1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved.
2 //
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
6 //
7 //    http://www.apache.org/licenses/LICENSE-2.0
8 //
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
14 
15 #include "SamplerCore.hpp"
16 
17 #include "Constants.hpp"
18 #include "Common/Debug.hpp"
19 
20 namespace
21 {
applySwizzle(sw::SwizzleType swizzle,sw::Short4 & s,const sw::Vector4s & c)22 	void applySwizzle(sw::SwizzleType swizzle, sw::Short4& s, const sw::Vector4s& c)
23 	{
24 		switch(swizzle)
25 		{
26 		case sw::SWIZZLE_RED:	s = c.x; break;
27 		case sw::SWIZZLE_GREEN: s = c.y; break;
28 		case sw::SWIZZLE_BLUE:  s = c.z; break;
29 		case sw::SWIZZLE_ALPHA: s = c.w; break;
30 		case sw::SWIZZLE_ZERO:  s = sw::Short4(0x0000); break;
31 		case sw::SWIZZLE_ONE:   s = sw::Short4(0x1000); break;
32 		default: ASSERT(false);
33 		}
34 	}
35 
applySwizzle(sw::SwizzleType swizzle,sw::Float4 & f,const sw::Vector4f & c)36 	void applySwizzle(sw::SwizzleType swizzle, sw::Float4& f, const sw::Vector4f& c)
37 	{
38 		switch(swizzle)
39 		{
40 		case sw::SWIZZLE_RED:	f = c.x; break;
41 		case sw::SWIZZLE_GREEN: f = c.y; break;
42 		case sw::SWIZZLE_BLUE:  f = c.z; break;
43 		case sw::SWIZZLE_ALPHA: f = c.w; break;
44 		case sw::SWIZZLE_ZERO:  f = sw::Float4(0.0f, 0.0f, 0.0f, 0.0f); break;
45 		case sw::SWIZZLE_ONE:   f = sw::Float4(1.0f, 1.0f, 1.0f, 1.0f); break;
46 		default: ASSERT(false);
47 		}
48 	}
49 }
50 
51 namespace sw
52 {
53 	extern bool colorsDefaultToZero;
54 
SamplerCore(Pointer<Byte> & constants,const Sampler::State & state)55 	SamplerCore::SamplerCore(Pointer<Byte> &constants, const Sampler::State &state) : constants(constants), state(state)
56 	{
57 	}
58 
sampleTexture(Pointer<Byte> & texture,Float4 & u,Float4 & v,Float4 & w,Float4 & q,Float4 & bias,Vector4f & dsx,Vector4f & dsy)59 	Vector4s SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy)
60 	{
61 		return sampleTexture(texture, u, v, w, q, q, dsx, dsy, (dsx), Implicit, true);
62 	}
63 
sampleTexture(Pointer<Byte> & texture,Float4 & u,Float4 & v,Float4 & w,Float4 & q,Float4 & bias,Vector4f & dsx,Vector4f & dsy,Vector4f & offset,SamplerFunction function,bool fixed12)64 	Vector4s SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function, bool fixed12)
65 	{
66 		Vector4s c;
67 
68 		#if PERF_PROFILE
69 			AddAtomic(Pointer<Long>(&profiler.texOperations), 4);
70 
71 			if(state.compressedFormat)
72 			{
73 				AddAtomic(Pointer<Long>(&profiler.compressedTex), 4);
74 			}
75 		#endif
76 
77 		if(state.textureType == TEXTURE_NULL)
78 		{
79 			c.x = Short4(0x0000);
80 			c.y = Short4(0x0000);
81 			c.z = Short4(0x0000);
82 
83 			if(fixed12)   // FIXME: Convert to fixed12 at higher level, when required
84 			{
85 				c.w = Short4(0x1000);
86 			}
87 			else
88 			{
89 				c.w = Short4(0xFFFFu);   // FIXME
90 			}
91 		}
92 		else
93 		{
94 			Float4 uuuu = u;
95 			Float4 vvvv = v;
96 			Float4 wwww = w;
97 			Float4 qqqq = q;
98 
99 			Int face[4];
100 			Float lod;
101 			Float anisotropy;
102 			Float4 uDelta;
103 			Float4 vDelta;
104 
105 			if(state.textureType != TEXTURE_3D)
106 			{
107 				if(state.textureType != TEXTURE_CUBE)
108 				{
109 					computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, bias.x, dsx, dsy, function);
110 				}
111 				else
112 				{
113 					Float4 M;
114 					cubeFace(face, uuuu, vvvv, u, v, w, M);
115 					computeLodCube(texture, lod, u, v, w, bias.x, dsx, dsy, M, function);
116 				}
117 			}
118 			else
119 			{
120 				computeLod3D(texture, lod, uuuu, vvvv, wwww, bias.x, dsx, dsy, function);
121 			}
122 
123 			if(!hasFloatTexture())
124 			{
125 				c = sampleFilter(texture, uuuu, vvvv, wwww, offset, lod, anisotropy, uDelta, vDelta, face, function);
126 			}
127 			else
128 			{
129 				Vector4f cf = sampleFloatFilter(texture, uuuu, vvvv, wwww, qqqq, offset, lod, anisotropy, uDelta, vDelta, face, function);
130 
131 				convertFixed12(c, cf);
132 			}
133 
134 			if(fixed12)
135 			{
136 				if(!hasFloatTexture())
137 				{
138 					if(state.textureFormat == FORMAT_R5G6B5)
139 					{
140 						c.x = MulHigh(As<UShort4>(c.x), UShort4(0x10000000 / 0xF800));
141 						c.y = MulHigh(As<UShort4>(c.y), UShort4(0x10000000 / 0xFC00));
142 						c.z = MulHigh(As<UShort4>(c.z), UShort4(0x10000000 / 0xF800));
143 					}
144 					else
145 					{
146 						for(int component = 0; component < textureComponentCount(); component++)
147 						{
148 							if(hasUnsignedTextureComponent(component))
149 							{
150 								c[component] = As<UShort4>(c[component]) >> 4;
151 							}
152 							else
153 							{
154 								c[component] = c[component] >> 3;
155 							}
156 						}
157 					}
158 				}
159 
160 				if(state.textureFilter != FILTER_GATHER)
161 				{
162 					int componentCount = textureComponentCount();
163 					short defaultColorValue = colorsDefaultToZero ? 0x0000 : 0x1000;
164 
165 					switch(state.textureFormat)
166 					{
167 					case FORMAT_R8_SNORM:
168 					case FORMAT_G8R8_SNORM:
169 					case FORMAT_X8B8G8R8_SNORM:
170 					case FORMAT_A8B8G8R8_SNORM:
171 					case FORMAT_R8:
172 					case FORMAT_R5G6B5:
173 					case FORMAT_G8R8:
174 					case FORMAT_R8I:
175 					case FORMAT_R8UI:
176 					case FORMAT_G8R8I:
177 					case FORMAT_G8R8UI:
178 					case FORMAT_X8B8G8R8I:
179 					case FORMAT_X8B8G8R8UI:
180 					case FORMAT_A8B8G8R8I:
181 					case FORMAT_A8B8G8R8UI:
182 					case FORMAT_R16I:
183 					case FORMAT_R16UI:
184 					case FORMAT_G16R16:
185 					case FORMAT_G16R16I:
186 					case FORMAT_G16R16UI:
187 					case FORMAT_X16B16G16R16I:
188 					case FORMAT_X16B16G16R16UI:
189 					case FORMAT_A16B16G16R16:
190 					case FORMAT_A16B16G16R16I:
191 					case FORMAT_A16B16G16R16UI:
192 					case FORMAT_R32I:
193 					case FORMAT_R32UI:
194 					case FORMAT_G32R32I:
195 					case FORMAT_G32R32UI:
196 					case FORMAT_X32B32G32R32I:
197 					case FORMAT_X32B32G32R32UI:
198 					case FORMAT_A32B32G32R32I:
199 					case FORMAT_A32B32G32R32UI:
200 					case FORMAT_X8R8G8B8:
201 					case FORMAT_X8B8G8R8:
202 					case FORMAT_A8R8G8B8:
203 					case FORMAT_A8B8G8R8:
204 					case FORMAT_SRGB8_X8:
205 					case FORMAT_SRGB8_A8:
206 					case FORMAT_V8U8:
207 					case FORMAT_Q8W8V8U8:
208 					case FORMAT_X8L8V8U8:
209 					case FORMAT_V16U16:
210 					case FORMAT_A16W16V16U16:
211 					case FORMAT_Q16W16V16U16:
212 					case FORMAT_YV12_BT601:
213 					case FORMAT_YV12_BT709:
214 					case FORMAT_YV12_JFIF:
215 						if(componentCount < 2) c.y = Short4(defaultColorValue);
216 						if(componentCount < 3) c.z = Short4(defaultColorValue);
217 						if(componentCount < 4) c.w = Short4(0x1000);
218 						break;
219 					case FORMAT_A8:
220 						c.w = c.x;
221 						c.x = Short4(0x0000);
222 						c.y = Short4(0x0000);
223 						c.z = Short4(0x0000);
224 						break;
225 					case FORMAT_L8:
226 					case FORMAT_L16:
227 						c.y = c.x;
228 						c.z = c.x;
229 						c.w = Short4(0x1000);
230 						break;
231 					case FORMAT_A8L8:
232 						c.w = c.y;
233 						c.y = c.x;
234 						c.z = c.x;
235 						break;
236 					case FORMAT_R32F:
237 						c.y = Short4(defaultColorValue);
238 					case FORMAT_G32R32F:
239 						c.z = Short4(defaultColorValue);
240 					case FORMAT_X32B32G32R32F:
241 					case FORMAT_X32B32G32R32F_UNSIGNED:
242 						c.w = Short4(0x1000);
243 					case FORMAT_A32B32G32R32F:
244 						break;
245 					case FORMAT_D32F_LOCKABLE:
246 					case FORMAT_D32FS8_TEXTURE:
247 					case FORMAT_D32F_SHADOW:
248 					case FORMAT_D32FS8_SHADOW:
249 						c.y = c.x;
250 						c.z = c.x;
251 						c.w = c.x;
252 						break;
253 					default:
254 						ASSERT(false);
255 					}
256 				}
257 
258 				if((state.swizzleR != SWIZZLE_RED) ||
259 				   (state.swizzleG != SWIZZLE_GREEN) ||
260 				   (state.swizzleB != SWIZZLE_BLUE) ||
261 				   (state.swizzleA != SWIZZLE_ALPHA))
262 				{
263 					const Vector4s col(c);
264 					applySwizzle(state.swizzleR, c.x, col);
265 					applySwizzle(state.swizzleG, c.y, col);
266 					applySwizzle(state.swizzleB, c.z, col);
267 					applySwizzle(state.swizzleA, c.w, col);
268 				}
269 			}
270 		}
271 
272 		return c;
273 	}
274 
sampleTexture(Pointer<Byte> & texture,Float4 & u,Float4 & v,Float4 & w,Float4 & q,Float4 & bias,Vector4f & dsx,Vector4f & dsy,Vector4f & offset,SamplerFunction function)275 	Vector4f SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
276 	{
277 		Vector4f c;
278 
279 		#if PERF_PROFILE
280 			AddAtomic(Pointer<Long>(&profiler.texOperations), 4);
281 
282 			if(state.compressedFormat)
283 			{
284 				AddAtomic(Pointer<Long>(&profiler.compressedTex), 4);
285 			}
286 		#endif
287 
288 		if(state.textureType == TEXTURE_NULL)
289 		{
290 			c.x = Float4(0.0f);
291 			c.y = Float4(0.0f);
292 			c.z = Float4(0.0f);
293 			c.w = Float4(1.0f);
294 		}
295 		else
296 		{
297 			// FIXME: YUV is not supported by the floating point path
298 			bool forceFloatFiltering = state.highPrecisionFiltering && !hasYuvFormat() && (state.textureFilter != FILTER_POINT);
299 			bool seamlessCube = (state.addressingModeU == ADDRESSING_SEAMLESS);
300 			bool rectangleTexture = (state.textureType == TEXTURE_RECTANGLE);
301 			if(hasFloatTexture() || hasUnnormalizedIntegerTexture() || forceFloatFiltering || seamlessCube || rectangleTexture)   // FIXME: Mostly identical to integer sampling
302 			{
303 				Float4 uuuu = u;
304 				Float4 vvvv = v;
305 				Float4 wwww = w;
306 				Float4 qqqq = q;
307 
308 				Int face[4];
309 				Float lod;
310 				Float anisotropy;
311 				Float4 uDelta;
312 				Float4 vDelta;
313 
314 				if(state.textureType != TEXTURE_3D)
315 				{
316 					if(state.textureType != TEXTURE_CUBE)
317 					{
318 						computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, bias.x, dsx, dsy, function);
319 					}
320 					else
321 					{
322 						Float4 M;
323 						cubeFace(face, uuuu, vvvv, u, v, w, M);
324 						computeLodCube(texture, lod, u, v, w, bias.x, dsx, dsy, M, function);
325 					}
326 				}
327 				else
328 				{
329 					computeLod3D(texture, lod, uuuu, vvvv, wwww, bias.x, dsx, dsy, function);
330 				}
331 
332 				c = sampleFloatFilter(texture, uuuu, vvvv, wwww, qqqq, offset, lod, anisotropy, uDelta, vDelta, face, function);
333 
334 				if(!hasFloatTexture() && !hasUnnormalizedIntegerTexture())
335 				{
336 					if(has16bitTextureFormat())
337 					{
338 						switch(state.textureFormat)
339 						{
340 						case FORMAT_R5G6B5:
341 							c.x *= Float4(1.0f / 0xF800);
342 							c.y *= Float4(1.0f / 0xFC00);
343 							c.z *= Float4(1.0f / 0xF800);
344 							break;
345 						default:
346 							ASSERT(false);
347 						}
348 					}
349 					else
350 					{
351 						for(int component = 0; component < textureComponentCount(); component++)
352 						{
353 							c[component] *= Float4(hasUnsignedTextureComponent(component) ? 1.0f / 0xFFFF : 1.0f / 0x7FFF);
354 						}
355 					}
356 				}
357 			}
358 			else
359 			{
360 				Vector4s cs = sampleTexture(texture, u, v, w, q, bias, dsx, dsy, offset, function, false);
361 
362 				if(state.textureFormat ==  FORMAT_R5G6B5)
363 				{
364 					c.x = Float4(As<UShort4>(cs.x)) * Float4(1.0f / 0xF800);
365 					c.y = Float4(As<UShort4>(cs.y)) * Float4(1.0f / 0xFC00);
366 					c.z = Float4(As<UShort4>(cs.z)) * Float4(1.0f / 0xF800);
367 				}
368 				else
369 				{
370 					for(int component = 0; component < textureComponentCount(); component++)
371 					{
372 						if(hasUnsignedTextureComponent(component))
373 						{
374 							convertUnsigned16(c[component], cs[component]);
375 						}
376 						else
377 						{
378 							convertSigned15(c[component], cs[component]);
379 						}
380 					}
381 				}
382 			}
383 
384 			int componentCount = textureComponentCount();
385 			float defaultColorValue = colorsDefaultToZero ? 0.0f : 1.0f;
386 
387 			if(state.textureFilter != FILTER_GATHER)
388 			{
389 				switch(state.textureFormat)
390 				{
391 				case FORMAT_R8I:
392 				case FORMAT_R8UI:
393 				case FORMAT_R16I:
394 				case FORMAT_R16UI:
395 				case FORMAT_R32I:
396 				case FORMAT_R32UI:
397 					c.y = As<Float4>(UInt4(0));
398 				case FORMAT_G8R8I:
399 				case FORMAT_G8R8UI:
400 				case FORMAT_G16R16I:
401 				case FORMAT_G16R16UI:
402 				case FORMAT_G32R32I:
403 				case FORMAT_G32R32UI:
404 					c.z = As<Float4>(UInt4(0));
405 				case FORMAT_X8B8G8R8I:
406 				case FORMAT_X8B8G8R8UI:
407 				case FORMAT_X16B16G16R16I:
408 				case FORMAT_X16B16G16R16UI:
409 				case FORMAT_X32B32G32R32I:
410 				case FORMAT_X32B32G32R32UI:
411 					c.w = As<Float4>(UInt4(1));
412 				case FORMAT_A8B8G8R8I:
413 				case FORMAT_A8B8G8R8UI:
414 				case FORMAT_A16B16G16R16I:
415 				case FORMAT_A16B16G16R16UI:
416 				case FORMAT_A32B32G32R32I:
417 				case FORMAT_A32B32G32R32UI:
418 					break;
419 				case FORMAT_R8_SNORM:
420 				case FORMAT_G8R8_SNORM:
421 				case FORMAT_X8B8G8R8_SNORM:
422 				case FORMAT_A8B8G8R8_SNORM:
423 				case FORMAT_R8:
424 				case FORMAT_R5G6B5:
425 				case FORMAT_G8R8:
426 				case FORMAT_G16R16:
427 				case FORMAT_A16B16G16R16:
428 				case FORMAT_X8R8G8B8:
429 				case FORMAT_X8B8G8R8:
430 				case FORMAT_A8R8G8B8:
431 				case FORMAT_A8B8G8R8:
432 				case FORMAT_SRGB8_X8:
433 				case FORMAT_SRGB8_A8:
434 				case FORMAT_V8U8:
435 				case FORMAT_Q8W8V8U8:
436 				case FORMAT_X8L8V8U8:
437 				case FORMAT_V16U16:
438 				case FORMAT_A16W16V16U16:
439 				case FORMAT_Q16W16V16U16:
440 				case FORMAT_YV12_BT601:
441 				case FORMAT_YV12_BT709:
442 				case FORMAT_YV12_JFIF:
443 					if(componentCount < 2) c.y = Float4(defaultColorValue);
444 					if(componentCount < 3) c.z = Float4(defaultColorValue);
445 					if(componentCount < 4) c.w = Float4(1.0f);
446 					break;
447 				case FORMAT_A8:
448 					c.w = c.x;
449 					c.x = Float4(0.0f);
450 					c.y = Float4(0.0f);
451 					c.z = Float4(0.0f);
452 					break;
453 				case FORMAT_L8:
454 				case FORMAT_L16:
455 					c.y = c.x;
456 					c.z = c.x;
457 					c.w = Float4(1.0f);
458 					break;
459 				case FORMAT_A8L8:
460 					c.w = c.y;
461 					c.y = c.x;
462 					c.z = c.x;
463 					break;
464 				case FORMAT_R32F:
465 					c.y = Float4(defaultColorValue);
466 				case FORMAT_G32R32F:
467 					c.z = Float4(defaultColorValue);
468 				case FORMAT_X32B32G32R32F:
469 				case FORMAT_X32B32G32R32F_UNSIGNED:
470 					c.w = Float4(1.0f);
471 				case FORMAT_A32B32G32R32F:
472 					break;
473 				case FORMAT_D32F_LOCKABLE:
474 				case FORMAT_D32FS8_TEXTURE:
475 				case FORMAT_D32F_SHADOW:
476 				case FORMAT_D32FS8_SHADOW:
477 					c.y = Float4(0.0f);
478 					c.z = Float4(0.0f);
479 					c.w = Float4(1.0f);
480 					break;
481 				default:
482 					ASSERT(false);
483 				}
484 			}
485 
486 			if((state.swizzleR != SWIZZLE_RED) ||
487 			   (state.swizzleG != SWIZZLE_GREEN) ||
488 			   (state.swizzleB != SWIZZLE_BLUE) ||
489 			   (state.swizzleA != SWIZZLE_ALPHA))
490 			{
491 				const Vector4f col(c);
492 				applySwizzle(state.swizzleR, c.x, col);
493 				applySwizzle(state.swizzleG, c.y, col);
494 				applySwizzle(state.swizzleB, c.z, col);
495 				applySwizzle(state.swizzleA, c.w, col);
496 			}
497 		}
498 
499 		return c;
500 	}
501 
textureSize(Pointer<Byte> & texture,Float4 & lod)502 	Vector4f SamplerCore::textureSize(Pointer<Byte> &texture, Float4 &lod)
503 	{
504 		Vector4f size;
505 
506 		for(int i = 0; i < 4; ++i)
507 		{
508 			Int baseLevel = *Pointer<Int>(texture + OFFSET(Texture, baseLevel));
509 			Int index = Min(As<UInt>(As<Int>(Extract(lod, i)) + baseLevel), MIPMAP_LEVELS - 1);
510 			Pointer<Byte> mipmap = texture + OFFSET(Texture, mipmap) + index * sizeof(Mipmap);
511 			size.x = Insert(size.x, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, width)))), i);
512 			size.y = Insert(size.y, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, height)))), i);
513 			size.z = Insert(size.z, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, depth)))), i);
514 		}
515 
516 		return size;
517 	}
518 
border(Short4 & mask,Float4 & coordinates)519 	void SamplerCore::border(Short4 &mask, Float4 &coordinates)
520 	{
521 		Int4 border = As<Int4>(CmpLT(Abs(coordinates - Float4(0.5f)), Float4(0.5f)));
522 		mask = As<Short4>(Int2(As<Int4>(PackSigned(border, border))));
523 	}
524 
border(Int4 & mask,Float4 & coordinates)525 	void SamplerCore::border(Int4 &mask, Float4 &coordinates)
526 	{
527 		mask = As<Int4>(CmpLT(Abs(coordinates - Float4(0.5f)), Float4(0.5f)));
528 	}
529 
offsetSample(Short4 & uvw,Pointer<Byte> & mipmap,int halfOffset,bool wrap,int count,Float & lod)530 	Short4 SamplerCore::offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, int count, Float &lod)
531 	{
532 		Short4 offset = *Pointer<Short4>(mipmap + halfOffset);
533 
534 		if(state.textureFilter == FILTER_MIN_LINEAR_MAG_POINT)
535 		{
536 			offset &= Short4(CmpNLE(Float4(lod), Float4(0.0f)));
537 		}
538 		else if(state.textureFilter == FILTER_MIN_POINT_MAG_LINEAR)
539 		{
540 			offset &= Short4(CmpLE(Float4(lod), Float4(0.0f)));
541 		}
542 
543 		if(wrap)
544 		{
545 			switch(count)
546 			{
547 			case -1: return uvw - offset;
548 			case  0: return uvw;
549 			case +1: return uvw + offset;
550 			case  2: return uvw + offset + offset;
551 			}
552 		}
553 		else   // Clamp or mirror
554 		{
555 			switch(count)
556 			{
557 			case -1: return SubSat(As<UShort4>(uvw), As<UShort4>(offset));
558 			case  0: return uvw;
559 			case +1: return AddSat(As<UShort4>(uvw), As<UShort4>(offset));
560 			case  2: return AddSat(AddSat(As<UShort4>(uvw), As<UShort4>(offset)), As<UShort4>(offset));
561 			}
562 		}
563 
564 		return uvw;
565 	}
566 
sampleFilter(Pointer<Byte> & texture,Float4 & u,Float4 & v,Float4 & w,Vector4f & offset,Float & lod,Float & anisotropy,Float4 & uDelta,Float4 & vDelta,Int face[4],SamplerFunction function)567 	Vector4s SamplerCore::sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerFunction function)
568 	{
569 		Vector4s c = sampleAniso(texture, u, v, w, offset, lod, anisotropy, uDelta, vDelta, face, false, function);
570 
571 		if(function == Fetch)
572 		{
573 			return c;
574 		}
575 
576 		if(state.mipmapFilter == MIPMAP_LINEAR)
577 		{
578 			Vector4s cc = sampleAniso(texture, u, v, w, offset, lod, anisotropy, uDelta, vDelta, face, true, function);
579 
580 			lod *= Float(1 << 16);
581 
582 			UShort4 utri = UShort4(Float4(lod));   // FIXME: Optimize
583 			Short4 stri = utri >> 1;   // FIXME: Optimize
584 
585 			if(hasUnsignedTextureComponent(0)) cc.x = MulHigh(As<UShort4>(cc.x), utri); else cc.x = MulHigh(cc.x, stri);
586 			if(hasUnsignedTextureComponent(1)) cc.y = MulHigh(As<UShort4>(cc.y), utri); else cc.y = MulHigh(cc.y, stri);
587 			if(hasUnsignedTextureComponent(2)) cc.z = MulHigh(As<UShort4>(cc.z), utri); else cc.z = MulHigh(cc.z, stri);
588 			if(hasUnsignedTextureComponent(3)) cc.w = MulHigh(As<UShort4>(cc.w), utri); else cc.w = MulHigh(cc.w, stri);
589 
590 			utri = ~utri;
591 			stri = Short4(0x7FFF) - stri;
592 
593 			if(hasUnsignedTextureComponent(0)) c.x = MulHigh(As<UShort4>(c.x), utri); else c.x = MulHigh(c.x, stri);
594 			if(hasUnsignedTextureComponent(1)) c.y = MulHigh(As<UShort4>(c.y), utri); else c.y = MulHigh(c.y, stri);
595 			if(hasUnsignedTextureComponent(2)) c.z = MulHigh(As<UShort4>(c.z), utri); else c.z = MulHigh(c.z, stri);
596 			if(hasUnsignedTextureComponent(3)) c.w = MulHigh(As<UShort4>(c.w), utri); else c.w = MulHigh(c.w, stri);
597 
598 			c.x += cc.x;
599 			c.y += cc.y;
600 			c.z += cc.z;
601 			c.w += cc.w;
602 
603 			if(!hasUnsignedTextureComponent(0)) c.x += c.x;
604 			if(!hasUnsignedTextureComponent(1)) c.y += c.y;
605 			if(!hasUnsignedTextureComponent(2)) c.z += c.z;
606 			if(!hasUnsignedTextureComponent(3)) c.w += c.w;
607 		}
608 
609 		Short4 borderMask;
610 
611 		if(state.addressingModeU == ADDRESSING_BORDER)
612 		{
613 			Short4 u0;
614 
615 			border(u0, u);
616 
617 			borderMask = u0;
618 		}
619 
620 		if(state.addressingModeV == ADDRESSING_BORDER)
621 		{
622 			Short4 v0;
623 
624 			border(v0, v);
625 
626 			if(state.addressingModeU == ADDRESSING_BORDER)
627 			{
628 				borderMask &= v0;
629 			}
630 			else
631 			{
632 				borderMask = v0;
633 			}
634 		}
635 
636 		if(state.addressingModeW == ADDRESSING_BORDER && state.textureType == TEXTURE_3D)
637 		{
638 			Short4 s0;
639 
640 			border(s0, w);
641 
642 			if(state.addressingModeU == ADDRESSING_BORDER ||
643 			   state.addressingModeV == ADDRESSING_BORDER)
644 			{
645 				borderMask &= s0;
646 			}
647 			else
648 			{
649 				borderMask = s0;
650 			}
651 		}
652 
653 		if(state.addressingModeU == ADDRESSING_BORDER ||
654 		   state.addressingModeV == ADDRESSING_BORDER ||
655 		   (state.addressingModeW == ADDRESSING_BORDER && state.textureType == TEXTURE_3D))
656 		{
657 			Short4 b;
658 
659 			c.x = (borderMask & c.x) | (~borderMask & (*Pointer<Short4>(texture + OFFSET(Texture,borderColor4[0])) >> (hasUnsignedTextureComponent(0) ? 0 : 1)));
660 			c.y = (borderMask & c.y) | (~borderMask & (*Pointer<Short4>(texture + OFFSET(Texture,borderColor4[1])) >> (hasUnsignedTextureComponent(1) ? 0 : 1)));
661 			c.z = (borderMask & c.z) | (~borderMask & (*Pointer<Short4>(texture + OFFSET(Texture,borderColor4[2])) >> (hasUnsignedTextureComponent(2) ? 0 : 1)));
662 			c.w = (borderMask & c.w) | (~borderMask & (*Pointer<Short4>(texture + OFFSET(Texture,borderColor4[3])) >> (hasUnsignedTextureComponent(3) ? 0 : 1)));
663 		}
664 
665 		return c;
666 	}
667 
sampleAniso(Pointer<Byte> & texture,Float4 & u,Float4 & v,Float4 & w,Vector4f & offset,Float & lod,Float & anisotropy,Float4 & uDelta,Float4 & vDelta,Int face[4],bool secondLOD,SamplerFunction function)668 	Vector4s SamplerCore::sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerFunction function)
669 	{
670 		Vector4s c;
671 
672 		if(state.textureFilter != FILTER_ANISOTROPIC || function == Lod || function == Fetch)
673 		{
674 			c = sampleQuad(texture, u, v, w, offset, lod, face, secondLOD, function);
675 		}
676 		else
677 		{
678 			Int a = RoundInt(anisotropy);
679 
680 			Vector4s cSum;
681 
682 			cSum.x = Short4(0);
683 			cSum.y = Short4(0);
684 			cSum.z = Short4(0);
685 			cSum.w = Short4(0);
686 
687 			Float4 A = *Pointer<Float4>(constants + OFFSET(Constants,uvWeight) + 16 * a);
688 			Float4 B = *Pointer<Float4>(constants + OFFSET(Constants,uvStart) + 16 * a);
689 			UShort4 cw = *Pointer<UShort4>(constants + OFFSET(Constants,cWeight) + 8 * a);
690 			Short4 sw = Short4(cw >> 1);
691 
692 			Float4 du = uDelta;
693 			Float4 dv = vDelta;
694 
695 			Float4 u0 = u + B * du;
696 			Float4 v0 = v + B * dv;
697 
698 			du *= A;
699 			dv *= A;
700 
701 			Int i = 0;
702 
703 			Do
704 			{
705 				c = sampleQuad(texture, u0, v0, w, offset, lod, face, secondLOD, function);
706 
707 				u0 += du;
708 				v0 += dv;
709 
710 				if(hasUnsignedTextureComponent(0)) cSum.x += As<Short4>(MulHigh(As<UShort4>(c.x), cw)); else cSum.x += MulHigh(c.x, sw);
711 				if(hasUnsignedTextureComponent(1)) cSum.y += As<Short4>(MulHigh(As<UShort4>(c.y), cw)); else cSum.y += MulHigh(c.y, sw);
712 				if(hasUnsignedTextureComponent(2)) cSum.z += As<Short4>(MulHigh(As<UShort4>(c.z), cw)); else cSum.z += MulHigh(c.z, sw);
713 				if(hasUnsignedTextureComponent(3)) cSum.w += As<Short4>(MulHigh(As<UShort4>(c.w), cw)); else cSum.w += MulHigh(c.w, sw);
714 
715 				i++;
716 			}
717 			Until(i >= a);
718 
719 			if(hasUnsignedTextureComponent(0)) c.x = cSum.x; else c.x = AddSat(cSum.x, cSum.x);
720 			if(hasUnsignedTextureComponent(1)) c.y = cSum.y; else c.y = AddSat(cSum.y, cSum.y);
721 			if(hasUnsignedTextureComponent(2)) c.z = cSum.z; else c.z = AddSat(cSum.z, cSum.z);
722 			if(hasUnsignedTextureComponent(3)) c.w = cSum.w; else c.w = AddSat(cSum.w, cSum.w);
723 		}
724 
725 		return c;
726 	}
727 
sampleQuad(Pointer<Byte> & texture,Float4 & u,Float4 & v,Float4 & w,Vector4f & offset,Float & lod,Int face[4],bool secondLOD,SamplerFunction function)728 	Vector4s SamplerCore::sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function)
729 	{
730 		if(state.textureType != TEXTURE_3D)
731 		{
732 			return sampleQuad2D(texture, u, v, w, offset, lod, face, secondLOD, function);
733 		}
734 		else
735 		{
736 			return sample3D(texture, u, v, w, offset, lod, secondLOD, function);
737 		}
738 	}
739 
sampleQuad2D(Pointer<Byte> & texture,Float4 & u,Float4 & v,Float4 & w,Vector4f & offset,Float & lod,Int face[4],bool secondLOD,SamplerFunction function)740 	Vector4s SamplerCore::sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function)
741 	{
742 		Vector4s c;
743 
744 		int componentCount = textureComponentCount();
745 		bool gather = state.textureFilter == FILTER_GATHER;
746 
747 		Pointer<Byte> mipmap;
748 		Pointer<Byte> buffer[4];
749 
750 		selectMipmap(texture, buffer, mipmap, lod, face, secondLOD);
751 
752 		bool texelFetch = (function == Fetch);
753 
754 		Short4 uuuu = texelFetch ? Short4(As<Int4>(u)) : address(u, state.addressingModeU, mipmap);
755 		Short4 vvvv = texelFetch ? Short4(As<Int4>(v)) : address(v, state.addressingModeV, mipmap);
756 		Short4 wwww = texelFetch ? Short4(As<Int4>(w)) : address(w, state.addressingModeW, mipmap);
757 
758 		if(state.textureFilter == FILTER_POINT || texelFetch)
759 		{
760 			c = sampleTexel(uuuu, vvvv, wwww, offset, mipmap, buffer, function);
761 		}
762 		else
763 		{
764 			Short4 uuuu0 = offsetSample(uuuu, mipmap, OFFSET(Mipmap,uHalf), state.addressingModeU == ADDRESSING_WRAP, gather ? 0 : -1, lod);
765 			Short4 vvvv0 = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), state.addressingModeV == ADDRESSING_WRAP, gather ? 0 : -1, lod);
766 			Short4 uuuu1 = offsetSample(uuuu, mipmap, OFFSET(Mipmap,uHalf), state.addressingModeU == ADDRESSING_WRAP, gather ? 2 : +1, lod);
767 			Short4 vvvv1 = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), state.addressingModeV == ADDRESSING_WRAP, gather ? 2 : +1, lod);
768 
769 			Vector4s c0 = sampleTexel(uuuu0, vvvv0, wwww, offset, mipmap, buffer, function);
770 			Vector4s c1 = sampleTexel(uuuu1, vvvv0, wwww, offset, mipmap, buffer, function);
771 			Vector4s c2 = sampleTexel(uuuu0, vvvv1, wwww, offset, mipmap, buffer, function);
772 			Vector4s c3 = sampleTexel(uuuu1, vvvv1, wwww, offset, mipmap, buffer, function);
773 
774 			if(!gather)   // Blend
775 			{
776 				// Fractions
777 				UShort4 f0u = As<UShort4>(uuuu0) * *Pointer<UShort4>(mipmap + OFFSET(Mipmap,width));
778 				UShort4 f0v = As<UShort4>(vvvv0) * *Pointer<UShort4>(mipmap + OFFSET(Mipmap,height));
779 
780 				UShort4 f1u = ~f0u;
781 				UShort4 f1v = ~f0v;
782 
783 				UShort4 f0u0v = MulHigh(f0u, f0v);
784 				UShort4 f1u0v = MulHigh(f1u, f0v);
785 				UShort4 f0u1v = MulHigh(f0u, f1v);
786 				UShort4 f1u1v = MulHigh(f1u, f1v);
787 
788 				// Signed fractions
789 				Short4 f1u1vs;
790 				Short4 f0u1vs;
791 				Short4 f1u0vs;
792 				Short4 f0u0vs;
793 
794 				if(!hasUnsignedTextureComponent(0) || !hasUnsignedTextureComponent(1) || !hasUnsignedTextureComponent(2) || !hasUnsignedTextureComponent(3))
795 				{
796 					f1u1vs = f1u1v >> 1;
797 					f0u1vs = f0u1v >> 1;
798 					f1u0vs = f1u0v >> 1;
799 					f0u0vs = f0u0v >> 1;
800 				}
801 
802 				// Bilinear interpolation
803 				if(componentCount >= 1)
804 				{
805 					if(has16bitTextureComponents() && hasUnsignedTextureComponent(0))
806 					{
807 						c0.x = As<UShort4>(c0.x) - MulHigh(As<UShort4>(c0.x), f0u) + MulHigh(As<UShort4>(c1.x), f0u);
808 						c2.x = As<UShort4>(c2.x) - MulHigh(As<UShort4>(c2.x), f0u) + MulHigh(As<UShort4>(c3.x), f0u);
809 						c.x  = As<UShort4>(c0.x) - MulHigh(As<UShort4>(c0.x), f0v) + MulHigh(As<UShort4>(c2.x), f0v);
810 					}
811 					else
812 					{
813 						if(hasUnsignedTextureComponent(0))
814 						{
815 							c0.x = MulHigh(As<UShort4>(c0.x), f1u1v);
816 							c1.x = MulHigh(As<UShort4>(c1.x), f0u1v);
817 							c2.x = MulHigh(As<UShort4>(c2.x), f1u0v);
818 							c3.x = MulHigh(As<UShort4>(c3.x), f0u0v);
819 						}
820 						else
821 						{
822 							c0.x = MulHigh(c0.x, f1u1vs);
823 							c1.x = MulHigh(c1.x, f0u1vs);
824 							c2.x = MulHigh(c2.x, f1u0vs);
825 							c3.x = MulHigh(c3.x, f0u0vs);
826 						}
827 
828 						c.x = (c0.x + c1.x) + (c2.x + c3.x);
829 						if(!hasUnsignedTextureComponent(0)) c.x = AddSat(c.x, c.x);   // Correct for signed fractions
830 					}
831 				}
832 
833 				if(componentCount >= 2)
834 				{
835 					if(has16bitTextureComponents() && hasUnsignedTextureComponent(1))
836 					{
837 						c0.y = As<UShort4>(c0.y) - MulHigh(As<UShort4>(c0.y), f0u) + MulHigh(As<UShort4>(c1.y), f0u);
838 						c2.y = As<UShort4>(c2.y) - MulHigh(As<UShort4>(c2.y), f0u) + MulHigh(As<UShort4>(c3.y), f0u);
839 						c.y  = As<UShort4>(c0.y) - MulHigh(As<UShort4>(c0.y), f0v) + MulHigh(As<UShort4>(c2.y), f0v);
840 					}
841 					else
842 					{
843 						if(hasUnsignedTextureComponent(1))
844 						{
845 							c0.y = MulHigh(As<UShort4>(c0.y), f1u1v);
846 							c1.y = MulHigh(As<UShort4>(c1.y), f0u1v);
847 							c2.y = MulHigh(As<UShort4>(c2.y), f1u0v);
848 							c3.y = MulHigh(As<UShort4>(c3.y), f0u0v);
849 						}
850 						else
851 						{
852 							c0.y = MulHigh(c0.y, f1u1vs);
853 							c1.y = MulHigh(c1.y, f0u1vs);
854 							c2.y = MulHigh(c2.y, f1u0vs);
855 							c3.y = MulHigh(c3.y, f0u0vs);
856 						}
857 
858 						c.y = (c0.y + c1.y) + (c2.y + c3.y);
859 						if(!hasUnsignedTextureComponent(1)) c.y = AddSat(c.y, c.y);   // Correct for signed fractions
860 					}
861 				}
862 
863 				if(componentCount >= 3)
864 				{
865 					if(has16bitTextureComponents() && hasUnsignedTextureComponent(2))
866 					{
867 						c0.z = As<UShort4>(c0.z) - MulHigh(As<UShort4>(c0.z), f0u) + MulHigh(As<UShort4>(c1.z), f0u);
868 						c2.z = As<UShort4>(c2.z) - MulHigh(As<UShort4>(c2.z), f0u) + MulHigh(As<UShort4>(c3.z), f0u);
869 						c.z  = As<UShort4>(c0.z) - MulHigh(As<UShort4>(c0.z), f0v) + MulHigh(As<UShort4>(c2.z), f0v);
870 					}
871 					else
872 					{
873 						if(hasUnsignedTextureComponent(2))
874 						{
875 							c0.z = MulHigh(As<UShort4>(c0.z), f1u1v);
876 							c1.z = MulHigh(As<UShort4>(c1.z), f0u1v);
877 							c2.z = MulHigh(As<UShort4>(c2.z), f1u0v);
878 							c3.z = MulHigh(As<UShort4>(c3.z), f0u0v);
879 						}
880 						else
881 						{
882 							c0.z = MulHigh(c0.z, f1u1vs);
883 							c1.z = MulHigh(c1.z, f0u1vs);
884 							c2.z = MulHigh(c2.z, f1u0vs);
885 							c3.z = MulHigh(c3.z, f0u0vs);
886 						}
887 
888 						c.z = (c0.z + c1.z) + (c2.z + c3.z);
889 						if(!hasUnsignedTextureComponent(2)) c.z = AddSat(c.z, c.z);   // Correct for signed fractions
890 					}
891 				}
892 
893 				if(componentCount >= 4)
894 				{
895 					if(has16bitTextureComponents() && hasUnsignedTextureComponent(3))
896 					{
897 						c0.w = As<UShort4>(c0.w) - MulHigh(As<UShort4>(c0.w), f0u) + MulHigh(As<UShort4>(c1.w), f0u);
898 						c2.w = As<UShort4>(c2.w) - MulHigh(As<UShort4>(c2.w), f0u) + MulHigh(As<UShort4>(c3.w), f0u);
899 						c.w  = As<UShort4>(c0.w) - MulHigh(As<UShort4>(c0.w), f0v) + MulHigh(As<UShort4>(c2.w), f0v);
900 					}
901 					else
902 					{
903 						if(hasUnsignedTextureComponent(3))
904 						{
905 							c0.w = MulHigh(As<UShort4>(c0.w), f1u1v);
906 							c1.w = MulHigh(As<UShort4>(c1.w), f0u1v);
907 							c2.w = MulHigh(As<UShort4>(c2.w), f1u0v);
908 							c3.w = MulHigh(As<UShort4>(c3.w), f0u0v);
909 						}
910 						else
911 						{
912 							c0.w = MulHigh(c0.w, f1u1vs);
913 							c1.w = MulHigh(c1.w, f0u1vs);
914 							c2.w = MulHigh(c2.w, f1u0vs);
915 							c3.w = MulHigh(c3.w, f0u0vs);
916 						}
917 
918 						c.w = (c0.w + c1.w) + (c2.w + c3.w);
919 						if(!hasUnsignedTextureComponent(3)) c.w = AddSat(c.w, c.w);   // Correct for signed fractions
920 					}
921 				}
922 			}
923 			else
924 			{
925 				c.x = c1.x;
926 				c.y = c2.x;
927 				c.z = c3.x;
928 				c.w = c0.x;
929 			}
930 		}
931 
932 		return c;
933 	}
934 
sample3D(Pointer<Byte> & texture,Float4 & u_,Float4 & v_,Float4 & w_,Vector4f & offset,Float & lod,bool secondLOD,SamplerFunction function)935 	Vector4s SamplerCore::sample3D(Pointer<Byte> &texture, Float4 &u_, Float4 &v_, Float4 &w_, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function)
936 	{
937 		Vector4s c_;
938 
939 		int componentCount = textureComponentCount();
940 
941 		Pointer<Byte> mipmap;
942 		Pointer<Byte> buffer[4];
943 		Int face[4];
944 
945 		selectMipmap(texture, buffer, mipmap, lod, face, secondLOD);
946 
947 		bool texelFetch = (function == Fetch);
948 
949 		Short4 uuuu = texelFetch ? Short4(As<Int4>(u_)) : address(u_, state.addressingModeU, mipmap);
950 		Short4 vvvv = texelFetch ? Short4(As<Int4>(v_)) : address(v_, state.addressingModeV, mipmap);
951 		Short4 wwww = texelFetch ? Short4(As<Int4>(w_)) : address(w_, state.addressingModeW, mipmap);
952 
953 		if(state.textureFilter == FILTER_POINT || texelFetch)
954 		{
955 			c_ = sampleTexel(uuuu, vvvv, wwww, offset, mipmap, buffer, function);
956 		}
957 		else
958 		{
959 			Vector4s c[2][2][2];
960 
961 			Short4 u[2][2][2];
962 			Short4 v[2][2][2];
963 			Short4 s[2][2][2];
964 
965 			for(int i = 0; i < 2; i++)
966 			{
967 				for(int j = 0; j < 2; j++)
968 				{
969 					for(int k = 0; k < 2; k++)
970 					{
971 						u[i][j][k] = offsetSample(uuuu, mipmap, OFFSET(Mipmap,uHalf), state.addressingModeU == ADDRESSING_WRAP, i * 2 - 1, lod);
972 						v[i][j][k] = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), state.addressingModeV == ADDRESSING_WRAP, j * 2 - 1, lod);
973 						s[i][j][k] = offsetSample(wwww, mipmap, OFFSET(Mipmap,wHalf), state.addressingModeW == ADDRESSING_WRAP, k * 2 - 1, lod);
974 					}
975 				}
976 			}
977 
978 			// Fractions
979 			UShort4 f0u = As<UShort4>(u[0][0][0]) * *Pointer<UShort4>(mipmap + OFFSET(Mipmap,width));
980 			UShort4 f0v = As<UShort4>(v[0][0][0]) * *Pointer<UShort4>(mipmap + OFFSET(Mipmap,height));
981 			UShort4 f0s = As<UShort4>(s[0][0][0]) * *Pointer<UShort4>(mipmap + OFFSET(Mipmap,depth));
982 
983 			UShort4 f1u = ~f0u;
984 			UShort4 f1v = ~f0v;
985 			UShort4 f1s = ~f0s;
986 
987 			UShort4 f[2][2][2];
988 			Short4 fs[2][2][2];
989 
990 			f[1][1][1] = MulHigh(f1u, f1v);
991 			f[0][1][1] = MulHigh(f0u, f1v);
992 			f[1][0][1] = MulHigh(f1u, f0v);
993 			f[0][0][1] = MulHigh(f0u, f0v);
994 			f[1][1][0] = MulHigh(f1u, f1v);
995 			f[0][1][0] = MulHigh(f0u, f1v);
996 			f[1][0][0] = MulHigh(f1u, f0v);
997 			f[0][0][0] = MulHigh(f0u, f0v);
998 
999 			f[1][1][1] = MulHigh(f[1][1][1], f1s);
1000 			f[0][1][1] = MulHigh(f[0][1][1], f1s);
1001 			f[1][0][1] = MulHigh(f[1][0][1], f1s);
1002 			f[0][0][1] = MulHigh(f[0][0][1], f1s);
1003 			f[1][1][0] = MulHigh(f[1][1][0], f0s);
1004 			f[0][1][0] = MulHigh(f[0][1][0], f0s);
1005 			f[1][0][0] = MulHigh(f[1][0][0], f0s);
1006 			f[0][0][0] = MulHigh(f[0][0][0], f0s);
1007 
1008 			// Signed fractions
1009 			if(!hasUnsignedTextureComponent(0) || !hasUnsignedTextureComponent(1) || !hasUnsignedTextureComponent(2) || !hasUnsignedTextureComponent(3))
1010 			{
1011 				fs[0][0][0] = f[0][0][0] >> 1;
1012 				fs[0][0][1] = f[0][0][1] >> 1;
1013 				fs[0][1][0] = f[0][1][0] >> 1;
1014 				fs[0][1][1] = f[0][1][1] >> 1;
1015 				fs[1][0][0] = f[1][0][0] >> 1;
1016 				fs[1][0][1] = f[1][0][1] >> 1;
1017 				fs[1][1][0] = f[1][1][0] >> 1;
1018 				fs[1][1][1] = f[1][1][1] >> 1;
1019 			}
1020 
1021 			for(int i = 0; i < 2; i++)
1022 			{
1023 				for(int j = 0; j < 2; j++)
1024 				{
1025 					for(int k = 0; k < 2; k++)
1026 					{
1027 						c[i][j][k] = sampleTexel(u[i][j][k], v[i][j][k], s[i][j][k], offset, mipmap, buffer, function);
1028 
1029 						if(componentCount >= 1) { if(hasUnsignedTextureComponent(0)) c[i][j][k].x = MulHigh(As<UShort4>(c[i][j][k].x), f[1 - i][1 - j][1 - k]); else c[i][j][k].x = MulHigh(c[i][j][k].x, fs[1 - i][1 - j][1 - k]); }
1030 						if(componentCount >= 2) { if(hasUnsignedTextureComponent(1)) c[i][j][k].y = MulHigh(As<UShort4>(c[i][j][k].y), f[1 - i][1 - j][1 - k]); else c[i][j][k].y = MulHigh(c[i][j][k].y, fs[1 - i][1 - j][1 - k]); }
1031 						if(componentCount >= 3) { if(hasUnsignedTextureComponent(2)) c[i][j][k].z = MulHigh(As<UShort4>(c[i][j][k].z), f[1 - i][1 - j][1 - k]); else c[i][j][k].z = MulHigh(c[i][j][k].z, fs[1 - i][1 - j][1 - k]); }
1032 						if(componentCount >= 4) { if(hasUnsignedTextureComponent(3)) c[i][j][k].w = MulHigh(As<UShort4>(c[i][j][k].w), f[1 - i][1 - j][1 - k]); else c[i][j][k].w = MulHigh(c[i][j][k].w, fs[1 - i][1 - j][1 - k]); }
1033 
1034 						if(i != 0 || j != 0 || k != 0)
1035 						{
1036 							if(componentCount >= 1) c[0][0][0].x += c[i][j][k].x;
1037 							if(componentCount >= 2) c[0][0][0].y += c[i][j][k].y;
1038 							if(componentCount >= 3) c[0][0][0].z += c[i][j][k].z;
1039 							if(componentCount >= 4) c[0][0][0].w += c[i][j][k].w;
1040 						}
1041 					}
1042 				}
1043 			}
1044 
1045 			if(componentCount >= 1) c_.x = c[0][0][0].x;
1046 			if(componentCount >= 2) c_.y = c[0][0][0].y;
1047 			if(componentCount >= 3) c_.z = c[0][0][0].z;
1048 			if(componentCount >= 4) c_.w = c[0][0][0].w;
1049 
1050 			// Correct for signed fractions
1051 			if(componentCount >= 1) if(!hasUnsignedTextureComponent(0)) c_.x = AddSat(c_.x, c_.x);
1052 			if(componentCount >= 2) if(!hasUnsignedTextureComponent(1)) c_.y = AddSat(c_.y, c_.y);
1053 			if(componentCount >= 3) if(!hasUnsignedTextureComponent(2)) c_.z = AddSat(c_.z, c_.z);
1054 			if(componentCount >= 4) if(!hasUnsignedTextureComponent(3)) c_.w = AddSat(c_.w, c_.w);
1055 		}
1056 
1057 		return c_;
1058 	}
1059 
sampleFloatFilter(Pointer<Byte> & texture,Float4 & u,Float4 & v,Float4 & w,Float4 & q,Vector4f & offset,Float & lod,Float & anisotropy,Float4 & uDelta,Float4 & vDelta,Int face[4],SamplerFunction function)1060 	Vector4f SamplerCore::sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerFunction function)
1061 	{
1062 		Vector4f c = sampleFloatAniso(texture, u, v, w, q, offset, lod, anisotropy, uDelta, vDelta, face, false, function);
1063 
1064 		if(function == Fetch)
1065 		{
1066 			return c;
1067 		}
1068 
1069 		if(state.mipmapFilter == MIPMAP_LINEAR)
1070 		{
1071 			Vector4f cc = sampleFloatAniso(texture, u, v, w, q, offset, lod, anisotropy, uDelta, vDelta, face, true, function);
1072 
1073 			Float4 lod4 = Float4(Frac(lod));
1074 
1075 			c.x = (cc.x - c.x) * lod4 + c.x;
1076 			c.y = (cc.y - c.y) * lod4 + c.y;
1077 			c.z = (cc.z - c.z) * lod4 + c.z;
1078 			c.w = (cc.w - c.w) * lod4 + c.w;
1079 		}
1080 
1081 		Int4 borderMask;
1082 
1083 		if(state.addressingModeU == ADDRESSING_BORDER)
1084 		{
1085 			Int4 u0;
1086 
1087 			border(u0, u);
1088 
1089 			borderMask = u0;
1090 		}
1091 
1092 		if(state.addressingModeV == ADDRESSING_BORDER)
1093 		{
1094 			Int4 v0;
1095 
1096 			border(v0, v);
1097 
1098 			if(state.addressingModeU == ADDRESSING_BORDER)
1099 			{
1100 				borderMask &= v0;
1101 			}
1102 			else
1103 			{
1104 				borderMask = v0;
1105 			}
1106 		}
1107 
1108 		if(state.addressingModeW == ADDRESSING_BORDER && state.textureType == TEXTURE_3D)
1109 		{
1110 			Int4 s0;
1111 
1112 			border(s0, w);
1113 
1114 			if(state.addressingModeU == ADDRESSING_BORDER ||
1115 			   state.addressingModeV == ADDRESSING_BORDER)
1116 			{
1117 				borderMask &= s0;
1118 			}
1119 			else
1120 			{
1121 				borderMask = s0;
1122 			}
1123 		}
1124 
1125 		if(state.addressingModeU == ADDRESSING_BORDER ||
1126 		   state.addressingModeV == ADDRESSING_BORDER ||
1127 		   (state.addressingModeW == ADDRESSING_BORDER && state.textureType == TEXTURE_3D))
1128 		{
1129 			Int4 b;
1130 
1131 			c.x = As<Float4>((borderMask & As<Int4>(c.x)) | (~borderMask & *Pointer<Int4>(texture + OFFSET(Texture,borderColorF[0]))));
1132 			c.y = As<Float4>((borderMask & As<Int4>(c.y)) | (~borderMask & *Pointer<Int4>(texture + OFFSET(Texture,borderColorF[1]))));
1133 			c.z = As<Float4>((borderMask & As<Int4>(c.z)) | (~borderMask & *Pointer<Int4>(texture + OFFSET(Texture,borderColorF[2]))));
1134 			c.w = As<Float4>((borderMask & As<Int4>(c.w)) | (~borderMask & *Pointer<Int4>(texture + OFFSET(Texture,borderColorF[3]))));
1135 		}
1136 
1137 		return c;
1138 	}
1139 
sampleFloatAniso(Pointer<Byte> & texture,Float4 & u,Float4 & v,Float4 & w,Float4 & q,Vector4f & offset,Float & lod,Float & anisotropy,Float4 & uDelta,Float4 & vDelta,Int face[4],bool secondLOD,SamplerFunction function)1140 	Vector4f SamplerCore::sampleFloatAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerFunction function)
1141 	{
1142 		Vector4f c;
1143 
1144 		if(state.textureFilter != FILTER_ANISOTROPIC || function == Lod || function == Fetch)
1145 		{
1146 			c = sampleFloat(texture, u, v, w, q, offset, lod, face, secondLOD, function);
1147 		}
1148 		else
1149 		{
1150 			Int a = RoundInt(anisotropy);
1151 
1152 			Vector4f cSum;
1153 
1154 			cSum.x = Float4(0.0f);
1155 			cSum.y = Float4(0.0f);
1156 			cSum.z = Float4(0.0f);
1157 			cSum.w = Float4(0.0f);
1158 
1159 			Float4 A = *Pointer<Float4>(constants + OFFSET(Constants,uvWeight) + 16 * a);
1160 			Float4 B = *Pointer<Float4>(constants + OFFSET(Constants,uvStart) + 16 * a);
1161 
1162 			Float4 du = uDelta;
1163 			Float4 dv = vDelta;
1164 
1165 			Float4 u0 = u + B * du;
1166 			Float4 v0 = v + B * dv;
1167 
1168 			du *= A;
1169 			dv *= A;
1170 
1171 			Int i = 0;
1172 
1173 			Do
1174 			{
1175 				c = sampleFloat(texture, u0, v0, w, q, offset, lod, face, secondLOD, function);
1176 
1177 				u0 += du;
1178 				v0 += dv;
1179 
1180 				cSum.x += c.x * A;
1181 				cSum.y += c.y * A;
1182 				cSum.z += c.z * A;
1183 				cSum.w += c.w * A;
1184 
1185 				i++;
1186 			}
1187 			Until(i >= a);
1188 
1189 			c.x = cSum.x;
1190 			c.y = cSum.y;
1191 			c.z = cSum.z;
1192 			c.w = cSum.w;
1193 		}
1194 
1195 		return c;
1196 	}
1197 
sampleFloat(Pointer<Byte> & texture,Float4 & u,Float4 & v,Float4 & w,Float4 & q,Vector4f & offset,Float & lod,Int face[4],bool secondLOD,SamplerFunction function)1198 	Vector4f SamplerCore::sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function)
1199 	{
1200 		if(state.textureType != TEXTURE_3D)
1201 		{
1202 			return sampleFloat2D(texture, u, v, w, q, offset, lod, face, secondLOD, function);
1203 		}
1204 		else
1205 		{
1206 			return sampleFloat3D(texture, u, v, w, offset, lod, secondLOD, function);
1207 		}
1208 	}
1209 
sampleFloat2D(Pointer<Byte> & texture,Float4 & u,Float4 & v,Float4 & w,Float4 & q,Vector4f & offset,Float & lod,Int face[4],bool secondLOD,SamplerFunction function)1210 	Vector4f SamplerCore::sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function)
1211 	{
1212 		Vector4f c;
1213 
1214 		int componentCount = textureComponentCount();
1215 		bool gather = state.textureFilter == FILTER_GATHER;
1216 
1217 		Pointer<Byte> mipmap;
1218 		Pointer<Byte> buffer[4];
1219 
1220 		selectMipmap(texture, buffer, mipmap, lod, face, secondLOD);
1221 
1222 		Int4 x0, x1, y0, y1, z0;
1223 		Float4 fu, fv;
1224 		Int4 filter = computeFilterOffset(lod);
1225 		address(u, x0, x1, fu, mipmap, offset.x, filter, OFFSET(Mipmap, width), state.addressingModeU, function);
1226 		address(v, y0, y1, fv, mipmap, offset.y, filter, OFFSET(Mipmap, height), state.addressingModeV, function);
1227 		address(w, z0, z0, fv, mipmap, offset.z, filter, OFFSET(Mipmap, depth), state.addressingModeW, function);
1228 
1229 		Int4 pitchP = *Pointer<Int4>(mipmap + OFFSET(Mipmap, pitchP), 16);
1230 		y0 *= pitchP;
1231 		if(hasThirdCoordinate())
1232 		{
1233 			Int4 sliceP = *Pointer<Int4>(mipmap + OFFSET(Mipmap, sliceP), 16);
1234 			z0 *= sliceP;
1235 		}
1236 
1237 		if(state.textureFilter == FILTER_POINT || (function == Fetch))
1238 		{
1239 			c = sampleTexel(x0, y0, z0, q, mipmap, buffer, function);
1240 		}
1241 		else
1242 		{
1243 			y1 *= pitchP;
1244 
1245 			Vector4f c0 = sampleTexel(x0, y0, z0, q, mipmap, buffer, function);
1246 			Vector4f c1 = sampleTexel(x1, y0, z0, q, mipmap, buffer, function);
1247 			Vector4f c2 = sampleTexel(x0, y1, z0, q, mipmap, buffer, function);
1248 			Vector4f c3 = sampleTexel(x1, y1, z0, q, mipmap, buffer, function);
1249 
1250 			if(!gather)   // Blend
1251 			{
1252 				if(componentCount >= 1) c0.x = c0.x + fu * (c1.x - c0.x);
1253 				if(componentCount >= 2) c0.y = c0.y + fu * (c1.y - c0.y);
1254 				if(componentCount >= 3) c0.z = c0.z + fu * (c1.z - c0.z);
1255 				if(componentCount >= 4) c0.w = c0.w + fu * (c1.w - c0.w);
1256 
1257 				if(componentCount >= 1) c2.x = c2.x + fu * (c3.x - c2.x);
1258 				if(componentCount >= 2) c2.y = c2.y + fu * (c3.y - c2.y);
1259 				if(componentCount >= 3) c2.z = c2.z + fu * (c3.z - c2.z);
1260 				if(componentCount >= 4) c2.w = c2.w + fu * (c3.w - c2.w);
1261 
1262 				if(componentCount >= 1) c.x = c0.x + fv * (c2.x - c0.x);
1263 				if(componentCount >= 2) c.y = c0.y + fv * (c2.y - c0.y);
1264 				if(componentCount >= 3) c.z = c0.z + fv * (c2.z - c0.z);
1265 				if(componentCount >= 4) c.w = c0.w + fv * (c2.w - c0.w);
1266 			}
1267 			else
1268 			{
1269 				c.x = c1.x;
1270 				c.y = c2.x;
1271 				c.z = c3.x;
1272 				c.w = c0.x;
1273 			}
1274 		}
1275 
1276 		return c;
1277 	}
1278 
sampleFloat3D(Pointer<Byte> & texture,Float4 & u,Float4 & v,Float4 & w,Vector4f & offset,Float & lod,bool secondLOD,SamplerFunction function)1279 	Vector4f SamplerCore::sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function)
1280 	{
1281 		Vector4f c;
1282 
1283 		int componentCount = textureComponentCount();
1284 
1285 		Pointer<Byte> mipmap;
1286 		Pointer<Byte> buffer[4];
1287 		Int face[4];
1288 
1289 		selectMipmap(texture, buffer, mipmap, lod, face, secondLOD);
1290 
1291 		Int4 x0, x1, y0, y1, z0, z1;
1292 		Float4 fu, fv, fw;
1293 		Int4 filter = computeFilterOffset(lod);
1294 		address(u, x0, x1, fu, mipmap, offset.x, filter, OFFSET(Mipmap, width), state.addressingModeU, function);
1295 		address(v, y0, y1, fv, mipmap, offset.y, filter, OFFSET(Mipmap, height), state.addressingModeV, function);
1296 		address(w, z0, z1, fw, mipmap, offset.z, filter, OFFSET(Mipmap, depth), state.addressingModeW, function);
1297 
1298 		Int4 pitchP = *Pointer<Int4>(mipmap + OFFSET(Mipmap, pitchP), 16);
1299 		Int4 sliceP = *Pointer<Int4>(mipmap + OFFSET(Mipmap, sliceP), 16);
1300 		y0 *= pitchP;
1301 		z0 *= sliceP;
1302 
1303 		if(state.textureFilter == FILTER_POINT || (function == Fetch))
1304 		{
1305 			c = sampleTexel(x0, y0, z0, w, mipmap, buffer, function);
1306 		}
1307 		else
1308 		{
1309 			y1 *= pitchP;
1310 			z1 *= sliceP;
1311 
1312 			Vector4f c0 = sampleTexel(x0, y0, z0, w, mipmap, buffer, function);
1313 			Vector4f c1 = sampleTexel(x1, y0, z0, w, mipmap, buffer, function);
1314 			Vector4f c2 = sampleTexel(x0, y1, z0, w, mipmap, buffer, function);
1315 			Vector4f c3 = sampleTexel(x1, y1, z0, w, mipmap, buffer, function);
1316 			Vector4f c4 = sampleTexel(x0, y0, z1, w, mipmap, buffer, function);
1317 			Vector4f c5 = sampleTexel(x1, y0, z1, w, mipmap, buffer, function);
1318 			Vector4f c6 = sampleTexel(x0, y1, z1, w, mipmap, buffer, function);
1319 			Vector4f c7 = sampleTexel(x1, y1, z1, w, mipmap, buffer, function);
1320 
1321 			// Blend first slice
1322 			if(componentCount >= 1) c0.x = c0.x + fu * (c1.x - c0.x);
1323 			if(componentCount >= 2) c0.y = c0.y + fu * (c1.y - c0.y);
1324 			if(componentCount >= 3) c0.z = c0.z + fu * (c1.z - c0.z);
1325 			if(componentCount >= 4) c0.w = c0.w + fu * (c1.w - c0.w);
1326 
1327 			if(componentCount >= 1) c2.x = c2.x + fu * (c3.x - c2.x);
1328 			if(componentCount >= 2) c2.y = c2.y + fu * (c3.y - c2.y);
1329 			if(componentCount >= 3) c2.z = c2.z + fu * (c3.z - c2.z);
1330 			if(componentCount >= 4) c2.w = c2.w + fu * (c3.w - c2.w);
1331 
1332 			if(componentCount >= 1) c0.x = c0.x + fv * (c2.x - c0.x);
1333 			if(componentCount >= 2) c0.y = c0.y + fv * (c2.y - c0.y);
1334 			if(componentCount >= 3) c0.z = c0.z + fv * (c2.z - c0.z);
1335 			if(componentCount >= 4) c0.w = c0.w + fv * (c2.w - c0.w);
1336 
1337 			// Blend second slice
1338 			if(componentCount >= 1) c4.x = c4.x + fu * (c5.x - c4.x);
1339 			if(componentCount >= 2) c4.y = c4.y + fu * (c5.y - c4.y);
1340 			if(componentCount >= 3) c4.z = c4.z + fu * (c5.z - c4.z);
1341 			if(componentCount >= 4) c4.w = c4.w + fu * (c5.w - c4.w);
1342 
1343 			if(componentCount >= 1) c6.x = c6.x + fu * (c7.x - c6.x);
1344 			if(componentCount >= 2) c6.y = c6.y + fu * (c7.y - c6.y);
1345 			if(componentCount >= 3) c6.z = c6.z + fu * (c7.z - c6.z);
1346 			if(componentCount >= 4) c6.w = c6.w + fu * (c7.w - c6.w);
1347 
1348 			if(componentCount >= 1) c4.x = c4.x + fv * (c6.x - c4.x);
1349 			if(componentCount >= 2) c4.y = c4.y + fv * (c6.y - c4.y);
1350 			if(componentCount >= 3) c4.z = c4.z + fv * (c6.z - c4.z);
1351 			if(componentCount >= 4) c4.w = c4.w + fv * (c6.w - c4.w);
1352 
1353 			// Blend slices
1354 			if(componentCount >= 1) c.x = c0.x + fw * (c4.x - c0.x);
1355 			if(componentCount >= 2) c.y = c0.y + fw * (c4.y - c0.y);
1356 			if(componentCount >= 3) c.z = c0.z + fw * (c4.z - c0.z);
1357 			if(componentCount >= 4) c.w = c0.w + fw * (c4.w - c0.w);
1358 		}
1359 
1360 		return c;
1361 	}
1362 
log2sqrt(Float lod)1363 	Float SamplerCore::log2sqrt(Float lod)
1364 	{
1365 		// log2(sqrt(lod))                               // Equals 0.25 * log2(lod^2).
1366 		lod *= lod;                                      // Squaring doubles the exponent and produces an extra bit of precision.
1367 		lod = Float(As<Int>(lod)) - Float(0x3F800000);   // Interpret as integer and subtract the exponent bias.
1368 		lod *= As<Float>(Int(0x33000000));               // Scale by 0.25 * 2^-23 (mantissa length).
1369 
1370 		return lod;
1371 	}
1372 
log2(Float lod)1373 	Float SamplerCore::log2(Float lod)
1374 	{
1375 		lod *= lod;                                      // Squaring doubles the exponent and produces an extra bit of precision.
1376 		lod = Float(As<Int>(lod)) - Float(0x3F800000);   // Interpret as integer and subtract the exponent bias.
1377 		lod *= As<Float>(Int(0x33800000));               // Scale by 0.5 * 2^-23 (mantissa length).
1378 
1379 		return lod;
1380 	}
1381 
computeLod(Pointer<Byte> & texture,Float & lod,Float & anisotropy,Float4 & uDelta,Float4 & vDelta,Float4 & uuuu,Float4 & vvvv,const Float & lodBias,Vector4f & dsx,Vector4f & dsy,SamplerFunction function)1382 	void SamplerCore::computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &uuuu, Float4 &vvvv, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerFunction function)
1383 	{
1384 		if(function != Lod && function != Fetch)
1385 		{
1386 			Float4 duvdxy;
1387 
1388 			if(function != Grad)   // Implicit
1389 			{
1390 				duvdxy = Float4(uuuu.yz, vvvv.yz) - Float4(uuuu.xx, vvvv.xx);
1391 			}
1392 			else
1393 			{
1394 				Float4 dudxy = Float4(dsx.x.xx, dsy.x.xx);
1395 				Float4 dvdxy = Float4(dsx.y.xx, dsy.y.xx);
1396 
1397 				duvdxy = Float4(dudxy.xz, dvdxy.xz);
1398 			}
1399 
1400 			// Scale by texture dimensions and global LOD.
1401 			Float4 dUVdxy = duvdxy * *Pointer<Float4>(texture + OFFSET(Texture,widthHeightLOD));
1402 
1403 			Float4 dUV2dxy = dUVdxy * dUVdxy;
1404 			Float4 dUV2 = dUV2dxy.xy + dUV2dxy.zw;
1405 
1406 			lod = Max(Float(dUV2.x), Float(dUV2.y));   // Square length of major axis
1407 
1408 			if(state.textureFilter == FILTER_ANISOTROPIC)
1409 			{
1410 				Float det = Abs(Float(dUVdxy.x) * Float(dUVdxy.w) - Float(dUVdxy.y) * Float(dUVdxy.z));
1411 
1412 				Float4 dudx = duvdxy.xxxx;
1413 				Float4 dudy = duvdxy.yyyy;
1414 				Float4 dvdx = duvdxy.zzzz;
1415 				Float4 dvdy = duvdxy.wwww;
1416 
1417 				Int4 mask = As<Int4>(CmpNLT(dUV2.x, dUV2.y));
1418 				uDelta = As<Float4>((As<Int4>(dudx) & mask) | ((As<Int4>(dudy) & ~mask)));
1419 				vDelta = As<Float4>((As<Int4>(dvdx) & mask) | ((As<Int4>(dvdy) & ~mask)));
1420 
1421 				anisotropy = lod * Rcp_pp(det);
1422 				anisotropy = Min(anisotropy, *Pointer<Float>(texture + OFFSET(Texture,maxAnisotropy)));
1423 
1424 				lod *= Rcp_pp(anisotropy * anisotropy);
1425 			}
1426 
1427 			lod = log2sqrt(lod);   // log2(sqrt(lod))
1428 
1429 			if(function == Bias)
1430 			{
1431 				lod += lodBias;
1432 			}
1433 		}
1434 		else if(function == Lod)
1435 		{
1436 			lod = lodBias;
1437 		}
1438 		else if(function == Fetch)
1439 		{
1440 			// TODO: Eliminate int-float-int conversion.
1441 			lod = Float(As<Int>(lodBias));
1442 		}
1443 		else if(function == Base)
1444 		{
1445 			lod = Float(0);
1446 		}
1447 		else assert(false);
1448 
1449 		lod = Max(lod, *Pointer<Float>(texture + OFFSET(Texture, minLod)));
1450 		lod = Min(lod, *Pointer<Float>(texture + OFFSET(Texture, maxLod)));
1451 	}
1452 
computeLodCube(Pointer<Byte> & texture,Float & lod,Float4 & u,Float4 & v,Float4 & w,const Float & lodBias,Vector4f & dsx,Vector4f & dsy,Float4 & M,SamplerFunction function)1453 	void SamplerCore::computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, Float4 &M, SamplerFunction function)
1454 	{
1455 		if(function != Lod && function != Fetch)
1456 		{
1457 			Float4 dudxy, dvdxy, dsdxy;
1458 
1459 			if(function != Grad)  // Implicit
1460 			{
1461 				Float4 U = u * M;
1462 				Float4 V = v * M;
1463 				Float4 W = w * M;
1464 
1465 				dudxy = Abs(U - U.xxxx);
1466 				dvdxy = Abs(V - V.xxxx);
1467 				dsdxy = Abs(W - W.xxxx);
1468 			}
1469 			else
1470 			{
1471 				dudxy = Float4(dsx.x.xx, dsy.x.xx);
1472 				dvdxy = Float4(dsx.y.xx, dsy.y.xx);
1473 				dsdxy = Float4(dsx.z.xx, dsy.z.xx);
1474 
1475 				dudxy = Abs(dudxy * Float4(M.x));
1476 				dvdxy = Abs(dvdxy * Float4(M.x));
1477 				dsdxy = Abs(dsdxy * Float4(M.x));
1478 			}
1479 
1480 			// Compute the largest Manhattan distance in two dimensions.
1481 			// This takes the footprint across adjacent faces into account.
1482 			Float4 duvdxy = dudxy + dvdxy;
1483 			Float4 dusdxy = dudxy + dsdxy;
1484 			Float4 dvsdxy = dvdxy + dsdxy;
1485 
1486 			dudxy = Max(Max(duvdxy, dusdxy), dvsdxy);
1487 
1488 			lod = Max(Float(dudxy.y), Float(dudxy.z));   // FIXME: Max(dudxy.y, dudxy.z);
1489 
1490 			// Scale by texture dimension and global LOD.
1491 			lod *= *Pointer<Float>(texture + OFFSET(Texture,widthLOD));
1492 
1493 			lod = log2(lod);
1494 
1495 			if(function == Bias)
1496 			{
1497 				lod += lodBias;
1498 			}
1499 		}
1500 		else if(function == Lod)
1501 		{
1502 			lod = lodBias;
1503 		}
1504 		else if(function == Fetch)
1505 		{
1506 			// TODO: Eliminate int-float-int conversion.
1507 			lod = Float(As<Int>(lodBias));
1508 		}
1509 		else if(function == Base)
1510 		{
1511 			lod = Float(0);
1512 		}
1513 		else assert(false);
1514 
1515 		lod = Max(lod, *Pointer<Float>(texture + OFFSET(Texture, minLod)));
1516 		lod = Min(lod, *Pointer<Float>(texture + OFFSET(Texture, maxLod)));
1517 	}
1518 
computeLod3D(Pointer<Byte> & texture,Float & lod,Float4 & uuuu,Float4 & vvvv,Float4 & wwww,const Float & lodBias,Vector4f & dsx,Vector4f & dsy,SamplerFunction function)1519 	void SamplerCore::computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &uuuu, Float4 &vvvv, Float4 &wwww, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerFunction function)
1520 	{
1521 		if(function != Lod && function != Fetch)
1522 		{
1523 			Float4 dudxy, dvdxy, dsdxy;
1524 
1525 			if(function != Grad)   // Implicit
1526 			{
1527 				dudxy = uuuu - uuuu.xxxx;
1528 				dvdxy = vvvv - vvvv.xxxx;
1529 				dsdxy = wwww - wwww.xxxx;
1530 			}
1531 			else
1532 			{
1533 				dudxy = Float4(dsx.x.xx, dsy.x.xx);
1534 				dvdxy = Float4(dsx.y.xx, dsy.y.xx);
1535 				dsdxy = Float4(dsx.z.xx, dsy.z.xx);
1536 			}
1537 
1538 			// Scale by texture dimensions and global LOD.
1539 			dudxy *= *Pointer<Float4>(texture + OFFSET(Texture,widthLOD));
1540 			dvdxy *= *Pointer<Float4>(texture + OFFSET(Texture,heightLOD));
1541 			dsdxy *= *Pointer<Float4>(texture + OFFSET(Texture,depthLOD));
1542 
1543 			dudxy *= dudxy;
1544 			dvdxy *= dvdxy;
1545 			dsdxy *= dsdxy;
1546 
1547 			dudxy += dvdxy;
1548 			dudxy += dsdxy;
1549 
1550 			lod = Max(Float(dudxy.y), Float(dudxy.z));   // FIXME: Max(dudxy.y, dudxy.z);
1551 
1552 			lod = log2sqrt(lod);   // log2(sqrt(lod))
1553 
1554 			if(function == Bias)
1555 			{
1556 				lod += lodBias;
1557 			}
1558 		}
1559 		else if(function == Lod)
1560 		{
1561 			lod = lodBias;
1562 		}
1563 		else if(function == Fetch)
1564 		{
1565 			// TODO: Eliminate int-float-int conversion.
1566 			lod = Float(As<Int>(lodBias));
1567 		}
1568 		else if(function == Base)
1569 		{
1570 			lod = Float(0);
1571 		}
1572 		else assert(false);
1573 
1574 		lod = Max(lod, *Pointer<Float>(texture + OFFSET(Texture, minLod)));
1575 		lod = Min(lod, *Pointer<Float>(texture + OFFSET(Texture, maxLod)));
1576 	}
1577 
cubeFace(Int face[4],Float4 & U,Float4 & V,Float4 & x,Float4 & y,Float4 & z,Float4 & M)1578 	void SamplerCore::cubeFace(Int face[4], Float4 &U, Float4 &V, Float4 &x, Float4 &y, Float4 &z, Float4 &M)
1579 	{
1580 		Int4 xn = CmpLT(x, Float4(0.0f));   // x < 0
1581 		Int4 yn = CmpLT(y, Float4(0.0f));   // y < 0
1582 		Int4 zn = CmpLT(z, Float4(0.0f));   // z < 0
1583 
1584 		Float4 absX = Abs(x);
1585 		Float4 absY = Abs(y);
1586 		Float4 absZ = Abs(z);
1587 
1588 		Int4 xy = CmpNLE(absX, absY);   // abs(x) > abs(y)
1589 		Int4 yz = CmpNLE(absY, absZ);   // abs(y) > abs(z)
1590 		Int4 zx = CmpNLE(absZ, absX);   // abs(z) > abs(x)
1591 		Int4 xMajor = xy & ~zx;   // abs(x) > abs(y) && abs(x) > abs(z)
1592 		Int4 yMajor = yz & ~xy;   // abs(y) > abs(z) && abs(y) > abs(x)
1593 		Int4 zMajor = zx & ~yz;   // abs(z) > abs(x) && abs(z) > abs(y)
1594 
1595 		// FACE_POSITIVE_X = 000b
1596 		// FACE_NEGATIVE_X = 001b
1597 		// FACE_POSITIVE_Y = 010b
1598 		// FACE_NEGATIVE_Y = 011b
1599 		// FACE_POSITIVE_Z = 100b
1600 		// FACE_NEGATIVE_Z = 101b
1601 
1602 		Int yAxis = SignMask(yMajor);
1603 		Int zAxis = SignMask(zMajor);
1604 
1605 		Int4 n = ((xn & xMajor) | (yn & yMajor) | (zn & zMajor)) & Int4(0x80000000);
1606 		Int negative = SignMask(n);
1607 
1608 		face[0] = *Pointer<Int>(constants + OFFSET(Constants,transposeBit0) + negative * 4);
1609 		face[0] |= *Pointer<Int>(constants + OFFSET(Constants,transposeBit1) + yAxis * 4);
1610 		face[0] |= *Pointer<Int>(constants + OFFSET(Constants,transposeBit2) + zAxis * 4);
1611 		face[1] = (face[0] >> 4)  & 0x7;
1612 		face[2] = (face[0] >> 8)  & 0x7;
1613 		face[3] = (face[0] >> 12) & 0x7;
1614 		face[0] &= 0x7;
1615 
1616 		M = Max(Max(absX, absY), absZ);
1617 
1618 		// U = xMajor ? (neg ^ -z) : ((zMajor & neg) ^ x)
1619 		U = As<Float4>((xMajor & (n ^ As<Int4>(-z))) | (~xMajor & ((zMajor & n) ^ As<Int4>(x))));
1620 
1621 		// V = !yMajor ? -y : (n ^ z)
1622 		V = As<Float4>((~yMajor & As<Int4>(-y)) | (yMajor & (n ^ As<Int4>(z))));
1623 
1624 		M = reciprocal(M) * Float4(0.5f);
1625 		U = U * M + Float4(0.5f);
1626 		V = V * M + Float4(0.5f);
1627 	}
1628 
applyOffset(Short4 & uvw,Float4 & offset,const Int4 & whd,AddressingMode mode)1629 	Short4 SamplerCore::applyOffset(Short4 &uvw, Float4 &offset, const Int4 &whd, AddressingMode mode)
1630 	{
1631 		Int4 tmp = Int4(As<UShort4>(uvw));
1632 		tmp = tmp + As<Int4>(offset);
1633 
1634 		switch(mode)
1635 		{
1636 		case AddressingMode::ADDRESSING_WRAP:
1637 			tmp = (tmp + whd * Int4(-MIN_PROGRAM_TEXEL_OFFSET)) % whd;
1638 			break;
1639 		case AddressingMode::ADDRESSING_CLAMP:
1640 		case AddressingMode::ADDRESSING_MIRROR:
1641 		case AddressingMode::ADDRESSING_MIRRORONCE:
1642 		case AddressingMode::ADDRESSING_BORDER: // FIXME: Implement and test ADDRESSING_MIRROR, ADDRESSING_MIRRORONCE, ADDRESSING_BORDER
1643 			tmp = Min(Max(tmp, Int4(0)), whd - Int4(1));
1644 			break;
1645 		case ADDRESSING_TEXELFETCH:
1646 			break;
1647 		case AddressingMode::ADDRESSING_SEAMLESS:
1648 			ASSERT(false);   // Cube sampling doesn't support offset.
1649 		default:
1650 			ASSERT(false);
1651 		}
1652 
1653 		return As<Short4>(UShort4(tmp));
1654 	}
1655 
computeIndices(UInt index[4],Short4 uuuu,Short4 vvvv,Short4 wwww,Vector4f & offset,const Pointer<Byte> & mipmap,SamplerFunction function)1656 	void SamplerCore::computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, const Pointer<Byte> &mipmap, SamplerFunction function)
1657 	{
1658 		bool texelFetch = (function == Fetch);
1659 		bool hasOffset = (function.option == Offset);
1660 
1661 		if(!texelFetch)
1662 		{
1663 			uuuu = MulHigh(As<UShort4>(uuuu), *Pointer<UShort4>(mipmap + OFFSET(Mipmap, width)));
1664 			vvvv = MulHigh(As<UShort4>(vvvv), *Pointer<UShort4>(mipmap + OFFSET(Mipmap, height)));
1665 		}
1666 
1667 		if(hasOffset)
1668 		{
1669 			UShort4 w = *Pointer<UShort4>(mipmap + OFFSET(Mipmap, width));
1670 			uuuu = applyOffset(uuuu, offset.x, Int4(w), texelFetch ? ADDRESSING_TEXELFETCH : state.addressingModeU);
1671 			UShort4 h = *Pointer<UShort4>(mipmap + OFFSET(Mipmap, height));
1672 			vvvv = applyOffset(vvvv, offset.y, Int4(h), texelFetch ? ADDRESSING_TEXELFETCH : state.addressingModeV);
1673 		}
1674 
1675 		Short4 uuu2 = uuuu;
1676 		uuuu = As<Short4>(UnpackLow(uuuu, vvvv));
1677 		uuu2 = As<Short4>(UnpackHigh(uuu2, vvvv));
1678 		uuuu = As<Short4>(MulAdd(uuuu, *Pointer<Short4>(mipmap + OFFSET(Mipmap,onePitchP))));
1679 		uuu2 = As<Short4>(MulAdd(uuu2, *Pointer<Short4>(mipmap + OFFSET(Mipmap,onePitchP))));
1680 
1681 		if(hasThirdCoordinate())
1682 		{
1683 			if(state.textureType != TEXTURE_2D_ARRAY)
1684 			{
1685 				if(!texelFetch)
1686 				{
1687 					wwww = MulHigh(As<UShort4>(wwww), *Pointer<UShort4>(mipmap + OFFSET(Mipmap, depth)));
1688 				}
1689 
1690 				if(hasOffset)
1691 				{
1692 					UShort4 d = *Pointer<UShort4>(mipmap + OFFSET(Mipmap, depth));
1693 					wwww = applyOffset(wwww, offset.z, Int4(d), texelFetch ? ADDRESSING_TEXELFETCH : state.addressingModeW);
1694 				}
1695 			}
1696 
1697 			UInt4 uv(As<UInt2>(uuuu), As<UInt2>(uuu2));
1698 			uv += As<UInt4>(Int4(As<UShort4>(wwww))) * *Pointer<UInt4>(mipmap + OFFSET(Mipmap, sliceP));
1699 
1700 			index[0] = Extract(As<Int4>(uv), 0);
1701 			index[1] = Extract(As<Int4>(uv), 1);
1702 			index[2] = Extract(As<Int4>(uv), 2);
1703 			index[3] = Extract(As<Int4>(uv), 3);
1704 		}
1705 		else
1706 		{
1707 			index[0] = Extract(As<Int2>(uuuu), 0);
1708 			index[1] = Extract(As<Int2>(uuuu), 1);
1709 			index[2] = Extract(As<Int2>(uuu2), 0);
1710 			index[3] = Extract(As<Int2>(uuu2), 1);
1711 		}
1712 
1713 		if(texelFetch)
1714 		{
1715 			Int size = Int(*Pointer<Int>(mipmap + OFFSET(Mipmap, sliceP)));
1716 			if(hasThirdCoordinate())
1717 			{
1718 				size *= Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, depth)));
1719 			}
1720 			UInt min = 0;
1721 			UInt max = size - 1;
1722 
1723 			for(int i = 0; i < 4; i++)
1724 			{
1725 				index[i] = Min(Max(index[i], min), max);
1726 			}
1727 		}
1728 	}
1729 
computeIndices(UInt index[4],Int4 & uuuu,Int4 & vvvv,Int4 & wwww,const Pointer<Byte> & mipmap,SamplerFunction function)1730 	void SamplerCore::computeIndices(UInt index[4], Int4& uuuu, Int4& vvvv, Int4& wwww, const Pointer<Byte> &mipmap, SamplerFunction function)
1731 	{
1732 		UInt4 indices = uuuu + vvvv;
1733 
1734 		if(hasThirdCoordinate())
1735 		{
1736 			indices += As<UInt4>(wwww);
1737 		}
1738 
1739 		for(int i = 0; i < 4; i++)
1740 		{
1741 			index[i] = Extract(As<Int4>(indices), i);
1742 		}
1743 	}
1744 
sampleTexel(UInt index[4],Pointer<Byte> buffer[4])1745 	Vector4s SamplerCore::sampleTexel(UInt index[4], Pointer<Byte> buffer[4])
1746 	{
1747 		Vector4s c;
1748 
1749 		int f0 = state.textureType == TEXTURE_CUBE ? 0 : 0;
1750 		int f1 = state.textureType == TEXTURE_CUBE ? 1 : 0;
1751 		int f2 = state.textureType == TEXTURE_CUBE ? 2 : 0;
1752 		int f3 = state.textureType == TEXTURE_CUBE ? 3 : 0;
1753 
1754 		if(has16bitTextureFormat())
1755 		{
1756 			c.x = Insert(c.x, Pointer<Short>(buffer[f0])[index[0]], 0);
1757 			c.x = Insert(c.x, Pointer<Short>(buffer[f1])[index[1]], 1);
1758 			c.x = Insert(c.x, Pointer<Short>(buffer[f2])[index[2]], 2);
1759 			c.x = Insert(c.x, Pointer<Short>(buffer[f3])[index[3]], 3);
1760 
1761 			switch(state.textureFormat)
1762 			{
1763 			case FORMAT_R5G6B5:
1764 				c.z = (c.x & Short4(0x001Fu)) << 11;
1765 				c.y = (c.x & Short4(0x07E0u)) << 5;
1766 				c.x = (c.x & Short4(0xF800u));
1767 				break;
1768 			default:
1769 				ASSERT(false);
1770 			}
1771 		}
1772 		else if(has8bitTextureComponents())
1773 		{
1774 			switch(textureComponentCount())
1775 			{
1776 			case 4:
1777 				{
1778 					Byte4 c0 = Pointer<Byte4>(buffer[f0])[index[0]];
1779 					Byte4 c1 = Pointer<Byte4>(buffer[f1])[index[1]];
1780 					Byte4 c2 = Pointer<Byte4>(buffer[f2])[index[2]];
1781 					Byte4 c3 = Pointer<Byte4>(buffer[f3])[index[3]];
1782 					c.x = Unpack(c0, c1);
1783 					c.y = Unpack(c2, c3);
1784 
1785 					switch(state.textureFormat)
1786 					{
1787 					case FORMAT_A8R8G8B8:
1788 						c.z = As<Short4>(UnpackLow(c.x, c.y));
1789 						c.x = As<Short4>(UnpackHigh(c.x, c.y));
1790 						c.y = c.z;
1791 						c.w = c.x;
1792 						c.z = UnpackLow(As<Byte8>(c.z), As<Byte8>(c.z));
1793 						c.y = UnpackHigh(As<Byte8>(c.y), As<Byte8>(c.y));
1794 						c.x = UnpackLow(As<Byte8>(c.x), As<Byte8>(c.x));
1795 						c.w = UnpackHigh(As<Byte8>(c.w), As<Byte8>(c.w));
1796 						break;
1797 					case FORMAT_A8B8G8R8:
1798 					case FORMAT_A8B8G8R8I:
1799 					case FORMAT_A8B8G8R8_SNORM:
1800 					case FORMAT_Q8W8V8U8:
1801 					case FORMAT_SRGB8_A8:
1802 						c.z = As<Short4>(UnpackHigh(c.x, c.y));
1803 						c.x = As<Short4>(UnpackLow(c.x, c.y));
1804 						c.y = c.x;
1805 						c.w = c.z;
1806 						c.x = UnpackLow(As<Byte8>(c.x), As<Byte8>(c.x));
1807 						c.y = UnpackHigh(As<Byte8>(c.y), As<Byte8>(c.y));
1808 						c.z = UnpackLow(As<Byte8>(c.z), As<Byte8>(c.z));
1809 						c.w = UnpackHigh(As<Byte8>(c.w), As<Byte8>(c.w));
1810 						// Propagate sign bit
1811 						if(state.textureFormat == FORMAT_A8B8G8R8I)
1812 						{
1813 							c.x >>= 8;
1814 							c.y >>= 8;
1815 							c.z >>= 8;
1816 							c.w >>= 8;
1817 						}
1818 						break;
1819 					case FORMAT_A8B8G8R8UI:
1820 						c.z = As<Short4>(UnpackHigh(c.x, c.y));
1821 						c.x = As<Short4>(UnpackLow(c.x, c.y));
1822 						c.y = c.x;
1823 						c.w = c.z;
1824 						c.x = UnpackLow(As<Byte8>(c.x), As<Byte8>(Short4(0)));
1825 						c.y = UnpackHigh(As<Byte8>(c.y), As<Byte8>(Short4(0)));
1826 						c.z = UnpackLow(As<Byte8>(c.z), As<Byte8>(Short4(0)));
1827 						c.w = UnpackHigh(As<Byte8>(c.w), As<Byte8>(Short4(0)));
1828 						break;
1829 					default:
1830 						ASSERT(false);
1831 					}
1832 				}
1833 				break;
1834 			case 3:
1835 				{
1836 					Byte4 c0 = Pointer<Byte4>(buffer[f0])[index[0]];
1837 					Byte4 c1 = Pointer<Byte4>(buffer[f1])[index[1]];
1838 					Byte4 c2 = Pointer<Byte4>(buffer[f2])[index[2]];
1839 					Byte4 c3 = Pointer<Byte4>(buffer[f3])[index[3]];
1840 					c.x = Unpack(c0, c1);
1841 					c.y = Unpack(c2, c3);
1842 
1843 					switch(state.textureFormat)
1844 					{
1845 					case FORMAT_X8R8G8B8:
1846 						c.z = As<Short4>(UnpackLow(c.x, c.y));
1847 						c.x = As<Short4>(UnpackHigh(c.x, c.y));
1848 						c.y = c.z;
1849 						c.z = UnpackLow(As<Byte8>(c.z), As<Byte8>(c.z));
1850 						c.y = UnpackHigh(As<Byte8>(c.y), As<Byte8>(c.y));
1851 						c.x = UnpackLow(As<Byte8>(c.x), As<Byte8>(c.x));
1852 						break;
1853 					case FORMAT_X8B8G8R8_SNORM:
1854 					case FORMAT_X8B8G8R8I:
1855 					case FORMAT_X8B8G8R8:
1856 					case FORMAT_X8L8V8U8:
1857 					case FORMAT_SRGB8_X8:
1858 						c.z = As<Short4>(UnpackHigh(c.x, c.y));
1859 						c.x = As<Short4>(UnpackLow(c.x, c.y));
1860 						c.y = c.x;
1861 						c.x = UnpackLow(As<Byte8>(c.x), As<Byte8>(c.x));
1862 						c.y = UnpackHigh(As<Byte8>(c.y), As<Byte8>(c.y));
1863 						c.z = UnpackLow(As<Byte8>(c.z), As<Byte8>(c.z));
1864 						// Propagate sign bit
1865 						if(state.textureFormat == FORMAT_X8B8G8R8I)
1866 						{
1867 							c.x >>= 8;
1868 							c.y >>= 8;
1869 							c.z >>= 8;
1870 						}
1871 						break;
1872 					case FORMAT_X8B8G8R8UI:
1873 						c.z = As<Short4>(UnpackHigh(c.x, c.y));
1874 						c.x = As<Short4>(UnpackLow(c.x, c.y));
1875 						c.y = c.x;
1876 						c.x = UnpackLow(As<Byte8>(c.x), As<Byte8>(Short4(0)));
1877 						c.y = UnpackHigh(As<Byte8>(c.y), As<Byte8>(Short4(0)));
1878 						c.z = UnpackLow(As<Byte8>(c.z), As<Byte8>(Short4(0)));
1879 						break;
1880 					default:
1881 						ASSERT(false);
1882 					}
1883 				}
1884 				break;
1885 			case 2:
1886 				c.x = Insert(c.x, Pointer<Short>(buffer[f0])[index[0]], 0);
1887 				c.x = Insert(c.x, Pointer<Short>(buffer[f1])[index[1]], 1);
1888 				c.x = Insert(c.x, Pointer<Short>(buffer[f2])[index[2]], 2);
1889 				c.x = Insert(c.x, Pointer<Short>(buffer[f3])[index[3]], 3);
1890 
1891 				switch(state.textureFormat)
1892 				{
1893 				case FORMAT_G8R8:
1894 				case FORMAT_G8R8_SNORM:
1895 				case FORMAT_V8U8:
1896 				case FORMAT_A8L8:
1897 					c.y = (c.x & Short4(0xFF00u)) | As<Short4>(As<UShort4>(c.x) >> 8);
1898 					c.x = (c.x & Short4(0x00FFu)) | (c.x << 8);
1899 					break;
1900 				case FORMAT_G8R8I:
1901 					c.y = c.x >> 8;
1902 					c.x = (c.x << 8) >> 8; // Propagate sign bit
1903 					break;
1904 				case FORMAT_G8R8UI:
1905 					c.y = As<Short4>(As<UShort4>(c.x) >> 8);
1906 					c.x &= Short4(0x00FFu);
1907 					break;
1908 				default:
1909 					ASSERT(false);
1910 				}
1911 				break;
1912 			case 1:
1913 				{
1914 					Int c0 = Int(*Pointer<Byte>(buffer[f0] + index[0]));
1915 					Int c1 = Int(*Pointer<Byte>(buffer[f1] + index[1]));
1916 					Int c2 = Int(*Pointer<Byte>(buffer[f2] + index[2]));
1917 					Int c3 = Int(*Pointer<Byte>(buffer[f3] + index[3]));
1918 					c0 = c0 | (c1 << 8) | (c2 << 16) | (c3 << 24); // TODO (b/148295813) : Optimize with pshufb
1919 
1920 					switch(state.textureFormat)
1921 					{
1922 					case FORMAT_R8I:
1923 					case FORMAT_R8UI:
1924 						{
1925 							Int zero(0);
1926 							c.x = Unpack(As<Byte4>(c0), As<Byte4>(zero));
1927 							// Propagate sign bit
1928 							if(state.textureFormat == FORMAT_R8I)
1929 							{
1930 								c.x = (c.x << 8) >> 8;
1931 							}
1932 						}
1933 						break;
1934 					default:
1935 						c.x = Unpack(As<Byte4>(c0));
1936 						break;
1937 					}
1938 				}
1939 				break;
1940 			default:
1941 				ASSERT(false);
1942 			}
1943 		}
1944 		else if(has16bitTextureComponents())
1945 		{
1946 			switch(textureComponentCount())
1947 			{
1948 			case 4:
1949 				c.x = Pointer<Short4>(buffer[f0])[index[0]];
1950 				c.y = Pointer<Short4>(buffer[f1])[index[1]];
1951 				c.z = Pointer<Short4>(buffer[f2])[index[2]];
1952 				c.w = Pointer<Short4>(buffer[f3])[index[3]];
1953 				transpose4x4(c.x, c.y, c.z, c.w);
1954 				break;
1955 			case 3:
1956 				c.x = Pointer<Short4>(buffer[f0])[index[0]];
1957 				c.y = Pointer<Short4>(buffer[f1])[index[1]];
1958 				c.z = Pointer<Short4>(buffer[f2])[index[2]];
1959 				c.w = Pointer<Short4>(buffer[f3])[index[3]];
1960 				transpose4x3(c.x, c.y, c.z, c.w);
1961 				break;
1962 			case 2:
1963 				c.x = *Pointer<Short4>(buffer[f0] + 4 * index[0]);
1964 				c.x = As<Short4>(UnpackLow(c.x, *Pointer<Short4>(buffer[f1] + 4 * index[1])));
1965 				c.z = *Pointer<Short4>(buffer[f2] + 4 * index[2]);
1966 				c.z = As<Short4>(UnpackLow(c.z, *Pointer<Short4>(buffer[f3] + 4 * index[3])));
1967 				c.y = c.x;
1968 				c.x = UnpackLow(As<Int2>(c.x), As<Int2>(c.z));
1969 				c.y = UnpackHigh(As<Int2>(c.y), As<Int2>(c.z));
1970 				break;
1971 			case 1:
1972 				c.x = Insert(c.x, Pointer<Short>(buffer[f0])[index[0]], 0);
1973 				c.x = Insert(c.x, Pointer<Short>(buffer[f1])[index[1]], 1);
1974 				c.x = Insert(c.x, Pointer<Short>(buffer[f2])[index[2]], 2);
1975 				c.x = Insert(c.x, Pointer<Short>(buffer[f3])[index[3]], 3);
1976 				break;
1977 			default:
1978 				ASSERT(false);
1979 			}
1980 		}
1981 		else ASSERT(false);
1982 
1983 		if(state.sRGB)
1984 		{
1985 			if(state.textureFormat == FORMAT_R5G6B5)
1986 			{
1987 				sRGBtoLinear16_5_16(c.x);
1988 				sRGBtoLinear16_6_16(c.y);
1989 				sRGBtoLinear16_5_16(c.z);
1990 			}
1991 			else
1992 			{
1993 				for(int i = 0; i < textureComponentCount(); i++)
1994 				{
1995 					if(isRGBComponent(i))
1996 					{
1997 						sRGBtoLinear16_8_16(c[i]);
1998 					}
1999 				}
2000 			}
2001 		}
2002 
2003 		return c;
2004 	}
2005 
sampleTexel(Short4 & uuuu,Short4 & vvvv,Short4 & wwww,Vector4f & offset,Pointer<Byte> & mipmap,Pointer<Byte> buffer[4],SamplerFunction function)2006 	Vector4s SamplerCore::sampleTexel(Short4 &uuuu, Short4 &vvvv, Short4 &wwww, Vector4f &offset, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function)
2007 	{
2008 		Vector4s c;
2009 
2010 		UInt index[4];
2011 		computeIndices(index, uuuu, vvvv, wwww, offset, mipmap, function);
2012 
2013 		if(hasYuvFormat())
2014 		{
2015 			// Generic YPbPr to RGB transformation
2016 			// R = Y                               +           2 * (1 - Kr) * Pr
2017 			// G = Y - 2 * Kb * (1 - Kb) / Kg * Pb - 2 * Kr * (1 - Kr) / Kg * Pr
2018 			// B = Y +           2 * (1 - Kb) * Pb
2019 
2020 			float Kb = 0.114f;
2021 			float Kr = 0.299f;
2022 			int studioSwing = 1;
2023 
2024 			switch(state.textureFormat)
2025 			{
2026 			case FORMAT_YV12_BT601:
2027 				Kb = 0.114f;
2028 				Kr = 0.299f;
2029 				studioSwing = 1;
2030 				break;
2031 			case FORMAT_YV12_BT709:
2032 				Kb = 0.0722f;
2033 				Kr = 0.2126f;
2034 				studioSwing = 1;
2035 				break;
2036 			case FORMAT_YV12_JFIF:
2037 				Kb = 0.114f;
2038 				Kr = 0.299f;
2039 				studioSwing = 0;
2040 				break;
2041 			default:
2042 				ASSERT(false);
2043 			}
2044 
2045 			const float Kg = 1.0f - Kr - Kb;
2046 
2047 			const float Rr = 2 * (1 - Kr);
2048 			const float Gb = -2 * Kb * (1 - Kb) / Kg;
2049 			const float Gr = -2 * Kr * (1 - Kr) / Kg;
2050 			const float Bb = 2 * (1 - Kb);
2051 
2052 			// Scaling and bias for studio-swing range: Y = [16 .. 235], U/V = [16 .. 240]
2053 			const float Yy = studioSwing ? 255.0f / (235 - 16) : 1.0f;
2054 			const float Uu = studioSwing ? 255.0f / (240 - 16) : 1.0f;
2055 			const float Vv = studioSwing ? 255.0f / (240 - 16) : 1.0f;
2056 
2057 			const float Rv = Vv *  Rr;
2058 			const float Gu = Uu *  Gb;
2059 			const float Gv = Vv *  Gr;
2060 			const float Bu = Uu *  Bb;
2061 
2062 			const float R0 = (studioSwing * -16 * Yy - 128 * Rv) / 255;
2063 			const float G0 = (studioSwing * -16 * Yy - 128 * Gu - 128 * Gv) / 255;
2064 			const float B0 = (studioSwing * -16 * Yy - 128 * Bu) / 255;
2065 
2066 			Int c0 = Int(buffer[0][index[0]]);
2067 			Int c1 = Int(buffer[0][index[1]]);
2068 			Int c2 = Int(buffer[0][index[2]]);
2069 			Int c3 = Int(buffer[0][index[3]]);
2070 			c0 = c0 | (c1 << 8) | (c2 << 16) | (c3 << 24); // TODO (b/148295813) : Optimize with pshufb
2071 			UShort4 Y = As<UShort4>(Unpack(As<Byte4>(c0)));
2072 
2073 			computeIndices(index, uuuu, vvvv, wwww, offset, mipmap + sizeof(Mipmap), function);
2074 			c0 = Int(buffer[1][index[0]]);
2075 			c1 = Int(buffer[1][index[1]]);
2076 			c2 = Int(buffer[1][index[2]]);
2077 			c3 = Int(buffer[1][index[3]]);
2078 			c0 = c0 | (c1 << 8) | (c2 << 16) | (c3 << 24); // TODO (b/148295813) : Optimize with pshufb
2079 			UShort4 V = As<UShort4>(Unpack(As<Byte4>(c0)));
2080 
2081 			c0 = Int(buffer[2][index[0]]);
2082 			c1 = Int(buffer[2][index[1]]);
2083 			c2 = Int(buffer[2][index[2]]);
2084 			c3 = Int(buffer[2][index[3]]);
2085 			c0 = c0 | (c1 << 8) | (c2 << 16) | (c3 << 24); // TODO (b/148295813) : Optimize with pshufb
2086 			UShort4 U = As<UShort4>(Unpack(As<Byte4>(c0)));
2087 
2088 			const UShort4 yY = UShort4(iround(Yy * 0x4000));
2089 			const UShort4 rV = UShort4(iround(Rv * 0x4000));
2090 			const UShort4 gU = UShort4(iround(-Gu * 0x4000));
2091 			const UShort4 gV = UShort4(iround(-Gv * 0x4000));
2092 			const UShort4 bU = UShort4(iround(Bu * 0x4000));
2093 
2094 			const UShort4 r0 = UShort4(iround(-R0 * 0x4000));
2095 			const UShort4 g0 = UShort4(iround(G0 * 0x4000));
2096 			const UShort4 b0 = UShort4(iround(-B0 * 0x4000));
2097 
2098 			UShort4 y = MulHigh(Y, yY);
2099 			UShort4 r = SubSat(y + MulHigh(V, rV), r0);
2100 			UShort4 g = SubSat(y + g0, MulHigh(U, gU) + MulHigh(V, gV));
2101 			UShort4 b = SubSat(y + MulHigh(U, bU), b0);
2102 
2103 			c.x = Min(r, UShort4(0x3FFF)) << 2;
2104 			c.y = Min(g, UShort4(0x3FFF)) << 2;
2105 			c.z = Min(b, UShort4(0x3FFF)) << 2;
2106 		}
2107 		else
2108 		{
2109 			return sampleTexel(index, buffer);
2110 		}
2111 
2112 		return c;
2113 	}
2114 
sampleTexel(Int4 & uuuu,Int4 & vvvv,Int4 & wwww,Float4 & z,Pointer<Byte> & mipmap,Pointer<Byte> buffer[4],SamplerFunction function)2115 	Vector4f SamplerCore::sampleTexel(Int4 &uuuu, Int4 &vvvv, Int4 &wwww, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function)
2116 	{
2117 		Vector4f c;
2118 
2119 		UInt index[4];
2120 		computeIndices(index, uuuu, vvvv, wwww, mipmap, function);
2121 
2122 		if(hasFloatTexture() || has32bitIntegerTextureComponents())
2123 		{
2124 			int f0 = state.textureType == TEXTURE_CUBE ? 0 : 0;
2125 			int f1 = state.textureType == TEXTURE_CUBE ? 1 : 0;
2126 			int f2 = state.textureType == TEXTURE_CUBE ? 2 : 0;
2127 			int f3 = state.textureType == TEXTURE_CUBE ? 3 : 0;
2128 
2129 			// Read texels
2130 			switch(textureComponentCount())
2131 			{
2132 			case 4:
2133 				c.x = *Pointer<Float4>(buffer[f0] + index[0] * 16, 16);
2134 				c.y = *Pointer<Float4>(buffer[f1] + index[1] * 16, 16);
2135 				c.z = *Pointer<Float4>(buffer[f2] + index[2] * 16, 16);
2136 				c.w = *Pointer<Float4>(buffer[f3] + index[3] * 16, 16);
2137 				transpose4x4(c.x, c.y, c.z, c.w);
2138 				break;
2139 			case 3:
2140 				c.x = *Pointer<Float4>(buffer[f0] + index[0] * 16, 16);
2141 				c.y = *Pointer<Float4>(buffer[f1] + index[1] * 16, 16);
2142 				c.z = *Pointer<Float4>(buffer[f2] + index[2] * 16, 16);
2143 				c.w = *Pointer<Float4>(buffer[f3] + index[3] * 16, 16);
2144 				transpose4x3(c.x, c.y, c.z, c.w);
2145 				break;
2146 			case 2:
2147 				// FIXME: Optimal shuffling?
2148 				c.x.xy = *Pointer<Float4>(buffer[f0] + index[0] * 8);
2149 				c.x.zw = *Pointer<Float4>(buffer[f1] + index[1] * 8 - 8);
2150 				c.z.xy = *Pointer<Float4>(buffer[f2] + index[2] * 8);
2151 				c.z.zw = *Pointer<Float4>(buffer[f3] + index[3] * 8 - 8);
2152 				c.y = c.x;
2153 				c.x = Float4(c.x.xz, c.z.xz);
2154 				c.y = Float4(c.y.yw, c.z.yw);
2155 				break;
2156 			case 1:
2157 				// FIXME: Optimal shuffling?
2158 				c.x.x = *Pointer<Float>(buffer[f0] + index[0] * 4);
2159 				c.x.y = *Pointer<Float>(buffer[f1] + index[1] * 4);
2160 				c.x.z = *Pointer<Float>(buffer[f2] + index[2] * 4);
2161 				c.x.w = *Pointer<Float>(buffer[f3] + index[3] * 4);
2162 				break;
2163 			default:
2164 				ASSERT(false);
2165 			}
2166 
2167 			if(state.compare != COMPARE_BYPASS)
2168 			{
2169 				Float4 ref = z;
2170 
2171 				if(!hasFloatTexture())
2172 				{
2173 					ref = Min(Max(ref, Float4(0.0f)), Float4(1.0f));
2174 				}
2175 
2176 				Int4 boolean;
2177 
2178 				switch(state.compare)
2179 				{
2180 				case COMPARE_LESSEQUAL:    boolean = CmpLE(ref, c.x);  break;
2181 				case COMPARE_GREATEREQUAL: boolean = CmpNLT(ref, c.x); break;
2182 				case COMPARE_LESS:         boolean = CmpLT(ref, c.x);  break;
2183 				case COMPARE_GREATER:      boolean = CmpNLE(ref, c.x); break;
2184 				case COMPARE_EQUAL:        boolean = CmpEQ(ref, c.x);  break;
2185 				case COMPARE_NOTEQUAL:     boolean = CmpNEQ(ref, c.x); break;
2186 				case COMPARE_ALWAYS:       boolean = Int4(-1);         break;
2187 				case COMPARE_NEVER:        boolean = Int4(0);          break;
2188 				default:                   ASSERT(false);
2189 				}
2190 
2191 				c.x = As<Float4>(boolean & As<Int4>(Float4(1.0f)));
2192 				c.y = Float4(0.0f);
2193 				c.z = Float4(0.0f);
2194 				c.w = Float4(1.0f);
2195 			}
2196 		}
2197 		else
2198 		{
2199 			ASSERT(!hasYuvFormat());
2200 
2201 			Vector4s cs = sampleTexel(index, buffer);
2202 
2203 			bool isInteger = Surface::isNonNormalizedInteger(state.textureFormat);
2204 			int componentCount = textureComponentCount();
2205 			for(int n = 0; n < componentCount; n++)
2206 			{
2207 				if(hasUnsignedTextureComponent(n))
2208 				{
2209 					if(isInteger)
2210 					{
2211 						c[n] = As<Float4>(Int4(As<UShort4>(cs[n])));
2212 					}
2213 					else
2214 					{
2215 						c[n] = Float4(As<UShort4>(cs[n]));
2216 					}
2217 				}
2218 				else
2219 				{
2220 					if(isInteger)
2221 					{
2222 						c[n] = As<Float4>(Int4(cs[n]));
2223 					}
2224 					else
2225 					{
2226 						c[n] = Float4(cs[n]);
2227 					}
2228 				}
2229 			}
2230 		}
2231 
2232 		return c;
2233 	}
2234 
selectMipmap(Pointer<Byte> & texture,Pointer<Byte> buffer[4],Pointer<Byte> & mipmap,Float & lod,Int face[4],bool secondLOD)2235 	void SamplerCore::selectMipmap(Pointer<Byte> &texture, Pointer<Byte> buffer[4], Pointer<Byte> &mipmap, Float &lod, Int face[4], bool secondLOD)
2236 	{
2237 		if(state.mipmapFilter == MIPMAP_NONE)
2238 		{
2239 			mipmap = texture + OFFSET(Texture,mipmap[0]);
2240 		}
2241 		else
2242 		{
2243 			Int ilod;
2244 
2245 			if(state.mipmapFilter == MIPMAP_POINT)
2246 			{
2247 				ilod = RoundInt(lod);
2248 			}
2249 			else   // MIPMAP_LINEAR
2250 			{
2251 				ilod = Int(lod);
2252 			}
2253 
2254 			mipmap = texture + OFFSET(Texture,mipmap) + ilod * sizeof(Mipmap) + secondLOD * sizeof(Mipmap);
2255 		}
2256 
2257 		if(state.textureType != TEXTURE_CUBE)
2258 		{
2259 			buffer[0] = *Pointer<Pointer<Byte> >(mipmap + OFFSET(Mipmap,buffer[0]));
2260 
2261 			if(hasYuvFormat())
2262 			{
2263 				buffer[1] = *Pointer<Pointer<Byte> >(mipmap + OFFSET(Mipmap,buffer[1]));
2264 				buffer[2] = *Pointer<Pointer<Byte> >(mipmap + OFFSET(Mipmap,buffer[2]));
2265 			}
2266 		}
2267 		else
2268 		{
2269 			for(int i = 0; i < 4; i++)
2270 			{
2271 				buffer[i] = *Pointer<Pointer<Byte> >(mipmap + OFFSET(Mipmap,buffer) + face[i] * sizeof(void*));
2272 			}
2273 		}
2274 	}
2275 
computeFilterOffset(Float & lod)2276 	Int4 SamplerCore::computeFilterOffset(Float &lod)
2277 	{
2278 		Int4 filter = -1;
2279 
2280 		if(state.textureFilter == FILTER_POINT)
2281 		{
2282 			filter = 0;
2283 		}
2284 		else if(state.textureFilter == FILTER_MIN_LINEAR_MAG_POINT)
2285 		{
2286 			filter = CmpNLE(Float4(lod), Float4(0.0f));
2287 		}
2288 		else if(state.textureFilter == FILTER_MIN_POINT_MAG_LINEAR)
2289 		{
2290 			filter = CmpLE(Float4(lod), Float4(0.0f));
2291 		}
2292 
2293 		return filter;
2294 	}
2295 
address(Float4 & uw,AddressingMode addressingMode,Pointer<Byte> & mipmap)2296 	Short4 SamplerCore::address(Float4 &uw, AddressingMode addressingMode, Pointer<Byte> &mipmap)
2297 	{
2298 		if(addressingMode == ADDRESSING_LAYER && state.textureType != TEXTURE_2D_ARRAY)
2299 		{
2300 			return Short4();   // Unused
2301 		}
2302 		else if(addressingMode == ADDRESSING_LAYER && state.textureType == TEXTURE_2D_ARRAY)
2303 		{
2304 			return Min(Max(Short4(RoundInt(uw)), Short4(0)), *Pointer<Short4>(mipmap + OFFSET(Mipmap, depth)) - Short4(1));
2305 		}
2306 		else if(addressingMode == ADDRESSING_CLAMP || addressingMode == ADDRESSING_BORDER)
2307 		{
2308 			Float4 clamp = Min(Max(uw, Float4(0.0f)), Float4(65535.0f / 65536.0f));
2309 
2310 			return Short4(Int4(clamp * Float4(1 << 16)));
2311 		}
2312 		else if(addressingMode == ADDRESSING_MIRROR)
2313 		{
2314 			Int4 convert = Int4(uw * Float4(1 << 16));
2315 			Int4 mirror = (convert << 15) >> 31;
2316 
2317 			convert ^= mirror;
2318 
2319 			return Short4(convert);
2320 		}
2321 		else if(addressingMode == ADDRESSING_MIRRORONCE)
2322 		{
2323 			// Absolute value
2324 			Int4 convert = Int4(Abs(uw * Float4(1 << 16)));
2325 
2326 			// Clamp
2327 			convert -= Int4(0x00008000, 0x00008000, 0x00008000, 0x00008000);
2328 			convert = As<Int4>(PackSigned(convert, convert));
2329 
2330 			return As<Short4>(Int2(convert)) + Short4(0x8000u);
2331 		}
2332 		else   // Wrap
2333 		{
2334 			return Short4(Int4(uw * Float4(1 << 16)));
2335 		}
2336 	}
2337 
address(Float4 & uvw,Int4 & xyz0,Int4 & xyz1,Float4 & f,Pointer<Byte> & mipmap,Float4 & texOffset,Int4 & filter,int whd,AddressingMode addressingMode,SamplerFunction function)2338 	void SamplerCore::address(Float4 &uvw, Int4 &xyz0, Int4 &xyz1, Float4 &f, Pointer<Byte> &mipmap, Float4 &texOffset, Int4 &filter, int whd, AddressingMode addressingMode, SamplerFunction function)
2339 	{
2340 		if(addressingMode == ADDRESSING_LAYER && state.textureType != TEXTURE_2D_ARRAY)
2341 		{
2342 			return;   // Unused
2343 		}
2344 
2345 		Int4 dim = Int4(*Pointer<Short4>(mipmap + whd, 16));
2346 		Int4 maxXYZ = dim - Int4(1);
2347 
2348 		if(function == Fetch)
2349 		{
2350 			xyz0 = Min(Max(((function.option == Offset) && (addressingMode != ADDRESSING_LAYER)) ? As<Int4>(uvw) + As<Int4>(texOffset) : As<Int4>(uvw), Int4(0)), maxXYZ);
2351 		}
2352 		else if(addressingMode == ADDRESSING_LAYER && state.textureType == TEXTURE_2D_ARRAY)   // Note: Offset does not apply to array layers
2353 		{
2354 			xyz0 = Min(Max(RoundInt(uvw), Int4(0)), maxXYZ);
2355 		}
2356 		else
2357 		{
2358 			const int halfBits = 0x3EFFFFFF;   // Value just under 0.5f
2359 			const int oneBits  = 0x3F7FFFFF;   // Value just under 1.0f
2360 			const int twoBits  = 0x3FFFFFFF;   // Value just under 2.0f
2361 
2362 			Float4 coord = uvw;
2363 
2364 			if(state.textureType == TEXTURE_RECTANGLE)
2365 			{
2366 				// According to https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_texture_rectangle.txt
2367 				// "CLAMP_TO_EDGE causes the s coordinate to be clamped to the range[0.5, wt - 0.5].
2368 				//  CLAMP_TO_EDGE causes the t coordinate to be clamped to the range[0.5, ht - 0.5]."
2369 				// Unless SwiftShader implements support for ADDRESSING_BORDER, other modes should be equivalent
2370 				// to CLAMP_TO_EDGE. Rectangle textures have no support for any MIRROR or REPEAT modes.
2371 				coord = Min(Max(coord, Float4(0.5f)), Float4(dim) - Float4(0.5f));
2372 			}
2373 			else
2374 			{
2375 				switch(addressingMode)
2376 				{
2377 				case ADDRESSING_CLAMP:
2378 				case ADDRESSING_BORDER:
2379 				case ADDRESSING_SEAMLESS:
2380 				{
2381 					// While cube face coordinates are nominally already in the
2382 					// [0, 1] range due to the projection, and numerical
2383 					// imprecision is tolerated due to the border of pixels for
2384 					// seamless filtering, this isn't true for inf and NaN
2385 					// values. So we always clamp.
2386 					Float4 one = As<Float4>(Int4(oneBits));
2387 					coord = Min(Max(coord, Float4(0.0f)), one);
2388 				}
2389 				break;
2390 				case ADDRESSING_MIRROR:
2391 				{
2392 					Float4 half = As<Float4>(Int4(halfBits));
2393 					Float4 one = As<Float4>(Int4(oneBits));
2394 					Float4 two = As<Float4>(Int4(twoBits));
2395 					coord = one - Abs(two * Frac(coord * half) - one);
2396 				}
2397 				break;
2398 				case ADDRESSING_MIRRORONCE:
2399 				{
2400 					Float4 half = As<Float4>(Int4(halfBits));
2401 					Float4 one = As<Float4>(Int4(oneBits));
2402 					Float4 two = As<Float4>(Int4(twoBits));
2403 					coord = one - Abs(two * Frac(Min(Max(coord, -one), two) * half) - one);
2404 				}
2405 				break;
2406 				default:   // Wrap
2407 					coord = Frac(coord);
2408 					break;
2409 				}
2410 
2411 				coord = coord * Float4(dim);
2412 			}
2413 
2414 			if(state.textureFilter == FILTER_POINT ||
2415 			   state.textureFilter == FILTER_GATHER)
2416 			{
2417 				xyz0 = Int4(coord);
2418 			}
2419 			else
2420 			{
2421 				if(state.textureFilter == FILTER_MIN_POINT_MAG_LINEAR ||
2422 				   state.textureFilter == FILTER_MIN_LINEAR_MAG_POINT)
2423 				{
2424 					coord -= As<Float4>(As<Int4>(Float4(0.5f)) & filter);
2425 				}
2426 				else
2427 				{
2428 					coord -= Float4(0.5f);
2429 				}
2430 
2431 				Float4 floor = Floor(coord);
2432 				xyz0 = Int4(floor);
2433 				f = coord - floor;
2434 			}
2435 
2436 			if(function.option == Offset)
2437 			{
2438 				xyz0 += As<Int4>(texOffset);
2439 			}
2440 
2441 			if(addressingMode == ADDRESSING_SEAMLESS)
2442 			{
2443 				xyz0 += Int4(1);
2444 			}
2445 
2446 			xyz1 = xyz0 - filter;   // Increment
2447 
2448 			if(function.option == Offset)
2449 			{
2450 				switch(addressingMode)
2451 				{
2452 				case ADDRESSING_SEAMLESS:
2453 					ASSERT(false);   // Cube sampling doesn't support offset.
2454 				case ADDRESSING_MIRROR:
2455 				case ADDRESSING_MIRRORONCE:
2456 				case ADDRESSING_BORDER:
2457 					// FIXME: Implement ADDRESSING_MIRROR, ADDRESSING_MIRRORONCE, and ADDRESSING_BORDER.
2458 					// Fall through to Clamp.
2459 				case ADDRESSING_CLAMP:
2460 					xyz0 = Min(Max(xyz0, Int4(0)), maxXYZ);
2461 					xyz1 = Min(Max(xyz1, Int4(0)), maxXYZ);
2462 					break;
2463 				default:   // Wrap
2464 					xyz0 = (xyz0 + dim * Int4(-MIN_PROGRAM_TEXEL_OFFSET)) % dim;
2465 					xyz1 = (xyz1 + dim * Int4(-MIN_PROGRAM_TEXEL_OFFSET)) % dim;
2466 					break;
2467 				}
2468 			}
2469 			else if(state.textureFilter != FILTER_POINT)
2470 			{
2471 				switch(addressingMode)
2472 				{
2473 				case ADDRESSING_SEAMLESS:
2474 					break;
2475 				case ADDRESSING_MIRROR:
2476 				case ADDRESSING_MIRRORONCE:
2477 				case ADDRESSING_BORDER:
2478 				case ADDRESSING_CLAMP:
2479 					xyz0 = Max(xyz0, Int4(0));
2480 					xyz1 = Min(xyz1, maxXYZ);
2481 					break;
2482 				default:   // Wrap
2483 					{
2484 						Int4 under = CmpLT(xyz0, Int4(0));
2485 						xyz0 = (under & maxXYZ) | (~under & xyz0);   // xyz < 0 ? dim - 1 : xyz   // TODO: IfThenElse()
2486 
2487 						Int4 nover = CmpLT(xyz1, dim);
2488 						xyz1 = nover & xyz1;   // xyz >= dim ? 0 : xyz
2489 					}
2490 					break;
2491 				}
2492 			}
2493 		}
2494 	}
2495 
convertFixed12(Short4 & cs,Float4 & cf)2496 	void SamplerCore::convertFixed12(Short4 &cs, Float4 &cf)
2497 	{
2498 		cs = RoundShort4(cf * Float4(0x1000));
2499 	}
2500 
convertFixed12(Vector4s & cs,Vector4f & cf)2501 	void SamplerCore::convertFixed12(Vector4s &cs, Vector4f &cf)
2502 	{
2503 		convertFixed12(cs.x, cf.x);
2504 		convertFixed12(cs.y, cf.y);
2505 		convertFixed12(cs.z, cf.z);
2506 		convertFixed12(cs.w, cf.w);
2507 	}
2508 
convertSigned12(Float4 & cf,Short4 & cs)2509 	void SamplerCore::convertSigned12(Float4 &cf, Short4 &cs)
2510 	{
2511 		cf = Float4(cs) * Float4(1.0f / 0x0FFE);
2512 	}
2513 
2514 //	void SamplerCore::convertSigned12(Vector4f &cf, Vector4s &cs)
2515 //	{
2516 //		convertSigned12(cf.x, cs.x);
2517 //		convertSigned12(cf.y, cs.y);
2518 //		convertSigned12(cf.z, cs.z);
2519 //		convertSigned12(cf.w, cs.w);
2520 //	}
2521 
convertSigned15(Float4 & cf,Short4 & cs)2522 	void SamplerCore::convertSigned15(Float4 &cf, Short4 &cs)
2523 	{
2524 		cf = Float4(cs) * Float4(1.0f / 0x7FFF);
2525 	}
2526 
convertUnsigned16(Float4 & cf,Short4 & cs)2527 	void SamplerCore::convertUnsigned16(Float4 &cf, Short4 &cs)
2528 	{
2529 		cf = Float4(As<UShort4>(cs)) * Float4(1.0f / 0xFFFF);
2530 	}
2531 
sRGBtoLinear16_8_16(Short4 & c)2532 	void SamplerCore::sRGBtoLinear16_8_16(Short4 &c)
2533 	{
2534 		c = As<UShort4>(c) >> 8;
2535 
2536 		Pointer<Byte> LUT = Pointer<Byte>(constants + OFFSET(Constants,sRGBtoLinear8_16));
2537 
2538 		c = Insert(c, *Pointer<Short>(LUT + 2 * Int(Extract(c, 0))), 0);
2539 		c = Insert(c, *Pointer<Short>(LUT + 2 * Int(Extract(c, 1))), 1);
2540 		c = Insert(c, *Pointer<Short>(LUT + 2 * Int(Extract(c, 2))), 2);
2541 		c = Insert(c, *Pointer<Short>(LUT + 2 * Int(Extract(c, 3))), 3);
2542 	}
2543 
sRGBtoLinear16_6_16(Short4 & c)2544 	void SamplerCore::sRGBtoLinear16_6_16(Short4 &c)
2545 	{
2546 		c = As<UShort4>(c) >> 10;
2547 
2548 		Pointer<Byte> LUT = Pointer<Byte>(constants + OFFSET(Constants,sRGBtoLinear6_16));
2549 
2550 		c = Insert(c, *Pointer<Short>(LUT + 2 * Int(Extract(c, 0))), 0);
2551 		c = Insert(c, *Pointer<Short>(LUT + 2 * Int(Extract(c, 1))), 1);
2552 		c = Insert(c, *Pointer<Short>(LUT + 2 * Int(Extract(c, 2))), 2);
2553 		c = Insert(c, *Pointer<Short>(LUT + 2 * Int(Extract(c, 3))), 3);
2554 	}
2555 
sRGBtoLinear16_5_16(Short4 & c)2556 	void SamplerCore::sRGBtoLinear16_5_16(Short4 &c)
2557 	{
2558 		c = As<UShort4>(c) >> 11;
2559 
2560 		Pointer<Byte> LUT = Pointer<Byte>(constants + OFFSET(Constants,sRGBtoLinear5_16));
2561 
2562 		c = Insert(c, *Pointer<Short>(LUT + 2 * Int(Extract(c, 0))), 0);
2563 		c = Insert(c, *Pointer<Short>(LUT + 2 * Int(Extract(c, 1))), 1);
2564 		c = Insert(c, *Pointer<Short>(LUT + 2 * Int(Extract(c, 2))), 2);
2565 		c = Insert(c, *Pointer<Short>(LUT + 2 * Int(Extract(c, 3))), 3);
2566 	}
2567 
hasFloatTexture() const2568 	bool SamplerCore::hasFloatTexture() const
2569 	{
2570 		return Surface::isFloatFormat(state.textureFormat);
2571 	}
2572 
hasUnnormalizedIntegerTexture() const2573 	bool SamplerCore::hasUnnormalizedIntegerTexture() const
2574 	{
2575 		return Surface::isNonNormalizedInteger(state.textureFormat);
2576 	}
2577 
hasUnsignedTextureComponent(int component) const2578 	bool SamplerCore::hasUnsignedTextureComponent(int component) const
2579 	{
2580 		return Surface::isUnsignedComponent(state.textureFormat, component);
2581 	}
2582 
textureComponentCount() const2583 	int SamplerCore::textureComponentCount() const
2584 	{
2585 		return Surface::componentCount(state.textureFormat);
2586 	}
2587 
hasThirdCoordinate() const2588 	bool SamplerCore::hasThirdCoordinate() const
2589 	{
2590 		return (state.textureType == TEXTURE_3D) || (state.textureType == TEXTURE_2D_ARRAY);
2591 	}
2592 
has16bitTextureFormat() const2593 	bool SamplerCore::has16bitTextureFormat() const
2594 	{
2595 		switch(state.textureFormat)
2596 		{
2597 		case FORMAT_R5G6B5:
2598 			return true;
2599 		case FORMAT_R8_SNORM:
2600 		case FORMAT_G8R8_SNORM:
2601 		case FORMAT_X8B8G8R8_SNORM:
2602 		case FORMAT_A8B8G8R8_SNORM:
2603 		case FORMAT_R8I:
2604 		case FORMAT_R8UI:
2605 		case FORMAT_G8R8I:
2606 		case FORMAT_G8R8UI:
2607 		case FORMAT_X8B8G8R8I:
2608 		case FORMAT_X8B8G8R8UI:
2609 		case FORMAT_A8B8G8R8I:
2610 		case FORMAT_A8B8G8R8UI:
2611 		case FORMAT_R32I:
2612 		case FORMAT_R32UI:
2613 		case FORMAT_G32R32I:
2614 		case FORMAT_G32R32UI:
2615 		case FORMAT_X32B32G32R32I:
2616 		case FORMAT_X32B32G32R32UI:
2617 		case FORMAT_A32B32G32R32I:
2618 		case FORMAT_A32B32G32R32UI:
2619 		case FORMAT_G8R8:
2620 		case FORMAT_X8R8G8B8:
2621 		case FORMAT_X8B8G8R8:
2622 		case FORMAT_A8R8G8B8:
2623 		case FORMAT_A8B8G8R8:
2624 		case FORMAT_SRGB8_X8:
2625 		case FORMAT_SRGB8_A8:
2626 		case FORMAT_V8U8:
2627 		case FORMAT_Q8W8V8U8:
2628 		case FORMAT_X8L8V8U8:
2629 		case FORMAT_R32F:
2630 		case FORMAT_G32R32F:
2631 		case FORMAT_X32B32G32R32F:
2632 		case FORMAT_A32B32G32R32F:
2633 		case FORMAT_X32B32G32R32F_UNSIGNED:
2634 		case FORMAT_A8:
2635 		case FORMAT_R8:
2636 		case FORMAT_L8:
2637 		case FORMAT_A8L8:
2638 		case FORMAT_D32F_LOCKABLE:
2639 		case FORMAT_D32FS8_TEXTURE:
2640 		case FORMAT_D32F_SHADOW:
2641 		case FORMAT_D32FS8_SHADOW:
2642 		case FORMAT_L16:
2643 		case FORMAT_G16R16:
2644 		case FORMAT_A16B16G16R16:
2645 		case FORMAT_V16U16:
2646 		case FORMAT_A16W16V16U16:
2647 		case FORMAT_Q16W16V16U16:
2648 		case FORMAT_R16I:
2649 		case FORMAT_R16UI:
2650 		case FORMAT_G16R16I:
2651 		case FORMAT_G16R16UI:
2652 		case FORMAT_X16B16G16R16I:
2653 		case FORMAT_X16B16G16R16UI:
2654 		case FORMAT_A16B16G16R16I:
2655 		case FORMAT_A16B16G16R16UI:
2656 		case FORMAT_YV12_BT601:
2657 		case FORMAT_YV12_BT709:
2658 		case FORMAT_YV12_JFIF:
2659 			return false;
2660 		default:
2661 			ASSERT(false);
2662 		}
2663 
2664 		return false;
2665 	}
2666 
has8bitTextureComponents() const2667 	bool SamplerCore::has8bitTextureComponents() const
2668 	{
2669 		switch(state.textureFormat)
2670 		{
2671 		case FORMAT_G8R8:
2672 		case FORMAT_X8R8G8B8:
2673 		case FORMAT_X8B8G8R8:
2674 		case FORMAT_A8R8G8B8:
2675 		case FORMAT_A8B8G8R8:
2676 		case FORMAT_SRGB8_X8:
2677 		case FORMAT_SRGB8_A8:
2678 		case FORMAT_V8U8:
2679 		case FORMAT_Q8W8V8U8:
2680 		case FORMAT_X8L8V8U8:
2681 		case FORMAT_A8:
2682 		case FORMAT_R8:
2683 		case FORMAT_L8:
2684 		case FORMAT_A8L8:
2685 		case FORMAT_R8_SNORM:
2686 		case FORMAT_G8R8_SNORM:
2687 		case FORMAT_X8B8G8R8_SNORM:
2688 		case FORMAT_A8B8G8R8_SNORM:
2689 		case FORMAT_R8I:
2690 		case FORMAT_R8UI:
2691 		case FORMAT_G8R8I:
2692 		case FORMAT_G8R8UI:
2693 		case FORMAT_X8B8G8R8I:
2694 		case FORMAT_X8B8G8R8UI:
2695 		case FORMAT_A8B8G8R8I:
2696 		case FORMAT_A8B8G8R8UI:
2697 			return true;
2698 		case FORMAT_R5G6B5:
2699 		case FORMAT_R32F:
2700 		case FORMAT_G32R32F:
2701 		case FORMAT_X32B32G32R32F:
2702 		case FORMAT_A32B32G32R32F:
2703 		case FORMAT_X32B32G32R32F_UNSIGNED:
2704 		case FORMAT_D32F_LOCKABLE:
2705 		case FORMAT_D32FS8_TEXTURE:
2706 		case FORMAT_D32F_SHADOW:
2707 		case FORMAT_D32FS8_SHADOW:
2708 		case FORMAT_L16:
2709 		case FORMAT_G16R16:
2710 		case FORMAT_A16B16G16R16:
2711 		case FORMAT_V16U16:
2712 		case FORMAT_A16W16V16U16:
2713 		case FORMAT_Q16W16V16U16:
2714 		case FORMAT_R32I:
2715 		case FORMAT_R32UI:
2716 		case FORMAT_G32R32I:
2717 		case FORMAT_G32R32UI:
2718 		case FORMAT_X32B32G32R32I:
2719 		case FORMAT_X32B32G32R32UI:
2720 		case FORMAT_A32B32G32R32I:
2721 		case FORMAT_A32B32G32R32UI:
2722 		case FORMAT_R16I:
2723 		case FORMAT_R16UI:
2724 		case FORMAT_G16R16I:
2725 		case FORMAT_G16R16UI:
2726 		case FORMAT_X16B16G16R16I:
2727 		case FORMAT_X16B16G16R16UI:
2728 		case FORMAT_A16B16G16R16I:
2729 		case FORMAT_A16B16G16R16UI:
2730 		case FORMAT_YV12_BT601:
2731 		case FORMAT_YV12_BT709:
2732 		case FORMAT_YV12_JFIF:
2733 			return false;
2734 		default:
2735 			ASSERT(false);
2736 		}
2737 
2738 		return false;
2739 	}
2740 
has16bitTextureComponents() const2741 	bool SamplerCore::has16bitTextureComponents() const
2742 	{
2743 		switch(state.textureFormat)
2744 		{
2745 		case FORMAT_R5G6B5:
2746 		case FORMAT_R8_SNORM:
2747 		case FORMAT_G8R8_SNORM:
2748 		case FORMAT_X8B8G8R8_SNORM:
2749 		case FORMAT_A8B8G8R8_SNORM:
2750 		case FORMAT_R8I:
2751 		case FORMAT_R8UI:
2752 		case FORMAT_G8R8I:
2753 		case FORMAT_G8R8UI:
2754 		case FORMAT_X8B8G8R8I:
2755 		case FORMAT_X8B8G8R8UI:
2756 		case FORMAT_A8B8G8R8I:
2757 		case FORMAT_A8B8G8R8UI:
2758 		case FORMAT_R32I:
2759 		case FORMAT_R32UI:
2760 		case FORMAT_G32R32I:
2761 		case FORMAT_G32R32UI:
2762 		case FORMAT_X32B32G32R32I:
2763 		case FORMAT_X32B32G32R32UI:
2764 		case FORMAT_A32B32G32R32I:
2765 		case FORMAT_A32B32G32R32UI:
2766 		case FORMAT_G8R8:
2767 		case FORMAT_X8R8G8B8:
2768 		case FORMAT_X8B8G8R8:
2769 		case FORMAT_A8R8G8B8:
2770 		case FORMAT_A8B8G8R8:
2771 		case FORMAT_SRGB8_X8:
2772 		case FORMAT_SRGB8_A8:
2773 		case FORMAT_V8U8:
2774 		case FORMAT_Q8W8V8U8:
2775 		case FORMAT_X8L8V8U8:
2776 		case FORMAT_R32F:
2777 		case FORMAT_G32R32F:
2778 		case FORMAT_X32B32G32R32F:
2779 		case FORMAT_A32B32G32R32F:
2780 		case FORMAT_X32B32G32R32F_UNSIGNED:
2781 		case FORMAT_A8:
2782 		case FORMAT_R8:
2783 		case FORMAT_L8:
2784 		case FORMAT_A8L8:
2785 		case FORMAT_D32F_LOCKABLE:
2786 		case FORMAT_D32FS8_TEXTURE:
2787 		case FORMAT_D32F_SHADOW:
2788 		case FORMAT_D32FS8_SHADOW:
2789 		case FORMAT_YV12_BT601:
2790 		case FORMAT_YV12_BT709:
2791 		case FORMAT_YV12_JFIF:
2792 			return false;
2793 		case FORMAT_L16:
2794 		case FORMAT_G16R16:
2795 		case FORMAT_A16B16G16R16:
2796 		case FORMAT_R16I:
2797 		case FORMAT_R16UI:
2798 		case FORMAT_G16R16I:
2799 		case FORMAT_G16R16UI:
2800 		case FORMAT_X16B16G16R16I:
2801 		case FORMAT_X16B16G16R16UI:
2802 		case FORMAT_A16B16G16R16I:
2803 		case FORMAT_A16B16G16R16UI:
2804 		case FORMAT_V16U16:
2805 		case FORMAT_A16W16V16U16:
2806 		case FORMAT_Q16W16V16U16:
2807 			return true;
2808 		default:
2809 			ASSERT(false);
2810 		}
2811 
2812 		return false;
2813 	}
2814 
has32bitIntegerTextureComponents() const2815 	bool SamplerCore::has32bitIntegerTextureComponents() const
2816 	{
2817 		switch(state.textureFormat)
2818 		{
2819 		case FORMAT_R5G6B5:
2820 		case FORMAT_R8_SNORM:
2821 		case FORMAT_G8R8_SNORM:
2822 		case FORMAT_X8B8G8R8_SNORM:
2823 		case FORMAT_A8B8G8R8_SNORM:
2824 		case FORMAT_R8I:
2825 		case FORMAT_R8UI:
2826 		case FORMAT_G8R8I:
2827 		case FORMAT_G8R8UI:
2828 		case FORMAT_X8B8G8R8I:
2829 		case FORMAT_X8B8G8R8UI:
2830 		case FORMAT_A8B8G8R8I:
2831 		case FORMAT_A8B8G8R8UI:
2832 		case FORMAT_G8R8:
2833 		case FORMAT_X8R8G8B8:
2834 		case FORMAT_X8B8G8R8:
2835 		case FORMAT_A8R8G8B8:
2836 		case FORMAT_A8B8G8R8:
2837 		case FORMAT_SRGB8_X8:
2838 		case FORMAT_SRGB8_A8:
2839 		case FORMAT_V8U8:
2840 		case FORMAT_Q8W8V8U8:
2841 		case FORMAT_X8L8V8U8:
2842 		case FORMAT_L16:
2843 		case FORMAT_G16R16:
2844 		case FORMAT_A16B16G16R16:
2845 		case FORMAT_R16I:
2846 		case FORMAT_R16UI:
2847 		case FORMAT_G16R16I:
2848 		case FORMAT_G16R16UI:
2849 		case FORMAT_X16B16G16R16I:
2850 		case FORMAT_X16B16G16R16UI:
2851 		case FORMAT_A16B16G16R16I:
2852 		case FORMAT_A16B16G16R16UI:
2853 		case FORMAT_V16U16:
2854 		case FORMAT_A16W16V16U16:
2855 		case FORMAT_Q16W16V16U16:
2856 		case FORMAT_R32F:
2857 		case FORMAT_G32R32F:
2858 		case FORMAT_X32B32G32R32F:
2859 		case FORMAT_A32B32G32R32F:
2860 		case FORMAT_X32B32G32R32F_UNSIGNED:
2861 		case FORMAT_A8:
2862 		case FORMAT_R8:
2863 		case FORMAT_L8:
2864 		case FORMAT_A8L8:
2865 		case FORMAT_D32F_LOCKABLE:
2866 		case FORMAT_D32FS8_TEXTURE:
2867 		case FORMAT_D32F_SHADOW:
2868 		case FORMAT_D32FS8_SHADOW:
2869 		case FORMAT_YV12_BT601:
2870 		case FORMAT_YV12_BT709:
2871 		case FORMAT_YV12_JFIF:
2872 			return false;
2873 		case FORMAT_R32I:
2874 		case FORMAT_R32UI:
2875 		case FORMAT_G32R32I:
2876 		case FORMAT_G32R32UI:
2877 		case FORMAT_X32B32G32R32I:
2878 		case FORMAT_X32B32G32R32UI:
2879 		case FORMAT_A32B32G32R32I:
2880 		case FORMAT_A32B32G32R32UI:
2881 			return true;
2882 		default:
2883 			ASSERT(false);
2884 		}
2885 
2886 		return false;
2887 	}
2888 
hasYuvFormat() const2889 	bool SamplerCore::hasYuvFormat() const
2890 	{
2891 		switch(state.textureFormat)
2892 		{
2893 		case FORMAT_YV12_BT601:
2894 		case FORMAT_YV12_BT709:
2895 		case FORMAT_YV12_JFIF:
2896 			return true;
2897 		case FORMAT_R5G6B5:
2898 		case FORMAT_R8_SNORM:
2899 		case FORMAT_G8R8_SNORM:
2900 		case FORMAT_X8B8G8R8_SNORM:
2901 		case FORMAT_A8B8G8R8_SNORM:
2902 		case FORMAT_R8I:
2903 		case FORMAT_R8UI:
2904 		case FORMAT_G8R8I:
2905 		case FORMAT_G8R8UI:
2906 		case FORMAT_X8B8G8R8I:
2907 		case FORMAT_X8B8G8R8UI:
2908 		case FORMAT_A8B8G8R8I:
2909 		case FORMAT_A8B8G8R8UI:
2910 		case FORMAT_R32I:
2911 		case FORMAT_R32UI:
2912 		case FORMAT_G32R32I:
2913 		case FORMAT_G32R32UI:
2914 		case FORMAT_X32B32G32R32I:
2915 		case FORMAT_X32B32G32R32UI:
2916 		case FORMAT_A32B32G32R32I:
2917 		case FORMAT_A32B32G32R32UI:
2918 		case FORMAT_G8R8:
2919 		case FORMAT_X8R8G8B8:
2920 		case FORMAT_X8B8G8R8:
2921 		case FORMAT_A8R8G8B8:
2922 		case FORMAT_A8B8G8R8:
2923 		case FORMAT_SRGB8_X8:
2924 		case FORMAT_SRGB8_A8:
2925 		case FORMAT_V8U8:
2926 		case FORMAT_Q8W8V8U8:
2927 		case FORMAT_X8L8V8U8:
2928 		case FORMAT_R32F:
2929 		case FORMAT_G32R32F:
2930 		case FORMAT_X32B32G32R32F:
2931 		case FORMAT_A32B32G32R32F:
2932 		case FORMAT_X32B32G32R32F_UNSIGNED:
2933 		case FORMAT_A8:
2934 		case FORMAT_R8:
2935 		case FORMAT_L8:
2936 		case FORMAT_A8L8:
2937 		case FORMAT_D32F_LOCKABLE:
2938 		case FORMAT_D32FS8_TEXTURE:
2939 		case FORMAT_D32F_SHADOW:
2940 		case FORMAT_D32FS8_SHADOW:
2941 		case FORMAT_L16:
2942 		case FORMAT_G16R16:
2943 		case FORMAT_A16B16G16R16:
2944 		case FORMAT_R16I:
2945 		case FORMAT_R16UI:
2946 		case FORMAT_G16R16I:
2947 		case FORMAT_G16R16UI:
2948 		case FORMAT_X16B16G16R16I:
2949 		case FORMAT_X16B16G16R16UI:
2950 		case FORMAT_A16B16G16R16I:
2951 		case FORMAT_A16B16G16R16UI:
2952 		case FORMAT_V16U16:
2953 		case FORMAT_A16W16V16U16:
2954 		case FORMAT_Q16W16V16U16:
2955 			return false;
2956 		default:
2957 			ASSERT(false);
2958 		}
2959 
2960 		return false;
2961 	}
2962 
isRGBComponent(int component) const2963 	bool SamplerCore::isRGBComponent(int component) const
2964 	{
2965 		switch(state.textureFormat)
2966 		{
2967 		case FORMAT_R5G6B5:         return component < 3;
2968 		case FORMAT_R8_SNORM:      return component < 1;
2969 		case FORMAT_G8R8_SNORM:    return component < 2;
2970 		case FORMAT_X8B8G8R8_SNORM: return component < 3;
2971 		case FORMAT_A8B8G8R8_SNORM: return component < 3;
2972 		case FORMAT_R8I:            return component < 1;
2973 		case FORMAT_R8UI:           return component < 1;
2974 		case FORMAT_G8R8I:          return component < 2;
2975 		case FORMAT_G8R8UI:         return component < 2;
2976 		case FORMAT_X8B8G8R8I:      return component < 3;
2977 		case FORMAT_X8B8G8R8UI:     return component < 3;
2978 		case FORMAT_A8B8G8R8I:      return component < 3;
2979 		case FORMAT_A8B8G8R8UI:     return component < 3;
2980 		case FORMAT_R32I:           return component < 1;
2981 		case FORMAT_R32UI:          return component < 1;
2982 		case FORMAT_G32R32I:        return component < 2;
2983 		case FORMAT_G32R32UI:       return component < 2;
2984 		case FORMAT_X32B32G32R32I:  return component < 3;
2985 		case FORMAT_X32B32G32R32UI: return component < 3;
2986 		case FORMAT_A32B32G32R32I:  return component < 3;
2987 		case FORMAT_A32B32G32R32UI: return component < 3;
2988 		case FORMAT_G8R8:           return component < 2;
2989 		case FORMAT_X8R8G8B8:       return component < 3;
2990 		case FORMAT_X8B8G8R8:       return component < 3;
2991 		case FORMAT_A8R8G8B8:       return component < 3;
2992 		case FORMAT_A8B8G8R8:       return component < 3;
2993 		case FORMAT_SRGB8_X8:       return component < 3;
2994 		case FORMAT_SRGB8_A8:       return component < 3;
2995 		case FORMAT_V8U8:           return false;
2996 		case FORMAT_Q8W8V8U8:       return false;
2997 		case FORMAT_X8L8V8U8:       return false;
2998 		case FORMAT_R32F:           return component < 1;
2999 		case FORMAT_G32R32F:        return component < 2;
3000 		case FORMAT_X32B32G32R32F:  return component < 3;
3001 		case FORMAT_A32B32G32R32F:  return component < 3;
3002 		case FORMAT_X32B32G32R32F_UNSIGNED: return component < 3;
3003 		case FORMAT_A8:             return false;
3004 		case FORMAT_R8:             return component < 1;
3005 		case FORMAT_L8:             return component < 1;
3006 		case FORMAT_A8L8:           return component < 1;
3007 		case FORMAT_D32F_LOCKABLE:  return false;
3008 		case FORMAT_D32FS8_TEXTURE: return false;
3009 		case FORMAT_D32F_SHADOW:    return false;
3010 		case FORMAT_D32FS8_SHADOW:  return false;
3011 		case FORMAT_L16:            return component < 1;
3012 		case FORMAT_G16R16:         return component < 2;
3013 		case FORMAT_A16B16G16R16:   return component < 3;
3014 		case FORMAT_R16I:           return component < 1;
3015 		case FORMAT_R16UI:          return component < 1;
3016 		case FORMAT_G16R16I:        return component < 2;
3017 		case FORMAT_G16R16UI:       return component < 2;
3018 		case FORMAT_X16B16G16R16I:  return component < 3;
3019 		case FORMAT_X16B16G16R16UI: return component < 3;
3020 		case FORMAT_A16B16G16R16I:  return component < 3;
3021 		case FORMAT_A16B16G16R16UI: return component < 3;
3022 		case FORMAT_V16U16:         return false;
3023 		case FORMAT_A16W16V16U16:   return false;
3024 		case FORMAT_Q16W16V16U16:   return false;
3025 		case FORMAT_YV12_BT601:     return component < 3;
3026 		case FORMAT_YV12_BT709:     return component < 3;
3027 		case FORMAT_YV12_JFIF:      return component < 3;
3028 		default:
3029 			ASSERT(false);
3030 		}
3031 
3032 		return false;
3033 	}
3034 }
3035