📄 s_texture.c
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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(SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit],
n, lambda, &minStart, &minEnd, &magStart, &magEnd);
if (minStart < minEnd) {
/* do the minified texels */
const GLuint m = minEnd - minStart;
switch (tObj->MinFilter) {
case GL_NEAREST:
for (i = minStart; i < minEnd; i++)
sample_1d_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
texcoords[i], rgba[i]);
break;
case GL_LINEAR:
for (i = minStart; i < minEnd; i++)
sample_1d_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
texcoords[i], rgba[i]);
break;
case GL_NEAREST_MIPMAP_NEAREST:
sample_1d_nearest_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR_MIPMAP_NEAREST:
sample_1d_linear_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_NEAREST_MIPMAP_LINEAR:
sample_1d_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR_MIPMAP_LINEAR:
sample_1d_linear_mipmap_linear(ctx, tObj, m, texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
default:
_mesa_problem(ctx, "Bad min filter in sample_1d_texture");
return;
}
}
if (magStart < magEnd) {
/* do the magnified texels */
switch (tObj->MagFilter) {
case GL_NEAREST:
for (i = magStart; i < magEnd; i++)
sample_1d_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
texcoords[i], rgba[i]);
break;
case GL_LINEAR:
for (i = magStart; i < magEnd; i++)
sample_1d_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
texcoords[i], rgba[i]);
break;
default:
_mesa_problem(ctx, "Bad mag filter in sample_1d_texture");
return;
}
}
}
/**********************************************************************/
/* 2-D Texture Sampling Functions */
/**********************************************************************/
/*
* Return the texture sample for coordinate (s,t) using GL_NEAREST filter.
*/
static INLINE void
sample_2d_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
const GLfloat texcoord[4],
GLchan rgba[])
{
const GLint width = img->Width2; /* without border, power of two */
const GLint height = img->Height2; /* without border, power of two */
GLint i, j;
(void) ctx;
COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoord[0], width, i);
COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoord[1], height, j);
/* skip over the border, if any */
i += img->Border;
j += img->Border;
if (i < 0 || i >= (GLint) img->Width || j < 0 || j >= (GLint) img->Height) {
/* Need this test for GL_CLAMP_TO_BORDER mode */
COPY_CHAN4(rgba, tObj->_BorderChan);
}
else {
img->FetchTexelc(img, i, j, 0, rgba);
}
}
/**
* Return the texture sample for coordinate (s,t) using GL_LINEAR filter.
* New sampling code contributed by Lynn Quam <quam@ai.sri.com>.
*/
static INLINE void
sample_2d_linear(GLcontext *ctx,
const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
const GLfloat texcoord[4],
GLchan rgba[])
{
const GLint width = img->Width2;
const GLint height = img->Height2;
GLint i0, j0, i1, j1;
GLuint useBorderColor;
GLfloat u, v;
(void) ctx;
COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoord[0], u, width, i0, i1);
COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapT, texcoord[1], v, height, j0, j1);
useBorderColor = 0;
if (img->Border) {
i0 += img->Border;
i1 += img->Border;
j0 += img->Border;
j1 += img->Border;
}
else {
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;
}
{
const GLfloat a = FRAC(u);
const GLfloat b = FRAC(v);
#if CHAN_TYPE == GL_UNSIGNED_BYTE
const GLint ia = IROUND_POS(a * ILERP_SCALE);
const GLint ib = IROUND_POS(b * ILERP_SCALE);
#endif
GLchan t00[4], t10[4], t01[4], t11[4]; /* sampled texel colors */
/* fetch four texel colors */
if (useBorderColor & (I0BIT | J0BIT)) {
COPY_CHAN4(t00, tObj->_BorderChan);
}
else {
img->FetchTexelc(img, i0, j0, 0, t00);
}
if (useBorderColor & (I1BIT | J0BIT)) {
COPY_CHAN4(t10, tObj->_BorderChan);
}
else {
img->FetchTexelc(img, i1, j0, 0, t10);
}
if (useBorderColor & (I0BIT | J1BIT)) {
COPY_CHAN4(t01, tObj->_BorderChan);
}
else {
img->FetchTexelc(img, i0, j1, 0, t01);
}
if (useBorderColor & (I1BIT | J1BIT)) {
COPY_CHAN4(t11, tObj->_BorderChan);
}
else {
img->FetchTexelc(img, i1, j1, 0, t11);
}
/* do bilinear interpolation of texel colors */
#if CHAN_TYPE == GL_FLOAT
rgba[0] = lerp_2d(a, b, t00[0], t10[0], t01[0], t11[0]);
rgba[1] = lerp_2d(a, b, t00[1], t10[1], t01[1], t11[1]);
rgba[2] = lerp_2d(a, b, t00[2], t10[2], t01[2], t11[2]);
rgba[3] = lerp_2d(a, b, t00[3], t10[3], t01[3], t11[3]);
#elif CHAN_TYPE == GL_UNSIGNED_SHORT
rgba[0] = (GLchan) (lerp_2d(a, b, t00[0], t10[0], t01[0], t11[0]) + 0.5);
rgba[1] = (GLchan) (lerp_2d(a, b, t00[1], t10[1], t01[1], t11[1]) + 0.5);
rgba[2] = (GLchan) (lerp_2d(a, b, t00[2], t10[2], t01[2], t11[2]) + 0.5);
rgba[3] = (GLchan) (lerp_2d(a, b, t00[3], t10[3], t01[3], t11[3]) + 0.5);
#else
ASSERT(CHAN_TYPE == GL_UNSIGNED_BYTE);
rgba[0] = ilerp_2d(ia, ib, t00[0], t10[0], t01[0], t11[0]);
rgba[1] = ilerp_2d(ia, ib, t00[1], t10[1], t01[1], t11[1]);
rgba[2] = ilerp_2d(ia, ib, t00[2], t10[2], t01[2], t11[2]);
rgba[3] = ilerp_2d(ia, ib, t00[3], t10[3], t01[3], t11[3]);
#endif
}
}
/*
* As above, but we know WRAP_S == REPEAT and WRAP_T == REPEAT.
*/
static INLINE void
sample_2d_linear_repeat(GLcontext *ctx,
const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
const GLfloat texcoord[4],
GLchan rgba[])
{
const GLint width = img->Width2;
const GLint height = img->Height2;
GLint i0, j0, i1, j1;
GLfloat u, v;
(void) ctx;
(void) tObj;
ASSERT(tObj->WrapS == GL_REPEAT);
ASSERT(tObj->WrapT == GL_REPEAT);
ASSERT(img->Border == 0);
ASSERT(img->Format != GL_COLOR_INDEX);
ASSERT(img->_IsPowerOfTwo);
COMPUTE_LINEAR_REPEAT_TEXEL_LOCATION(texcoord[0], u, width, i0, i1);
COMPUTE_LINEAR_REPEAT_TEXEL_LOCATION(texcoord[1], v, height, j0, j1);
{
const GLfloat a = FRAC(u);
const GLfloat b = FRAC(v);
#if CHAN_TYPE == GL_UNSIGNED_BYTE
const GLint ia = IROUND_POS(a * ILERP_SCALE);
const GLint ib = IROUND_POS(b * ILERP_SCALE);
#endif
GLchan t00[4], t10[4], t01[4], t11[4]; /* sampled texel colors */
img->FetchTexelc(img, i0, j0, 0, t00);
img->FetchTexelc(img, i1, j0, 0, t10);
img->FetchTexelc(img, i0, j1, 0, t01);
img->FetchTexelc(img, i1, j1, 0, t11);
/* do bilinear interpolation of texel colors */
#if CHAN_TYPE == GL_FLOAT
rgba[0] = lerp_2d(a, b, t00[0], t10[0], t01[0], t11[0]);
rgba[1] = lerp_2d(a, b, t00[1], t10[1], t01[1], t11[1]);
rgba[2] = lerp_2d(a, b, t00[2], t10[2], t01[2], t11[2]);
rgba[3] = lerp_2d(a, b, t00[3], t10[3], t01[3], t11[3]);
#elif CHAN_TYPE == GL_UNSIGNED_SHORT
rgba[0] = (GLchan) (lerp_2d(a, b, t00[0], t10[0], t01[0], t11[0]) + 0.5);
rgba[1] = (GLchan) (lerp_2d(a, b, t00[1], t10[1], t01[1], t11[1]) + 0.5);
rgba[2] = (GLchan) (lerp_2d(a, b, t00[2], t10[2], t01[2], t11[2]) + 0.5);
rgba[3] = (GLchan) (lerp_2d(a, b, t00[3], t10[3], t01[3], t11[3]) + 0.5);
#else
ASSERT(CHAN_TYPE == GL_UNSIGNED_BYTE);
rgba[0] = ilerp_2d(ia, ib, t00[0], t10[0], t01[0], t11[0]);
rgba[1] = ilerp_2d(ia, ib, t00[1], t10[1], t01[1], t11[1]);
rgba[2] = ilerp_2d(ia, ib, t00[2], t10[2], t01[2], t11[2]);
rgba[3] = ilerp_2d(ia, ib, t00[3], t10[3], t01[3], t11[3]);
#endif
}
}
static void
sample_2d_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;
COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda[i], level);
sample_2d_nearest(ctx, tObj, tObj->Image[0][level], texcoord[i], rgba[i]);
}
}
static void
sample_2d_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;
COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda[i], level);
sample_2d_linear(ctx, tObj, tObj->Image[0][level], texcoord[i], rgba[i]);
}
}
static void
sample_2d_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;
COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda[i], level);
if (level >= tObj->_MaxLevel) {
sample_2d_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_nearest(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
sample_2d_nearest(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
rgba[i][RCOMP] = CHAN_CAST ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]);
rgba[i][GCOMP] = CHAN_CAST ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]);
rgba[i][BCOMP] = CHAN_CAST ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]);
rgba[i][ACOMP] = CHAN_CAST ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]);
}
}
}
/* Trilinear filtering */
static void
sample_2d_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;
COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda[i], level);
if (level >= tObj->_MaxLevel) {
sample_2d_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_linear(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
sample_2d_linear(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
rgba[i][RCOMP] = CHAN_CAST ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]);
rgba[i][GCOMP] = CHAN_CAST ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]);
rgba[i][BCOMP] = CHAN_CAST ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]);
rgba[i][ACOMP] = CHAN_CAST ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]);
}
}
}
static void
sample_2d_linear_mipmap_linear_repeat( 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);
ASSERT(tObj->WrapS == GL_REPEAT);
ASSERT(tObj->WrapT == GL_REPEAT);
ASSERT(tObj->_IsPowerOfTwo);
for (i = 0; i < n; i++) {
GLint level;
COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda[i], level);
if (level >= tObj->_MaxLevel) {
sample_2d_linear_repeat(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_linear_repeat(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
sample_2d_linear_repeat(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
rgba[i][RCOMP] = CHAN_CAST ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]);
rgba[i][GCOMP] = CHAN_CAST ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]);
rgba[i][BCOMP] = CHAN_CAST ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]);
rgba[i][ACOMP] = CHAN_CAST ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]);
}
}
}
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