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Cell: texture sampler functions always return vector float now

Texture colors look the same now, regardless of X display/pixel format
tags/mesa_20090313
Brian hace 17 años
padre
commit
790eec9666

+ 1
- 1
src/mesa/pipe/cell/spu/spu_main.h Ver fichero

@@ -115,7 +115,7 @@ struct spu_global
vector float tex_size;
vector unsigned int tex_size_mask; /**< == int(size - 1) */

uint (*sample_texture)(vector float texcoord);
vector float (*sample_texture)(vector float texcoord);

} ALIGN16_ATTRIB;


+ 8
- 11
src/mesa/pipe/cell/spu/spu_texture.c Ver fichero

@@ -130,7 +130,7 @@ get_tex_tile(vector unsigned int ij)
* Get texture sample at texcoord.
* XXX this is extremely primitive for now.
*/
uint
vector float
sample_texture_nearest(vector float texcoord)
{
vector float tc = spu_mul(texcoord, spu.tex_size);
@@ -139,11 +139,11 @@ sample_texture_nearest(vector float texcoord)
vector unsigned int ij = spu_and(itc, TILE_SIZE-1); /* intra tile addr */
uint pos = get_tex_tile(itc);
uint texel = tex_tiles[pos].ui[spu_extract(ij, 1)][spu_extract(ij, 0)];
return texel;
return spu_unpack_A8R8G8B8(texel);
}


uint
vector float
sample_texture_bilinear(vector float texcoord)
{
static const vector unsigned int offset10 = {1, 0, 0, 0};
@@ -183,10 +183,10 @@ sample_texture_bilinear(vector float texcoord)
}

/* get texels from tiles and convert to float[4] */
vector float texel00 = spu_unpack_color(tex_tiles[pos00].ui[spu_extract(ij00, 1)][spu_extract(ij00, 0)]);
vector float texel01 = spu_unpack_color(tex_tiles[pos01].ui[spu_extract(ij01, 1)][spu_extract(ij01, 0)]);
vector float texel10 = spu_unpack_color(tex_tiles[pos10].ui[spu_extract(ij10, 1)][spu_extract(ij10, 0)]);
vector float texel11 = spu_unpack_color(tex_tiles[pos11].ui[spu_extract(ij11, 1)][spu_extract(ij11, 0)]);
vector float texel00 = spu_unpack_A8R8G8B8(tex_tiles[pos00].ui[spu_extract(ij00, 1)][spu_extract(ij00, 0)]);
vector float texel01 = spu_unpack_A8R8G8B8(tex_tiles[pos01].ui[spu_extract(ij01, 1)][spu_extract(ij01, 0)]);
vector float texel10 = spu_unpack_A8R8G8B8(tex_tiles[pos10].ui[spu_extract(ij10, 1)][spu_extract(ij10, 0)]);
vector float texel11 = spu_unpack_A8R8G8B8(tex_tiles[pos11].ui[spu_extract(ij11, 1)][spu_extract(ij11, 0)]);

/* Compute weighting factors in [0,1]
* Multiply texcoord by 1024, AND with 1023, convert back to float.
@@ -213,8 +213,5 @@ sample_texture_bilinear(vector float texcoord)
texel_sum = spu_add(texel_sum, texel10);
texel_sum = spu_add(texel_sum, texel11);

/* convert to uint color */
uint texel = spu_pack_R8G8B8A8(texel_sum);

return texel;
return texel_sum;
}

+ 2
- 2
src/mesa/pipe/cell/spu/spu_texture.h Ver fichero

@@ -36,11 +36,11 @@ extern void
invalidate_tex_cache(void);


extern uint
extern vector float
sample_texture_nearest(vector float texcoord);


extern uint
extern vector float
sample_texture_bilinear(vector float texcoord);



+ 18
- 18
src/mesa/pipe/cell/spu/spu_tri.c Ver fichero

@@ -301,6 +301,8 @@ emit_quad( int x, int y, mask_t mask )
if (spu_extract(spu_orx(mask), 0)) {
const int ix = x - setup.cliprect_minx;
const int iy = y - setup.cliprect_miny;
const vector unsigned char shuffle = spu.color_shuffle;
vector float colors[4];

spu.cur_ctile_status = TILE_STATUS_DIRTY;

@@ -310,34 +312,32 @@ emit_quad( int x, int y, mask_t mask )
eval_coeff(2, (float) x, (float) y, texcoords);

if (spu_extract(mask, 0))
spu.ctile.ui[iy][ix] = spu.sample_texture(texcoords[0]);
colors[0] = spu.sample_texture(texcoords[0]);
if (spu_extract(mask, 1))
spu.ctile.ui[iy][ix+1] = spu.sample_texture(texcoords[1]);
colors[1] = spu.sample_texture(texcoords[1]);
if (spu_extract(mask, 2))
spu.ctile.ui[iy+1][ix] = spu.sample_texture(texcoords[2]);
colors[2] = spu.sample_texture(texcoords[2]);
if (spu_extract(mask, 3))
spu.ctile.ui[iy+1][ix+1] = spu.sample_texture(texcoords[3]);
colors[3] = spu.sample_texture(texcoords[3]);
}
else {
/* simple shading */
const vector unsigned char shuffle = spu.color_shuffle;
vector float colors[4];
eval_coeff(1, (float) x, (float) y, colors);
}

#if 0
if (spu.blend.blend_enable)
blend_quad(ix % TILE_SIZE, iy % TILE_SIZE, colors);
#if 1
if (spu.blend.blend_enable)
blend_quad(ix % TILE_SIZE, iy % TILE_SIZE, colors);
#endif

if (spu_extract(mask, 0))
spu.ctile.ui[iy][ix] = spu_pack_color_shuffle(colors[0], shuffle);
if (spu_extract(mask, 1))
spu.ctile.ui[iy][ix+1] = spu_pack_color_shuffle(colors[1], shuffle);
if (spu_extract(mask, 2))
spu.ctile.ui[iy+1][ix] = spu_pack_color_shuffle(colors[2], shuffle);
if (spu_extract(mask, 3))
spu.ctile.ui[iy+1][ix+1] = spu_pack_color_shuffle(colors[3], shuffle);
}
if (spu_extract(mask, 0))
spu.ctile.ui[iy][ix] = spu_pack_color_shuffle(colors[0], shuffle);
if (spu_extract(mask, 1))
spu.ctile.ui[iy][ix+1] = spu_pack_color_shuffle(colors[1], shuffle);
if (spu_extract(mask, 2))
spu.ctile.ui[iy+1][ix] = spu_pack_color_shuffle(colors[2], shuffle);
if (spu_extract(mask, 3))
spu.ctile.ui[iy+1][ix+1] = spu_pack_color_shuffle(colors[3], shuffle);

#if 0
/* SIMD_Z with swizzled color buffer (someday) */

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