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author | marha <marha@users.sourceforge.net> | 2015-02-22 21:39:56 +0100 |
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committer | marha <marha@users.sourceforge.net> | 2015-02-22 21:39:56 +0100 |
commit | 462f18c7b25fe3e467f837647d07ab0a78aa8d2b (patch) | |
tree | fc8013c0a1bac05a1945846c1697e973f4c35013 /mesalib/src/mesa/swrast/s_texfilter.c | |
parent | 36f711ee12b6dd5184198abed3aa551efb585587 (diff) | |
download | vcxsrv-462f18c7b25fe3e467f837647d07ab0a78aa8d2b.tar.gz vcxsrv-462f18c7b25fe3e467f837647d07ab0a78aa8d2b.tar.bz2 vcxsrv-462f18c7b25fe3e467f837647d07ab0a78aa8d2b.zip |
Merged origin/release (checked in because wanted to merge new stuff)
Diffstat (limited to 'mesalib/src/mesa/swrast/s_texfilter.c')
-rw-r--r-- | mesalib/src/mesa/swrast/s_texfilter.c | 121 |
1 files changed, 61 insertions, 60 deletions
diff --git a/mesalib/src/mesa/swrast/s_texfilter.c b/mesalib/src/mesa/swrast/s_texfilter.c index 65cf52e21..fa79fdc5b 100644 --- a/mesalib/src/mesa/swrast/s_texfilter.c +++ b/mesalib/src/mesa/swrast/s_texfilter.c @@ -27,8 +27,9 @@ #include "main/context.h" #include "main/colormac.h" #include "main/imports.h" -#include "main/texobj.h" #include "main/samplerobj.h" +#include "main/teximage.h" +#include "main/texobj.h" #include "s_context.h" #include "s_texfilter.h" @@ -73,7 +74,7 @@ lerp_2d(GLfloat a, GLfloat b, * Do 3D/trilinear interpolation of float values. * \sa lerp_2d */ -static inline GLfloat +static 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) @@ -91,7 +92,7 @@ lerp_3d(GLfloat a, GLfloat b, GLfloat c, /** * Do linear interpolation of colors. */ -static inline void +static void lerp_rgba(GLfloat result[4], GLfloat t, const GLfloat a[4], const GLfloat b[4]) { result[0] = LERP(t, a[0], b[0]); @@ -104,7 +105,7 @@ lerp_rgba(GLfloat result[4], GLfloat t, const GLfloat a[4], const GLfloat b[4]) /** * Do bilinear interpolation of colors. */ -static inline void +static void lerp_rgba_2d(GLfloat result[4], GLfloat a, GLfloat b, const GLfloat t00[4], const GLfloat t10[4], const GLfloat t01[4], const GLfloat t11[4]) @@ -119,7 +120,7 @@ lerp_rgba_2d(GLfloat result[4], GLfloat a, GLfloat b, /** * Do trilinear interpolation of colors. */ -static inline void +static void lerp_rgba_3d(GLfloat result[4], GLfloat a, GLfloat b, GLfloat c, const GLfloat t000[4], const GLfloat t100[4], const GLfloat t010[4], const GLfloat t110[4], @@ -155,7 +156,7 @@ lerp_rgba_3d(GLfloat result[4], GLfloat a, GLfloat b, GLfloat c, * i0, i1 = returns two nearest texel indexes * weight = returns blend factor between texels */ -static inline void +static void linear_texel_locations(GLenum wrapMode, const struct gl_texture_image *img, GLint size, GLfloat s, @@ -285,7 +286,7 @@ linear_texel_locations(GLenum wrapMode, /** * Used to compute texel location for nearest sampling. */ -static inline GLint +static GLint nearest_texel_location(GLenum wrapMode, const struct gl_texture_image *img, GLint size, GLfloat s) @@ -410,7 +411,7 @@ nearest_texel_location(GLenum wrapMode, /* Power of two image sizes only */ -static inline void +static void linear_repeat_texel_location(GLuint size, GLfloat s, GLint *i0, GLint *i1, GLfloat *weight) { @@ -424,7 +425,7 @@ linear_repeat_texel_location(GLuint size, GLfloat s, /** * Do clamp/wrap for a texture rectangle coord, GL_NEAREST filter mode. */ -static inline GLint +static GLint clamp_rect_coord_nearest(GLenum wrapMode, GLfloat coord, GLint max) { switch (wrapMode) { @@ -444,7 +445,7 @@ clamp_rect_coord_nearest(GLenum wrapMode, GLfloat coord, GLint max) /** * As above, but GL_LINEAR filtering. */ -static inline void +static void clamp_rect_coord_linear(GLenum wrapMode, GLfloat coord, GLint max, GLint *i0out, GLint *i1out, GLfloat *weight) { @@ -486,7 +487,7 @@ clamp_rect_coord_linear(GLenum wrapMode, GLfloat coord, GLint max, /** * Compute slice/image to use for 1D or 2D array texture. */ -static inline GLint +static GLint tex_array_slice(GLfloat coord, GLsizei size) { GLint slice = IFLOOR(coord + 0.5f); @@ -499,7 +500,7 @@ tex_array_slice(GLfloat coord, GLsizei size) * Compute nearest integer texcoords for given texobj and coordinate. * NOTE: only used for depth texture sampling. */ -static inline void +static void nearest_texcoord(const struct gl_sampler_object *samp, const struct gl_texture_object *texObj, GLuint level, @@ -548,7 +549,7 @@ nearest_texcoord(const struct gl_sampler_object *samp, * Compute linear integer texcoords for given texobj and coordinate. * NOTE: only used for depth texture sampling. */ -static inline void +static void linear_texcoord(const struct gl_sampler_object *samp, const struct gl_texture_object *texObj, GLuint level, @@ -607,7 +608,7 @@ linear_texcoord(const struct gl_sampler_object *samp, * For linear interpolation between mipmap levels N and N+1, this function * computes N. */ -static inline GLint +static GLint linear_mipmap_level(const struct gl_texture_object *tObj, GLfloat lambda) { if (lambda < 0.0F) @@ -622,7 +623,7 @@ linear_mipmap_level(const struct gl_texture_object *tObj, GLfloat lambda) /** * Compute the nearest mipmap level to take texels from. */ -static inline GLint +static GLint nearest_mipmap_level(const struct gl_texture_object *tObj, GLfloat lambda) { GLfloat l; @@ -658,7 +659,7 @@ nearest_mipmap_level(const struct gl_texture_object *tObj, GLfloat lambda) * will be minified, magnified, or split between the two. This function * determines the subranges in [0, n-1] that are to be minified or magnified. */ -static inline void +static void compute_min_mag_ranges(const struct gl_sampler_object *samp, GLuint n, const GLfloat lambda[], GLuint *minStart, GLuint *minEnd, @@ -767,7 +768,7 @@ compute_min_mag_ranges(const struct gl_sampler_object *samp, * the base texture format. Ex: if the texture base format it GL_ALPHA, * we return (0,0,0,BorderAlpha). */ -static inline void +static void get_border_color(const struct gl_sampler_object *samp, const struct gl_texture_image *img, GLfloat rgba[4]) @@ -804,7 +805,7 @@ get_border_color(const struct gl_sampler_object *samp, /** * Put z into texel according to GL_DEPTH_MODE. */ -static inline void +static void apply_depth_mode(GLenum depthMode, GLfloat z, GLfloat texel[4]) { switch (depthMode) { @@ -832,7 +833,7 @@ apply_depth_mode(GLenum depthMode, GLfloat z, GLfloat texel[4]) static GLboolean is_depth_texture(const struct gl_texture_object *tObj) { - GLenum format = tObj->Image[0][tObj->BaseLevel]->_BaseFormat; + GLenum format = _mesa_texture_base_format(tObj); return format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT; } @@ -844,7 +845,7 @@ is_depth_texture(const struct gl_texture_object *tObj) /** * Return the texture sample for coordinate (s) using GL_NEAREST filter. */ -static inline void +static void sample_1d_nearest(struct gl_context *ctx, const struct gl_sampler_object *samp, const struct gl_texture_image *img, @@ -869,7 +870,7 @@ sample_1d_nearest(struct gl_context *ctx, /** * Return the texture sample for coordinate (s) using GL_LINEAR filter. */ -static inline void +static void sample_1d_linear(struct gl_context *ctx, const struct gl_sampler_object *samp, const struct gl_texture_image *img, @@ -1004,7 +1005,7 @@ sample_nearest_1d( struct gl_context *ctx, GLfloat rgba[][4] ) { GLuint i; - struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; + const struct gl_texture_image *image = _mesa_base_tex_image(tObj); (void) lambda; for (i = 0; i < n; i++) { sample_1d_nearest(ctx, samp, image, texcoords[i], rgba[i]); @@ -1021,7 +1022,7 @@ sample_linear_1d( struct gl_context *ctx, GLfloat rgba[][4] ) { GLuint i; - struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; + const struct gl_texture_image *image = _mesa_base_tex_image(tObj); (void) lambda; for (i = 0; i < n; i++) { sample_1d_linear(ctx, samp, image, texcoords[i], rgba[i]); @@ -1051,12 +1052,12 @@ sample_lambda_1d( struct gl_context *ctx, switch (samp->MinFilter) { case GL_NEAREST: for (i = minStart; i < minEnd; i++) - sample_1d_nearest(ctx, samp, tObj->Image[0][tObj->BaseLevel], + sample_1d_nearest(ctx, samp, _mesa_base_tex_image(tObj), texcoords[i], rgba[i]); break; case GL_LINEAR: for (i = minStart; i < minEnd; i++) - sample_1d_linear(ctx, samp, tObj->Image[0][tObj->BaseLevel], + sample_1d_linear(ctx, samp, _mesa_base_tex_image(tObj), texcoords[i], rgba[i]); break; case GL_NEAREST_MIPMAP_NEAREST: @@ -1086,12 +1087,12 @@ sample_lambda_1d( struct gl_context *ctx, switch (samp->MagFilter) { case GL_NEAREST: for (i = magStart; i < magEnd; i++) - sample_1d_nearest(ctx, samp, tObj->Image[0][tObj->BaseLevel], + sample_1d_nearest(ctx, samp, _mesa_base_tex_image(tObj), texcoords[i], rgba[i]); break; case GL_LINEAR: for (i = magStart; i < magEnd; i++) - sample_1d_linear(ctx, samp, tObj->Image[0][tObj->BaseLevel], + sample_1d_linear(ctx, samp, _mesa_base_tex_image(tObj), texcoords[i], rgba[i]); break; default: @@ -1110,7 +1111,7 @@ sample_lambda_1d( struct gl_context *ctx, /** * Return the texture sample for coordinate (s,t) using GL_NEAREST filter. */ -static inline void +static void sample_2d_nearest(struct gl_context *ctx, const struct gl_sampler_object *samp, const struct gl_texture_image *img, @@ -1144,7 +1145,7 @@ sample_2d_nearest(struct gl_context *ctx, * 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 +static void sample_2d_linear(struct gl_context *ctx, const struct gl_sampler_object *samp, const struct gl_texture_image *img, @@ -1209,7 +1210,7 @@ sample_2d_linear(struct gl_context *ctx, * As above, but we know WRAP_S == REPEAT and WRAP_T == REPEAT. * We don't have to worry about the texture border. */ -static inline void +static void sample_2d_linear_repeat(struct gl_context *ctx, const struct gl_sampler_object *samp, const struct gl_texture_image *img, @@ -1364,7 +1365,7 @@ sample_nearest_2d(struct gl_context *ctx, const GLfloat lambda[], GLfloat rgba[][4]) { GLuint i; - struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; + const struct gl_texture_image *image = _mesa_base_tex_image(tObj); (void) lambda; for (i = 0; i < n; i++) { sample_2d_nearest(ctx, samp, image, texcoords[i], rgba[i]); @@ -1381,7 +1382,7 @@ sample_linear_2d(struct gl_context *ctx, const GLfloat lambda[], GLfloat rgba[][4]) { GLuint i; - struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; + const struct gl_texture_image *image = _mesa_base_tex_image(tObj); const struct swrast_texture_image *swImg = swrast_texture_image_const(image); (void) lambda; if (samp->WrapS == GL_REPEAT && @@ -1415,7 +1416,7 @@ opt_sample_rgb_2d(struct gl_context *ctx, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) { - const struct gl_texture_image *img = tObj->Image[0][tObj->BaseLevel]; + const struct gl_texture_image *img = _mesa_base_tex_image(tObj); const struct swrast_texture_image *swImg = swrast_texture_image_const(img); const GLfloat width = (GLfloat) img->Width; const GLfloat height = (GLfloat) img->Height; @@ -1460,7 +1461,7 @@ opt_sample_rgba_2d(struct gl_context *ctx, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) { - const struct gl_texture_image *img = tObj->Image[0][tObj->BaseLevel]; + const struct gl_texture_image *img = _mesa_base_tex_image(tObj); const struct swrast_texture_image *swImg = swrast_texture_image_const(img); const GLfloat width = (GLfloat) img->Width; const GLfloat height = (GLfloat) img->Height; @@ -1498,7 +1499,7 @@ sample_lambda_2d(struct gl_context *ctx, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) { - const struct gl_texture_image *tImg = tObj->Image[0][tObj->BaseLevel]; + const struct gl_texture_image *tImg = _mesa_base_tex_image(tObj); const struct swrast_texture_image *swImg = swrast_texture_image_const(tImg); GLuint minStart, minEnd; /* texels with minification */ GLuint magStart, magEnd; /* texels with magnification */ @@ -1653,7 +1654,7 @@ sample_2d_ewa(struct gl_context *ctx, GLfloat scaling = 1.0f / (1 << level); const struct gl_texture_image *img = tObj->Image[0][level]; const struct gl_texture_image *mostDetailedImage = - tObj->Image[0][tObj->BaseLevel]; + _mesa_base_tex_image(tObj); const struct swrast_texture_image *swImg = swrast_texture_image_const(mostDetailedImage); GLfloat tex_u = -0.5f + texcoord[0] * swImg->WidthScale * scaling; @@ -1830,7 +1831,7 @@ sample_2d_footprint(struct gl_context *ctx, * Returns the index of the specified texture object in the * gl_context texture unit array. */ -static inline GLuint +static GLuint texture_unit_index(const struct gl_context *ctx, const struct gl_texture_object *tObj) { @@ -1865,7 +1866,7 @@ sample_lambda_2d_aniso(struct gl_context *ctx, 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 struct gl_texture_image *tImg = _mesa_base_tex_image(tObj); const struct swrast_texture_image *swImg = swrast_texture_image_const(tImg); const GLfloat maxEccentricity = samp->MaxAnisotropy * samp->MaxAnisotropy; @@ -2012,7 +2013,7 @@ sample_lambda_2d_aniso(struct gl_context *ctx, /** * Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter. */ -static inline void +static void sample_3d_nearest(struct gl_context *ctx, const struct gl_sampler_object *samp, const struct gl_texture_image *img, @@ -2232,7 +2233,7 @@ sample_nearest_3d(struct gl_context *ctx, GLfloat rgba[][4]) { GLuint i; - struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; + const struct gl_texture_image *image = _mesa_base_tex_image(tObj); (void) lambda; for (i = 0; i < n; i++) { sample_3d_nearest(ctx, samp, image, texcoords[i], rgba[i]); @@ -2249,7 +2250,7 @@ sample_linear_3d(struct gl_context *ctx, const GLfloat lambda[], GLfloat rgba[][4]) { GLuint i; - struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; + const struct gl_texture_image *image = _mesa_base_tex_image(tObj); (void) lambda; for (i = 0; i < n; i++) { sample_3d_linear(ctx, samp, image, texcoords[i], rgba[i]); @@ -2279,12 +2280,12 @@ sample_lambda_3d(struct gl_context *ctx, switch (samp->MinFilter) { case GL_NEAREST: for (i = minStart; i < minEnd; i++) - sample_3d_nearest(ctx, samp, tObj->Image[0][tObj->BaseLevel], + sample_3d_nearest(ctx, samp, _mesa_base_tex_image(tObj), texcoords[i], rgba[i]); break; case GL_LINEAR: for (i = minStart; i < minEnd; i++) - sample_3d_linear(ctx, samp, tObj->Image[0][tObj->BaseLevel], + sample_3d_linear(ctx, samp, _mesa_base_tex_image(tObj), texcoords[i], rgba[i]); break; case GL_NEAREST_MIPMAP_NEAREST: @@ -2314,12 +2315,12 @@ sample_lambda_3d(struct gl_context *ctx, switch (samp->MagFilter) { case GL_NEAREST: for (i = magStart; i < magEnd; i++) - sample_3d_nearest(ctx, samp, tObj->Image[0][tObj->BaseLevel], + sample_3d_nearest(ctx, samp, _mesa_base_tex_image(tObj), texcoords[i], rgba[i]); break; case GL_LINEAR: for (i = magStart; i < magEnd; i++) - sample_3d_linear(ctx, samp, tObj->Image[0][tObj->BaseLevel], + sample_3d_linear(ctx, samp, _mesa_base_tex_image(tObj), texcoords[i], rgba[i]); break; default: @@ -3020,7 +3021,7 @@ sample_nearest_2d_array(struct gl_context *ctx, GLfloat rgba[][4]) { GLuint i; - struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; + const struct gl_texture_image *image = _mesa_base_tex_image(tObj); (void) lambda; for (i = 0; i < n; i++) { sample_2d_array_nearest(ctx, samp, image, texcoords[i], rgba[i]); @@ -3038,7 +3039,7 @@ sample_linear_2d_array(struct gl_context *ctx, const GLfloat lambda[], GLfloat rgba[][4]) { GLuint i; - struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; + const struct gl_texture_image *image = _mesa_base_tex_image(tObj); (void) lambda; for (i = 0; i < n; i++) { sample_2d_array_linear(ctx, samp, image, texcoords[i], rgba[i]); @@ -3068,12 +3069,12 @@ sample_lambda_2d_array(struct gl_context *ctx, switch (samp->MinFilter) { case GL_NEAREST: for (i = minStart; i < minEnd; i++) - sample_2d_array_nearest(ctx, samp, tObj->Image[0][tObj->BaseLevel], + sample_2d_array_nearest(ctx, samp, _mesa_base_tex_image(tObj), texcoords[i], rgba[i]); break; case GL_LINEAR: for (i = minStart; i < minEnd; i++) - sample_2d_array_linear(ctx, samp, tObj->Image[0][tObj->BaseLevel], + sample_2d_array_linear(ctx, samp, _mesa_base_tex_image(tObj), texcoords[i], rgba[i]); break; case GL_NEAREST_MIPMAP_NEAREST: @@ -3111,12 +3112,12 @@ sample_lambda_2d_array(struct gl_context *ctx, switch (samp->MagFilter) { case GL_NEAREST: for (i = magStart; i < magEnd; i++) - sample_2d_array_nearest(ctx, samp, tObj->Image[0][tObj->BaseLevel], + sample_2d_array_nearest(ctx, samp, _mesa_base_tex_image(tObj), texcoords[i], rgba[i]); break; case GL_LINEAR: for (i = magStart; i < magEnd; i++) - sample_2d_array_linear(ctx, samp, tObj->Image[0][tObj->BaseLevel], + sample_2d_array_linear(ctx, samp, _mesa_base_tex_image(tObj), texcoords[i], rgba[i]); break; default: @@ -3311,7 +3312,7 @@ sample_nearest_1d_array(struct gl_context *ctx, GLfloat rgba[][4]) { GLuint i; - struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; + const struct gl_texture_image *image = _mesa_base_tex_image(tObj); (void) lambda; for (i = 0; i < n; i++) { sample_1d_array_nearest(ctx, samp, image, texcoords[i], rgba[i]); @@ -3328,7 +3329,7 @@ sample_linear_1d_array(struct gl_context *ctx, const GLfloat lambda[], GLfloat rgba[][4]) { GLuint i; - struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; + const struct gl_texture_image *image = _mesa_base_tex_image(tObj); (void) lambda; for (i = 0; i < n; i++) { sample_1d_array_linear(ctx, samp, image, texcoords[i], rgba[i]); @@ -3358,12 +3359,12 @@ sample_lambda_1d_array(struct gl_context *ctx, switch (samp->MinFilter) { case GL_NEAREST: for (i = minStart; i < minEnd; i++) - sample_1d_array_nearest(ctx, samp, tObj->Image[0][tObj->BaseLevel], + sample_1d_array_nearest(ctx, samp, _mesa_base_tex_image(tObj), texcoords[i], rgba[i]); break; case GL_LINEAR: for (i = minStart; i < minEnd; i++) - sample_1d_array_linear(ctx, samp, tObj->Image[0][tObj->BaseLevel], + sample_1d_array_linear(ctx, samp, _mesa_base_tex_image(tObj), texcoords[i], rgba[i]); break; case GL_NEAREST_MIPMAP_NEAREST: @@ -3397,12 +3398,12 @@ sample_lambda_1d_array(struct gl_context *ctx, switch (samp->MagFilter) { case GL_NEAREST: for (i = magStart; i < magEnd; i++) - sample_1d_array_nearest(ctx, samp, tObj->Image[0][tObj->BaseLevel], + sample_1d_array_nearest(ctx, samp, _mesa_base_tex_image(tObj), texcoords[i], rgba[i]); break; case GL_LINEAR: for (i = magStart; i < magEnd; i++) - sample_1d_array_linear(ctx, samp, tObj->Image[0][tObj->BaseLevel], + sample_1d_array_linear(ctx, samp, _mesa_base_tex_image(tObj), texcoords[i], rgba[i]); break; default: @@ -3416,7 +3417,7 @@ sample_lambda_1d_array(struct gl_context *ctx, /** * Compare texcoord against depth sample. Return 1.0 or 0.0 value. */ -static inline GLfloat +static GLfloat shadow_compare(GLenum function, GLfloat coord, GLfloat depthSample) { switch (function) { @@ -3448,7 +3449,7 @@ shadow_compare(GLenum function, GLfloat coord, GLfloat depthSample) /** * Compare texcoord against four depth samples. */ -static inline GLfloat +static GLfloat shadow_compare4(GLenum function, GLfloat coord, GLfloat depth00, GLfloat depth01, GLfloat depth10, GLfloat depth11, @@ -3749,7 +3750,7 @@ _swrast_choose_texture_sample_func( struct gl_context *ctx, } else { /* check for a few optimized cases */ - const struct gl_texture_image *img = t->Image[0][t->BaseLevel]; + const struct gl_texture_image *img = _mesa_base_tex_image(t); const struct swrast_texture_image *swImg = swrast_texture_image_const(img); texture_sample_func func; |