/** ** ** Copyright 2010, The Android Open Source Project ** ** Licensed under the Apache License, Version 2.0 (the "License"); ** you may not use this file except in compliance with the License. ** You may obtain a copy of the License at ** ** http://www.apache.org/licenses/LICENSE-2.0 ** ** Unless required by applicable law or agreed to in writing, software ** distributed under the License is distributed on an "AS IS" BASIS, ** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. ** See the License for the specific language governing permissions and ** limitations under the License. */ #include "texture.h" #include <assert.h> #include <string.h> #include <math.h> #include "pixelflinger2.h" #if USE_LLVM_EXECUTIONENGINE #include <llvm/Module.h> #include <llvm/ExecutionEngine/JIT.h> #include <llvm/DerivedTypes.h> #endif #if !USE_LLVM_TEXTURE_SAMPLER const struct GGLContext * textureGGLContext; union Pixel { unsigned char channels[4]; unsigned int val; }; static inline void PixelRGBAToVector4 (const Pixel *pixel, Vector4 * color) __attribute__((always_inline)); static inline void PixelRGBAToVector4 (const Pixel *pixel, Vector4 * color) { #if defined(__ARM_HAVE_NEON) && USE_NEON int32x4_t c; c = vsetq_lane_s32(pixel->channels[0], c, 0); c = vsetq_lane_s32(pixel->channels[1], c, 1); c = vsetq_lane_s32(pixel->channels[2], c, 2); c = vsetq_lane_s32(pixel->channels[3], c, 3); color->f4 = vcvtq_f32_s32(c); color->f4 = vmulq_n_f32(color->f4, 1 / 255.0f); #else color->r = (float)pixel->channels[0] / 255; color->g = (float)pixel->channels[1] / 255; color->b = (float)pixel->channels[2] / 255; color->a = (float)pixel->channels[3] / 255; #endif } static inline void RGBAToVector4(const unsigned int rgba, Vector4 * color) { PixelRGBAToVector4((const Pixel *)&rgba, color); } static inline void Lerp(Vec4<int> * a, Vec4<int> * b, int x, Vec4<int> * d) { for (unsigned i = 0; i < 4; i++) { int r = b->i[i] - a->i[i], s = a->i[i]; d->i[i] = (r * x >> 16) + s; } } static inline void ToIntVec(Vec4<int> * a) { a->u[3] = a->u[0] >> 24; a->u[2] = (a->u[0] >> 16) & 0xff; a->u[1] = (a->u[0] >> 8) & 0xff; a->u[0] &= 0xff; } template<GGLPixelFormat format> static void PointSample(unsigned sample[4], const unsigned * data, const unsigned index) { if (GGL_PIXEL_FORMAT_RGBA_8888 == format) *sample = *(data + index); else if (GGL_PIXEL_FORMAT_RGBX_8888 == format) { *sample = *(data + index); *sample |= 0xff000000; } else if (GGL_PIXEL_FORMAT_RGB_565 == format) { sample[0] = *((const unsigned short *)data + index); sample[1] = (sample[0] & 0x7e0) << 5; sample[2] = (sample[0] & 0xf800) << 8; sample[0] = (sample[0] & 0x1f) << 3; sample[0] |= sample[0] >> 5; sample[1] = (sample[1] | (sample[1] >> 6)) & 0xff00; sample[2] = (sample[2] | (sample[2] >> 5)) & 0xff0000; sample[0] |= sample[1]; sample[0] |= sample[2]; sample[0] |= 0xff000000; } else if (GGL_PIXEL_FORMAT_UNKNOWN == format) sample[0] = 0xff00ffff; else assert(0); } static unsigned texcoordWrap(const unsigned wrap, float r, const unsigned size, unsigned * lerp) { const unsigned shift = 16; unsigned odd = 0; int tc; tc = r * (1 << shift); odd = tc & (1 << shift); if (0 == wrap || 2 == wrap) // REPEAT or MIRRORED tc &= (1 << shift) - 1; // only take mantissa tc *= size - 1; // TODO DXL linear filtering needs to be fixed for texcoord outside of [0,1] *lerp = tc & ((1 << shift) - 1); tc >>= shift; if (0 == wrap) // GL_REPEAT { } else if (1 == wrap) // GL_CLAMP_TO_EDGE tc = MIN2(size - 1, MAX2(0, tc)); else if (2 == wrap) tc = odd ? size - 1 - tc : tc; else assert(0); return tc; } template<GGLPixelFormat format, ChannelType output, unsigned minMag, unsigned wrapS, unsigned wrapT> static void tex2d(unsigned sample[4], const float tex_coord[4], const unsigned sampler) { const unsigned * data = (const unsigned *)textureGGLContext->textureState.textureData[sampler]; const unsigned width = textureGGLContext->textureState.textureDimensions[sampler * 2]; const unsigned height = textureGGLContext->textureState.textureDimensions[sampler * 2 + 1]; unsigned xLerp = 0, yLerp = 0; const unsigned x0 = texcoordWrap(wrapS, tex_coord[0], width, &xLerp); const unsigned y0 = texcoordWrap(wrapT, tex_coord[1], height, &yLerp); if (0 == minMag) { PointSample<format>(sample, data, y0 * width + x0); sample[1] = (sample[0] & 0xff00) >> 8; sample[2] = (sample[0] & 0xff0000) >> 16; sample[3] = (sample[0] & 0xff000000) >> 24; sample[0] &= 0xff; } else if (1 == minMag) { const unsigned x1 = MIN2(width - 1, x0 + 1), y1 = MIN2(height - 1, y0 + 1); Vec4<int> samples[4] = {0}; PointSample<format>((unsigned *)(samples + 0), data, y0 * width + x0); ToIntVec(samples + 0); PointSample<format>((unsigned *)(samples + 1), data, y0 * width + x1); ToIntVec(samples + 1); PointSample<format>((unsigned *)(samples + 2), data, y1 * width + x1); ToIntVec(samples + 2); PointSample<format>((unsigned *)(samples + 3), data, y1 * width + x0); ToIntVec(samples + 3); Lerp(samples + 0, samples + 1, xLerp, samples + 0); Lerp(samples + 3, samples + 2, xLerp, samples + 3); Lerp(samples + 0, samples + 3, yLerp, (Vec4<int> *)sample); } else assert(0); if (Fixed0 == output) // i32 non vector sample[0] = (sample[3] << 24) | (sample[2] << 16) | (sample[1] << 8) | sample[0]; else if (Fixed8 == output) // 4 x i32 ; // do nothing else if (Fixed16 == output) // 4 x i32 { sample[0] <<= 8; sample[1] <<= 8; sample[2] <<= 8; sample[3] <<= 8; } else if (Float == output) // 4 x float { float * fsample = (float *)sample; fsample[0] = sample[0] / 255.0f; fsample[1] = sample[1] / 255.0f; fsample[2] = sample[2] / 255.0f; fsample[3] = sample[3] / 255.0f; } } template<GGLPixelFormat format, ChannelType output, unsigned minMag, unsigned wrapS, unsigned wrapT> void texcube(unsigned sample[4], const float tex_coord[4], const unsigned sampler) { float mx = fabs(tex_coord[0]), my = fabs(tex_coord[1]), mz = fabs(tex_coord[2]); float s = 0, t = 0, ma = 0; unsigned face = 0; if (mx > my && mx > mz) { if (tex_coord[0] >= 0) { s = -tex_coord[2]; t = -tex_coord[1]; face = 0; } else { s = tex_coord[2]; t = -tex_coord[1]; face = 1; } ma = mx; } else if (my > mx && my > mz) { if (tex_coord[1] >= 0) { s = tex_coord[0]; t = tex_coord[2]; face = 2; } else { s = tex_coord[0]; t = -tex_coord[2]; face = 3; } ma = my; } else { if (tex_coord[2] >= 0) { s = tex_coord[0]; t = -tex_coord[1]; face = 4; } else { s = -tex_coord[0]; t = -tex_coord[2]; face = 5; } ma = mz; } s = (s / ma + 1) * 0.5f; t = (t / ma + 1) * 0.5f; const unsigned * data = (const unsigned *)textureGGLContext->textureState.textureData[sampler]; const unsigned width = textureGGLContext->textureState.textureDimensions[sampler * 2]; const unsigned height = textureGGLContext->textureState.textureDimensions[sampler * 2 + 1]; unsigned xLerp = 0, yLerp = 0; const unsigned x0 = texcoordWrap(wrapS, s, width, &xLerp); const unsigned y0 = texcoordWrap(wrapT, t, height, &yLerp); if (0 == minMag) { PointSample<format>(sample, data, y0 * width + x0); sample[1] = (sample[0] & 0xff00) >> 8; sample[2] = (sample[0] & 0xff0000) >> 16; sample[3] = (sample[0] & 0xff000000) >> 24; sample[0] &= 0xff; } else if (1 == minMag) { const unsigned x1 = MIN2(width - 1, x0 + 1), y1 = MIN2(height - 1, y0 + 1); Vec4<int> samples[4] = {0}; PointSample<format>((unsigned *)(samples + 0), data, face * width * height + y0 * width + x0); ToIntVec(samples + 0); PointSample<format>((unsigned *)(samples + 1), data, face * width * height + y0 * width + x1); ToIntVec(samples + 1); PointSample<format>((unsigned *)(samples + 2), data, face * width * height + y1 * width + x1); ToIntVec(samples + 2); PointSample<format>((unsigned *)(samples + 3), data, face * width * height + y1 * width + x0); ToIntVec(samples + 3); Lerp(samples + 0, samples + 1, xLerp, samples + 0); Lerp(samples + 3, samples + 2, xLerp, samples + 3); Lerp(samples + 0, samples + 3, yLerp, (Vec4<int> *)sample); } else assert(0); if (Fixed0 == output) // i32 non vector sample[0] = (sample[3] << 24) | (sample[2] << 16) | (sample[1] << 8) | sample[0]; else if (Fixed8 == output) // 4 x i32 ; // do nothing else if (Fixed16 == output) // 4 x i32 { sample[0] <<= 8; sample[1] <<= 8; sample[2] <<= 8; sample[3] <<= 8; } else if (Float == output) // 4 x float { float * fsample = (float *)sample; fsample[0] = sample[0] / 255.0f; fsample[1] = sample[1] / 255.0f; fsample[2] = sample[2] / 255.0f; fsample[3] = sample[3] / 255.0f; } } #define TEXTURE_FUNCTION_ENTRY(target,format,output,filter,wrapS,wrapT) \ { #target"_"#format"_"#output"_"#filter"_"#wrapS"_"#wrapT, \ target<GGL_PIXEL_FORMAT_##format, output, filter, wrapS, wrapT> }, #define TEXTURE_FUNCTION_ENTRY_WRAPT(target,format,output,minMag,wrapS) \ TEXTURE_FUNCTION_ENTRY(target,format,output,minMag,wrapS,0) \ TEXTURE_FUNCTION_ENTRY(target,format,output,minMag,wrapS,1) \ TEXTURE_FUNCTION_ENTRY(target,format,output,minMag,wrapS,2) #define TEXTURE_FUNCTION_ENTRY_WRAPS(target,format,output,minMag) \ TEXTURE_FUNCTION_ENTRY_WRAPT(target,format,output,minMag,0) \ TEXTURE_FUNCTION_ENTRY_WRAPT(target,format,output,minMag,1) \ TEXTURE_FUNCTION_ENTRY_WRAPT(target,format,output,minMag,2) #define TEXTURE_FUNCTION_ENTRY_FILTER(target,format,output) \ TEXTURE_FUNCTION_ENTRY_WRAPS(target,format,output,0) \ TEXTURE_FUNCTION_ENTRY_WRAPS(target,format,output,1) #define TEXTURE_FUNCTION_ENTRY_OUTPUT(target,format) \ TEXTURE_FUNCTION_ENTRY_FILTER(target,format,Float) \ TEXTURE_FUNCTION_ENTRY_FILTER(target,format,Fixed16) \ TEXTURE_FUNCTION_ENTRY_FILTER(target,format,Fixed8) \ TEXTURE_FUNCTION_ENTRY_FILTER(target,format,Fixed0) #define TEXTURE_FUNCTION_ENTRY_FORMAT(target) \ TEXTURE_FUNCTION_ENTRY_OUTPUT(target,RGBA_8888) \ TEXTURE_FUNCTION_ENTRY_OUTPUT(target,RGBX_8888) \ TEXTURE_FUNCTION_ENTRY_OUTPUT(target,RGB_565) \ TEXTURE_FUNCTION_ENTRY_OUTPUT(target,UNKNOWN) #define TEXTURE_FUNCTION_ENTRIES \ TEXTURE_FUNCTION_ENTRY_FORMAT(tex2d) \ TEXTURE_FUNCTION_ENTRY_FORMAT(texcube) static struct TextureFunctionMapping { const char * name; void (* function)(unsigned sample[4], const float tex_coord[4], const unsigned int tex_id); } textureFunctionMapping [] = { TEXTURE_FUNCTION_ENTRIES }; #undef TEXTURE_FUNCTION_ENTRY #endif //#if !USE_LLVM_TEXTURE_SAMPLER #if USE_LLVM_EXECUTIONENGINE && !USE_LLVM_TEXTURE_SAMPLER void DeclareTextureFunctions(llvm::Module * mod) { llvm::LLVMContext & llvm_ctx = mod->getContext(); std::vector<const llvm::Type*> funcArgs; llvm::VectorType *vectorType = llvm::VectorType::get(llvm::Type::getFloatTy(llvm_ctx), 4); llvm::PointerType * vectorPtr = llvm::PointerType::get(vectorType, 0); funcArgs.push_back(vectorPtr); funcArgs.push_back(vectorPtr); funcArgs.push_back(llvm::Type::getInt32Ty(llvm_ctx)); // void function(float[4], const float[4], unsigned) llvm::FunctionType *functionType = llvm::FunctionType::get(llvm::Type::getVoidTy(llvm_ctx), funcArgs, false); for (unsigned i = 0; i < sizeof(textureFunctionMapping) / sizeof(*textureFunctionMapping); i++) { llvm::Function * func = llvm::cast<llvm::Function>( mod->getOrInsertFunction(textureFunctionMapping[i].name, functionType)); func->setLinkage(llvm::GlobalValue::ExternalLinkage); func->setCallingConv(llvm::CallingConv::C); } } void AddTextureFunctionMappings(llvm::Module * mod, llvm::ExecutionEngine * ee) { if (mod->getFunction("tex2d_soa")) assert(0);//ee->addGlobalMapping(func, (void *)tex2d_soa); for (unsigned i = 0; i < sizeof(textureFunctionMapping) / sizeof(*textureFunctionMapping); i++) { llvm::Function * function = mod->getFunction(textureFunctionMapping[i].name); if (function) ee->updateGlobalMapping(function, (void *)textureFunctionMapping[i].function); } } #endif // #if USE_LLVM_EXECUTIONENGINE && !USE_LLVM_TEXTURE_SAMPLER static void SetSampler(GGLInterface * iface, const unsigned sampler, GGLTexture * texture) { assert(GGL_MAXCOMBINEDTEXTUREIMAGEUNITS > sampler); GGL_GET_CONTEXT(ctx, iface); if (!texture) SetShaderVerifyFunctions(iface); else if (ctx->state.textureState.textures[sampler].format != texture->format) SetShaderVerifyFunctions(iface); else if (ctx->state.textureState.textures[sampler].wrapS != texture->wrapS) SetShaderVerifyFunctions(iface); else if (ctx->state.textureState.textures[sampler].wrapT != texture->wrapT) SetShaderVerifyFunctions(iface); else if (ctx->state.textureState.textures[sampler].minFilter != texture->minFilter) SetShaderVerifyFunctions(iface); else if (ctx->state.textureState.textures[sampler].magFilter != texture->magFilter) SetShaderVerifyFunctions(iface); if (texture) { ctx->state.textureState.textures[sampler] = *texture; // shallow copy, data pointed to must remain valid //ctx->state.textureState.textureData[sampler] = texture->levels[0]; ctx->state.textureState.textureData[sampler] = texture->levels; ctx->state.textureState.textureDimensions[sampler * 2] = texture->width; ctx->state.textureState.textureDimensions[sampler * 2 + 1] = texture->height; } else { memset(ctx->state.textureState.textures + sampler, 0, sizeof(ctx->state.textureState.textures[sampler])); ctx->state.textureState.textureData[sampler] = NULL; ctx->state.textureState.textureDimensions[sampler * 2] = 0; ctx->state.textureState.textureDimensions[sampler * 2 + 1] = 0; } } void InitializeTextureFunctions(GGLInterface * iface) { iface->SetSampler = SetSampler; }