Переглянути джерело

gallivm: Implement brilinear filtering.

tags/snb-magic
José Fonseca 15 роки тому
джерело
коміт
eb605701aa
1 змінених файлів з 89 додано та 1 видалено
  1. 89
    1
      src/gallium/auxiliary/gallivm/lp_bld_sample.c

+ 89
- 1
src/gallium/auxiliary/gallivm/lp_bld_sample.c Переглянути файл

@@ -39,12 +39,20 @@
#include "lp_bld_arit.h"
#include "lp_bld_const.h"
#include "lp_bld_debug.h"
#include "lp_bld_printf.h"
#include "lp_bld_flow.h"
#include "lp_bld_sample.h"
#include "lp_bld_swizzle.h"
#include "lp_bld_type.h"


/*
* Bri-linear factor. Use zero or any other number less than one to force
* tri-linear filtering.
*/
#define BRILINEAR_FACTOR 2


/**
* Does the given texture wrap mode allow sampling the texture border color?
* XXX maybe move this into gallium util code.
@@ -254,6 +262,79 @@ lp_build_rho(struct lp_build_sample_context *bld,
}


/*
* Bri-linear lod computation
*
* Use a piece-wise linear approximation of log2 such that:
* - round to nearest, for values in the neighborhood of -1, 0, 1, 2, etc.
* - linear approximation for values in the neighborhood of 0.5, 1.5., etc,
* with the steepness specified in 'factor'
* - exact result for 0.5, 1.5, etc.
*
*
* 1.0 - /----*
* /
* /
* /
* 0.5 - *
* /
* /
* /
* 0.0 - *----/
*
* | |
* 2^0 2^1
*
* This is a technique also commonly used in hardware:
* - http://ixbtlabs.com/articles2/gffx/nv40-rx800-3.html
*
* TODO: For correctness, this should only be applied when texture is known to
* have regular mipmaps, i.e., mipmaps derived from the base level.
*
* TODO: This could be done in fixed point, where applicable.
*/
static void
lp_build_brilinear_lod(struct lp_build_sample_context *bld,
LLVMValueRef lod,
double factor,
LLVMValueRef *out_lod_ipart,
LLVMValueRef *out_lod_fpart)
{
struct lp_build_context *float_bld = &bld->float_bld;
LLVMValueRef lod_fpart;
float pre_offset = (factor - 0.5)/factor - 0.5;
float post_offset = 1 - factor;

if (0) {
lp_build_printf(bld->builder, "lod = %f\n", lod);
}

lod = lp_build_add(float_bld, lod,
lp_build_const_vec(float_bld->type, pre_offset));

lp_build_ifloor_fract(float_bld, lod, out_lod_ipart, &lod_fpart);

lod_fpart = lp_build_mul(float_bld, lod_fpart,
lp_build_const_vec(float_bld->type, factor));

lod_fpart = lp_build_add(float_bld, lod_fpart,
lp_build_const_vec(float_bld->type, post_offset));

/*
* It's not necessary to clamp lod_fpart since:
* - the above expression will never produce numbers greater than one.
* - the mip filtering branch is only taken if lod_fpart is positive
*/

*out_lod_fpart = lod_fpart;

if (0) {
lp_build_printf(bld->builder, "lod_ipart = %i\n", *out_lod_ipart);
lp_build_printf(bld->builder, "lod_fpart = %f\n\n", *out_lod_fpart);
}
}


/**
* Generate code to compute texture level of detail (lambda).
* \param ddx partial derivatives of (s, t, r, q) with respect to X
@@ -359,7 +440,14 @@ lp_build_lod_selector(struct lp_build_sample_context *bld,
}

if (mip_filter == PIPE_TEX_MIPFILTER_LINEAR) {
lp_build_ifloor_fract(float_bld, lod, out_lod_ipart, out_lod_fpart);
if (BRILINEAR_FACTOR > 1.0) {
lp_build_brilinear_lod(bld, lod, BRILINEAR_FACTOR,
out_lod_ipart, out_lod_fpart);
}
else {
lp_build_ifloor_fract(float_bld, lod, out_lod_ipart, out_lod_fpart);
}

lp_build_name(*out_lod_ipart, "lod_ipart");
lp_build_name(*out_lod_fpart, "lod_fpart");
}

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