linear interpolation macros
*/
#define LERP(T, A, B) ( (A) + (T) * ((B) - (A)) )
#define ILERP(IT, A, B) ( (A) + (((IT) * ((B) - (A))) >> ILERP_SHIFT) )
/**
* Do 2D/biliner interpolation of float values.
* v00, v10, v01 and v11 are typically four texture samples in a square/box.
* a and b are the horizontal and vertical interpolants.
* It's important that this function is inlined when compiled with
* optimization! If we find that's not true on some systems, convert
* to a macro.
*/
static INLINE GLfloat
lerp_2d(GLfloat a, GLfloat b,
GLfloat v00, GLfloat v10, GLfloat v01, GLfloat v11)
{
const GLfloat temp0 = LERP(a, v00, v10);
const GLfloat temp1 = LERP(a, v01, v11);
return LERP(b, temp0, temp1);
}
/**
* Do 2D/biliner interpolation of integer values.
* \sa lerp_2d
*/
static INLINE GLint
ilerp_2d(GLint ia, GLint ib,
GLint v00, GLint v10, GLint v01, GLint v11)
{
/* fixed point interpolants in [0, ILERP_SCALE] */
const GLint temp0 = ILERP(ia, v00, v10);
const GLint temp1 = ILERP(ia, v01, v11);
return ILERP(ib, temp0, temp1);
}
/**
* Do 3D/trilinear interpolation of float values.
* \sa lerp_2d
*/
static INLINE GLfloat
lerp_3d(GLfloat a, GLfloat b, GLfloat c,
GLfloat v000, GLfloat v100, GLfloat v010, GLfloat v110,
GLfloat v001, GLfloat v101, GLfloat v011, GLfloat v111)
{
const GLfloat temp00 = LERP(a, v000, v100);
const GLfloat temp10 = LERP(a, v010, v110);
const GLfloat temp01 = LERP(a, v001, v101);
const GLfloat temp11 = LERP(a, v011, v111);
const GLfloat temp0 = LERP(b, temp00, temp10);
const GLfloat temp1 = LERP(b, temp01, temp11);
return LERP(c, temp0, temp1);
}
/**
* Do 3D/trilinear interpolation of integer values.
* \sa lerp_2d
*/
static INLINE GLint
ilerp_3d(GLint ia, GLint ib, GLint ic,
GLint v000, GLint v100, GLint v010, GLint v110,
GLint v001, GLint v101, GLint v011, GLint v111)
{
/* fixed point interpolants in [0, ILERP_SCALE] */
const GLint temp00 = ILERP(ia, v000, v100);
const GLint temp10 = ILERP(ia, v010, v110);
const GLint temp01 = ILERP(ia, v001, v101);
const GLint temp11 = ILERP(ia, v011, v111);
const GLint temp0 = ILERP(ib, temp00, temp10);
const GLint temp1 = ILERP(ib, temp01, temp11);
return ILERP(ic, temp0, temp1);
}
/**
* Compute the remainder of a divided by b, but be careful with
* negative values so that GL_REPEAT mode works right.
*/
static INLINE GLint
repeat_remainder(GLint a, GLint b)
{
if (a >= 0)
return a % b;
else
return (a + 1) % b + b - 1;
}
/**
* Used to compute texel locations for linear sampling.
* Input:
* wrapMode = GL_REPEAT, GL_CLAMP, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER
* S = texcoord in [0,1]
* SIZE = width (or height or depth) of texture
* Output:
* U = texcoord in [0, width]
* I0, I1 = two nearest texel indexes
*/
#define COMPUTE_LINEAR_TEXEL_LOCATIONS(wrapMode, S, U, SIZE, I0, I1) \
{ \
if (wrapMode == GL_REPEAT) { \
U = S * SIZE - 0.5F; \
if (tObj->_IsPowerOfTwo) { \
I0 = IFLOOR(U) & (SIZE - 1); \
I1 = (I0 + 1) & (SIZE - 1); \
} \
else { \
I0 = repeat_remainder(IFLOOR(U), SIZE); \
I1 = repeat_remainder(I0 + 1, SIZE); \
} \
} \
else if (wrapMode == GL_CLAMP_TO_EDGE) { \
if (S <= 0.0F) \
U = 0.0F; \
else if (S >= 1.0F) \
U = (GLfloat) SIZE; \
else \
U = S * SIZE; \
U -= 0.5F; \
I0 = IFLOOR(U); \
I1 = I0 + 1; \
if (I0 < 0) \
I0 = 0; \
if (I1 >= (GLint) SIZE) \
I1 = SIZE - 1; \
} \
else if (wrapMode == GL_CLAMP_TO_BORDER) { \
const GLfloat min = -1.0F / (2.0F * SIZE); \
const GLfloat max = 1.0F - min; \
if (S <= min) \
U = min * SIZE; \
else if (S >= max) \
U = max * SIZE; \
else \
U = S * SIZE; \
U -= 0.5F; \
I0 = IFLOOR(U); \
I1 = I0 + 1; \
} \
else if (wrapMode == GL_MIRRORED_REPEAT) { \
const GLint flr = IFLOOR(S); \
if (flr & 1) \
U = 1.0F - (S - (GLfloat) flr); /* flr is odd */ \
else \
U = S - (GLfloat) flr; /* flr is even */ \
U = (U * SIZE) - 0.5F; \
I0 = IFLOOR(U); \
I1 = I0 + 1; \
if (I0 < 0) \
I0 = 0; \
if (I1 >= (GLint) SIZE) \
I1 = SIZE - 1; \
} \
else if (wrapMode == GL_MIRROR_CLAMP_EXT) { \
U = (GLfloat) fabs(S); \
if (U >= 1.0F) \
U = (GLfloat) SIZE; \
else \
U *= SIZE; \
U -= 0.5F; \
I0 = IFLOOR(U); \
I1 = I0 + 1; \
} \
else if (wrapMode == GL_MIRROR_CLAMP_TO_EDGE_EXT) { \
U = (GLfloat) fabs(S); \
if (U >= 1.0F) \
U = (GLfloat) SIZE; \
else \
U *= SIZE; \
U -= 0.5F; \
I0 = IFLOOR(U); \
I1 = I0 + 1; \
if (I0 < 0) \
I0 = 0; \
if (I1 >= (GLint) SIZE) \
I1 = SIZE - 1; \
} \
else if (wrapMode == GL_MIRROR_CLAMP_TO_BORDER_EXT) { \
const GLfloat min = -1.0F / (2.0F * SIZE); \
const GLfloat max = 1.0F - min; \
U = (GLfloat) fabs(S); \
if (U <= min) \
U = min * SIZE; \
else if (U >= max) \
U = max * SIZE; \
else \
U *= SIZE; \
U -= 0.5F; \
I0 = IFLOOR(U); \
I1 = I0 + 1; \
} \
else { \
ASSERT(wrapMode == GL_CLAMP); \
if (S <= 0.0F) \
U = 0.0F; \
else if (S >= 1.0F) \
U = (GLfloat) SIZE; \
else \
U = S * SIZE; \
U -= 0.5F; \
I0 = IFLOOR(U); \
I1 = I0 + 1; \
} \
}
/**
* Used to compute texel location for nearest sampling.
*/
#define COMPUTE_NEAREST_TEXEL_LOCATION(wrapMode, S, SIZE, I) \
{ \
if (wrapMode == GL_REPEAT) { \
/* s limited to [0,1) */ \
/* i limited to [0,size-1] */ \
I = IFLOOR(S * SIZE); \
if (tObj->_IsPowerOfTwo) \
I &= (SIZE - 1); \
else \
I = repeat_remainder(I, SIZE); \
} \
else if (wrapMode == GL_CLAMP_TO_EDGE) { \
/* s limited to [min,max] */ \
/* i limited to [0, size-1] */ \
const GLfloat min = 1.0F / (2.0F * SIZE); \
const GLfloat max = 1.0F - min; \
if (S < min) \
I = 0; \
else if (S > max) \
I = SIZE - 1; \
else \
I = IFLOOR(S * SIZE); \
} \
else if (wrapMode == GL_CLAMP_TO_BORDER) { \
/* s limited to [min,max] */ \
/* i limited to [-1, size] */ \
const GLfloat min = -1.0F / (2.0F * SIZE); \
const GLfloat max = 1.0F - min; \
if (S <= min) \
I = -1; \
else if (S >= max) \
I = SIZE; \
else \
I = IFLOOR(S * SIZE); \
} \
else if (wrapMode == GL_MIRRORED_REPEAT) { \
const GLfloat min = 1.0F / (2.0F * SIZE); \
const GLfloat max = 1.0F - min; \
const GLint flr = IFLOOR(S); \
GLfloat u; \
if (flr & 1) \
u = 1.0F - (S - (GLfloat) flr); /* flr is odd */ \
else \
u = S - (GLfloat) flr; /* flr is even */ \
if (u < min) \
I = 0; \
else if (u > max) \
I = SIZE - 1; \
else \
I = IFLOOR(u * SIZE); \
} \
else if (wrapMode == GL_MIRROR_CLAMP_EXT) { \
/* s limited to [0,1] */ \
/* i limited to [0,size-1] */ \
const GLfloat u = (GLfloat) fabs(S); \
if (u <= 0.0F) \
I = 0; \
else if (u >= 1.0F) \
I = SIZE - 1; \
else \
I = IFLOOR(u * SIZE); \
} \
else if (wrapMode == GL_MIRROR_CLAMP_TO_EDGE_EXT) { \
/* s limited to [min,max] */ \
/* i limited to [0, size-1] */ \
const GLfloat min = 1.0F / (2.0F * SIZE); \
const GLfloat max = 1.0F - min; \
const GLfloat u = (GLfloat) fabs(S); \
if (u < min) \
I = 0; \
else if (u > max) \
I = SIZE - 1; \
else \
I = IFLOOR(u * SIZE); \
} \
else if (wrapMode == GL_MIRROR_CLAMP_TO_BORDER_EXT) { \
/* s limited to [min,max] */ \
/* i limited to [0, size-1] */ \
const GLfloat min = -1.0F / (2.0F * SIZE); \
const GLfloat max = 1.0F - min; \
const GLfloat u = (GLfloat) fabs(S); \
if (u < min) \
I = -1; \
else if (u > max) \
I = SIZE; \
else \
I = IFLOOR(u * SIZE); \
} \
else { \
ASSERT(wrapMode == GL_CLAMP); \
/* s limited to [0,1] */ \
/* i limited to [0,size-1] */ \
if (S <= 0.0F) \
I = 0; \
else if (S >= 1.0F) \
I = SIZE - 1; \
else \
I = IFLOOR(S * SIZE); \
} \
}
/* Power of two image sizes only */
#define COMPUTE_LINEAR_REPEAT_TEXEL_LOCATION(S, U, SIZE, I0, I1) \
{ \
U = S * SIZE - 0.5F; \
I0 = IFLOOR(U) & (SIZE - 1); \
I1 = (I0 + 1) & (SIZE - 1); \
}
/*
* Compute linear mipmap levels for given lambda.
*/
#define COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda, level) \
{ \
if (lambda < 0.0F) \
level = tObj->BaseLevel; \
else if (lambda > tObj->_MaxLambda) \
level = (GLint) (tObj->BaseLevel + tObj->_MaxLambda); \
else \
level = (GLint) (tObj->BaseLevel + lambda); \
}
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