/* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ namespace glsl { using PackedRGBA8 = V16; using WideRGBA8 = V16; using HalfRGBA8 = V8; SI WideRGBA8 unpack(PackedRGBA8 p) { return CONVERT(p, WideRGBA8); } template UNUSED SI VectorType genericPackWide(VectorType p) { typedef VectorType packed_type; // Generic conversions only mask off the low byte without actually clamping // like a real pack. First force the word to all 1s if it overflows, and then // add on the sign bit to cause it to roll over to 0 if it was negative. p = (p | (p > 255)) + (p >> 15); return CONVERT(p, packed_type); } SI PackedRGBA8 pack(WideRGBA8 p) { #if USE_SSE2 return _mm_packus_epi16(lowHalf(p), highHalf(p)); #elif USE_NEON return vcombine_u8(vqmovn_u16(lowHalf(p)), vqmovn_u16(highHalf(p))); #else return genericPackWide(p); #endif } using PackedR8 = V4; using WideR8 = V4; SI WideR8 unpack(PackedR8 p) { return CONVERT(p, WideR8); } SI PackedR8 pack(WideR8 p) { #if USE_SSE2 auto m = expand(p); auto r = bit_cast>(_mm_packus_epi16(m, m)); return SHUFFLE(r, r, 0, 1, 2, 3); #elif USE_NEON return lowHalf(bit_cast>(vqmovn_u16(expand(p)))); #else return genericPackWide(p); #endif } using PackedRG8 = V8; using WideRG8 = V8; SI PackedRG8 pack(WideRG8 p) { #if USE_SSE2 return lowHalf(bit_cast>(_mm_packus_epi16(p, p))); #elif USE_NEON return bit_cast>(vqmovn_u16(p)); #else return genericPackWide(p); #endif } SI I32 clampCoord(I32 coord, int limit, int base = 0) { #if USE_SSE2 return _mm_min_epi16(_mm_max_epi16(coord, _mm_set1_epi32(base)), _mm_set1_epi32(limit - 1)); #else return clamp(coord, base, limit - 1); #endif } SI int clampCoord(int coord, int limit, int base = 0) { return min(max(coord, base), limit - 1); } template SI T clamp2D(T P, S sampler) { return T{clampCoord(P.x, sampler->width), clampCoord(P.y, sampler->height)}; } template SI T clamp2DArray(T P, sampler2DArray sampler) { return T{clampCoord(P.x, sampler->width), clampCoord(P.y, sampler->height), clampCoord(P.z, sampler->depth)}; } SI float to_float(uint32_t x) { return x * (1.f / 255.f); } SI vec4 pixel_to_vec4(uint32_t a, uint32_t b, uint32_t c, uint32_t d) { U32 pixels = {a, b, c, d}; return vec4(cast((pixels >> 16) & 0xFF), cast((pixels >> 8) & 0xFF), cast(pixels & 0xFF), cast(pixels >> 24)) * (1.0f / 255.0f); } SI vec4 pixel_float_to_vec4(Float a, Float b, Float c, Float d) { return vec4(Float{a.x, b.x, c.x, d.x}, Float{a.y, b.y, c.y, d.y}, Float{a.z, b.z, c.z, d.z}, Float{a.w, b.w, c.w, d.w}); } SI ivec4 pixel_int_to_ivec4(I32 a, I32 b, I32 c, I32 d) { return ivec4(I32{a.x, b.x, c.x, d.x}, I32{a.y, b.y, c.y, d.y}, I32{a.z, b.z, c.z, d.z}, I32{a.w, b.w, c.w, d.w}); } SI vec4_scalar pixel_to_vec4(uint32_t p) { U32 i = {(p >> 16) & 0xFF, (p >> 8) & 0xFF, p & 0xFF, p >> 24}; Float f = cast(i) * (1.0f / 255.0f); return vec4_scalar(f.x, f.y, f.z, f.w); } template SI vec4 fetchOffsetsRGBA8(S sampler, I32 offset) { return pixel_to_vec4(sampler->buf[offset.x], sampler->buf[offset.y], sampler->buf[offset.z], sampler->buf[offset.w]); } template vec4 texelFetchRGBA8(S sampler, ivec2 P) { I32 offset = P.x + P.y * sampler->stride; return fetchOffsetsRGBA8(sampler, offset); } vec4 texelFetchRGBA8(sampler2DArray sampler, ivec3 P) { assert(test_all(P.z == P.z.x)); I32 offset = P.x + P.y * sampler->stride + P.z.x * sampler->height_stride; return fetchOffsetsRGBA8(sampler, offset); } template SI Float fetchOffsetsR8(S sampler, I32 offset) { U32 i = { ((uint8_t*)sampler->buf)[offset.x], ((uint8_t*)sampler->buf)[offset.y], ((uint8_t*)sampler->buf)[offset.z], ((uint8_t*)sampler->buf)[offset.w]}; return cast(i) * (1.0f / 255.0f); } template vec4 texelFetchR8(S sampler, ivec2 P) { I32 offset = P.x + P.y * sampler->stride; return vec4(fetchOffsetsR8(sampler, offset), 0.0f, 0.0f, 1.0f); } vec4 texelFetchR8(sampler2DArray sampler, ivec3 P) { assert(test_all(P.z == P.z.x)); I32 offset = P.x + P.y * sampler->stride + P.z.x * sampler->height_stride; return vec4(fetchOffsetsR8(sampler, offset), 0.0f, 0.0f, 1.0f); } template SI vec4 fetchOffsetsRG8(S sampler, I32 offset) { uint16_t* buf = (uint16_t*)sampler->buf; U16 pixels = {buf[offset.x], buf[offset.y], buf[offset.z], buf[offset.w]}; Float r = CONVERT(pixels & 0xFF, Float) * (1.0f / 255.0f); Float g = CONVERT(pixels >> 8, Float) * (1.0f / 255.0f); return vec4(r, g, 0.0f, 1.0f); } template vec4 texelFetchRG8(S sampler, ivec2 P) { I32 offset = P.x + P.y * sampler->stride; return fetchOffsetsRG8(sampler, offset); } vec4 texelFetchRG8(sampler2DArray sampler, ivec3 P) { assert(test_all(P.z == P.z.x)); I32 offset = P.x + P.y * sampler->stride + P.z.x * sampler->height_stride; return fetchOffsetsRG8(sampler, offset); } template SI Float fetchOffsetsR16(S sampler, I32 offset) { U32 i = { ((uint16_t*)sampler->buf)[offset.x], ((uint16_t*)sampler->buf)[offset.y], ((uint16_t*)sampler->buf)[offset.z], ((uint16_t*)sampler->buf)[offset.w]}; return cast(i) * (1.0f / 65535.0f); } template vec4 texelFetchR16(S sampler, ivec2 P) { I32 offset = P.x + P.y * sampler->stride; return vec4(fetchOffsetsR16(sampler, offset), 0.0f, 0.0f, 1.0f); } vec4 texelFetchR16(sampler2DArray sampler, ivec3 P) { assert(test_all(P.z == P.z.x)); I32 offset = P.x + P.y * sampler->stride + P.z.x * sampler->height_stride; return vec4(fetchOffsetsR16(sampler, offset), 0.0f, 0.0f, 1.0f); } template SI vec4 fetchOffsetsFloat(S sampler, I32 offset) { return pixel_float_to_vec4( *(Float*)&sampler->buf[offset.x], *(Float*)&sampler->buf[offset.y], *(Float*)&sampler->buf[offset.z], *(Float*)&sampler->buf[offset.w]); } vec4 texelFetchFloat(sampler2D sampler, ivec2 P) { I32 offset = P.x * 4 + P.y * sampler->stride; return fetchOffsetsFloat(sampler, offset); } SI vec4 texelFetchFloat(sampler2DArray sampler, ivec3 P) { assert(test_all(P.z == P.z.x)); I32 offset = P.x * 4 + P.y * sampler->stride + P.z.x * sampler->height_stride; return fetchOffsetsFloat(sampler, offset); } template SI vec4 fetchOffsetsYUV422(S sampler, I32 offset) { // Layout is 2 pixel chunks (occupying 4 bytes) organized as: G0, B, G1, R. // Offset is aligned to a chunk rather than a pixel, and selector specifies // pixel within the chunk. I32 selector = offset & 1; offset &= ~1; uint16_t* buf = (uint16_t*)sampler->buf; U32 pixels = {*(uint32_t*)&buf[offset.x], *(uint32_t*)&buf[offset.y], *(uint32_t*)&buf[offset.z], *(uint32_t*)&buf[offset.w]}; Float b = CONVERT((pixels >> 8) & 0xFF, Float) * (1.0f / 255.0f); Float r = CONVERT((pixels >> 24), Float) * (1.0f / 255.0f); Float g = CONVERT(if_then_else(-selector, pixels >> 16, pixels) & 0xFF, Float) * (1.0f / 255.0f); return vec4(r, g, b, 1.0f); } template vec4 texelFetchYUV422(S sampler, ivec2 P) { I32 offset = P.x + P.y * sampler->stride; return fetchOffsetsYUV422(sampler, offset); } vec4 texelFetch(sampler2D sampler, ivec2 P, int lod) { assert(lod == 0); P = clamp2D(P, sampler); switch (sampler->format) { case TextureFormat::RGBA32F: return texelFetchFloat(sampler, P); case TextureFormat::RGBA8: return texelFetchRGBA8(sampler, P); case TextureFormat::R8: return texelFetchR8(sampler, P); case TextureFormat::RG8: return texelFetchRG8(sampler, P); case TextureFormat::R16: return texelFetchR16(sampler, P); case TextureFormat::YUV422: return texelFetchYUV422(sampler, P); default: assert(false); return vec4(); } } vec4 texelFetch(sampler2DRGBA32F sampler, ivec2 P, int lod) { assert(lod == 0); P = clamp2D(P, sampler); assert(sampler->format == TextureFormat::RGBA32F); return texelFetchFloat(sampler, P); } vec4 texelFetch(sampler2DRGBA8 sampler, ivec2 P, int lod) { assert(lod == 0); P = clamp2D(P, sampler); assert(sampler->format == TextureFormat::RGBA8); return texelFetchRGBA8(sampler, P); } vec4 texelFetch(sampler2DR8 sampler, ivec2 P, int lod) { assert(lod == 0); P = clamp2D(P, sampler); assert(sampler->format == TextureFormat::R8); return texelFetchR8(sampler, P); } vec4 texelFetch(sampler2DRG8 sampler, ivec2 P, int lod) { assert(lod == 0); P = clamp2D(P, sampler); assert(sampler->format == TextureFormat::RG8); return texelFetchRG8(sampler, P); } vec4_scalar texelFetch(sampler2D sampler, ivec2_scalar P, int lod) { assert(lod == 0); P = clamp2D(P, sampler); if (sampler->format == TextureFormat::RGBA32F) { return *(vec4_scalar*)&sampler->buf[P.x * 4 + P.y * sampler->stride]; } else { assert(sampler->format == TextureFormat::RGBA8); return pixel_to_vec4(sampler->buf[P.x + P.y * sampler->stride]); } } vec4_scalar texelFetch(sampler2DRGBA32F sampler, ivec2_scalar P, int lod) { assert(lod == 0); P = clamp2D(P, sampler); assert(sampler->format == TextureFormat::RGBA32F); return *(vec4_scalar*)&sampler->buf[P.x * 4 + P.y * sampler->stride]; } vec4_scalar texelFetch(sampler2DRGBA8 sampler, ivec2_scalar P, int lod) { assert(lod == 0); P = clamp2D(P, sampler); assert(sampler->format == TextureFormat::RGBA8); return pixel_to_vec4(sampler->buf[P.x + P.y * sampler->stride]); } vec4_scalar texelFetch(sampler2DR8 sampler, ivec2_scalar P, int lod) { assert(lod == 0); P = clamp2D(P, sampler); assert(sampler->format == TextureFormat::R8); return vec4_scalar{ to_float(((uint8_t*)sampler->buf)[P.x + P.y * sampler->stride]), 0.0f, 0.0f, 1.0f}; } vec4_scalar texelFetch(sampler2DRG8 sampler, ivec2_scalar P, int lod) { assert(lod == 0); P = clamp2D(P, sampler); assert(sampler->format == TextureFormat::RG8); uint16_t pixel = ((uint16_t*)sampler->buf)[P.x + P.y * sampler->stride]; return vec4_scalar{to_float(pixel & 0xFF), to_float(pixel >> 8), 0.0f, 1.0f}; } vec4 texelFetch(sampler2DRect sampler, ivec2 P) { P = clamp2D(P, sampler); switch (sampler->format) { case TextureFormat::RGBA8: return texelFetchRGBA8(sampler, P); case TextureFormat::R8: return texelFetchR8(sampler, P); case TextureFormat::RG8: return texelFetchRG8(sampler, P); case TextureFormat::R16: return texelFetchR16(sampler, P); case TextureFormat::YUV422: return texelFetchYUV422(sampler, P); default: assert(false); return vec4(); } } SI vec4 texelFetch(sampler2DArray sampler, ivec3 P, int lod) { assert(lod == 0); P = clamp2DArray(P, sampler); switch (sampler->format) { case TextureFormat::RGBA32F: return texelFetchFloat(sampler, P); case TextureFormat::RGBA8: return texelFetchRGBA8(sampler, P); case TextureFormat::R8: return texelFetchR8(sampler, P); case TextureFormat::RG8: return texelFetchRG8(sampler, P); case TextureFormat::R16: return texelFetchR16(sampler, P); default: assert(false); return vec4(); } } vec4 texelFetch(sampler2DArrayRGBA32F sampler, ivec3 P, int lod) { assert(lod == 0); P = clamp2DArray(P, sampler); assert(sampler->format == TextureFormat::RGBA32F); return texelFetchFloat(sampler, P); } vec4 texelFetch(sampler2DArrayRGBA8 sampler, ivec3 P, int lod) { assert(lod == 0); P = clamp2DArray(P, sampler); assert(sampler->format == TextureFormat::RGBA8); return texelFetchRGBA8(sampler, P); } vec4 texelFetch(sampler2DArrayR8 sampler, ivec3 P, int lod) { assert(lod == 0); P = clamp2DArray(P, sampler); assert(sampler->format == TextureFormat::R8); return texelFetchR8(sampler, P); } vec4 texelFetch(sampler2DArrayRG8 sampler, ivec3 P, int lod) { assert(lod == 0); P = clamp2DArray(P, sampler); assert(sampler->format == TextureFormat::RG8); return texelFetchRG8(sampler, P); } template SI ivec4 fetchOffsetsInt(S sampler, I32 offset) { return pixel_int_to_ivec4( *(I32*)&sampler->buf[offset.x], *(I32*)&sampler->buf[offset.y], *(I32*)&sampler->buf[offset.z], *(I32*)&sampler->buf[offset.w]); } ivec4 texelFetch(isampler2D sampler, ivec2 P, int lod) { assert(lod == 0); P = clamp2D(P, sampler); assert(sampler->format == TextureFormat::RGBA32I); I32 offset = P.x * 4 + P.y * sampler->stride; return fetchOffsetsInt(sampler, offset); } ivec4_scalar texelFetch(isampler2D sampler, ivec2_scalar P, int lod) { assert(lod == 0); P = clamp2D(P, sampler); assert(sampler->format == TextureFormat::RGBA32I); return *(ivec4_scalar*)&sampler->buf[P.x * 4 + P.y * sampler->stride]; } SI vec4_scalar* texelFetchPtr(sampler2D sampler, ivec2_scalar P, int min_x, int max_x, int min_y, int max_y) { P.x = min(max(P.x, -min_x), int(sampler->width) - 1 - max_x); P.y = min(max(P.y, -min_y), int(sampler->height) - 1 - max_y); assert(sampler->format == TextureFormat::RGBA32F); return (vec4_scalar*)&sampler->buf[P.x * 4 + P.y * sampler->stride]; } SI ivec4_scalar* texelFetchPtr(isampler2D sampler, ivec2_scalar P, int min_x, int max_x, int min_y, int max_y) { P.x = min(max(P.x, -min_x), int(sampler->width) - 1 - max_x); P.y = min(max(P.y, -min_y), int(sampler->height) - 1 - max_y); assert(sampler->format == TextureFormat::RGBA32I); return (ivec4_scalar*)&sampler->buf[P.x * 4 + P.y * sampler->stride]; } template SI I32 texelFetchPtr(S sampler, ivec2 P, int min_x, int max_x, int min_y, int max_y) { P.x = clampCoord(P.x, int(sampler->width) - max_x, -min_x); P.y = clampCoord(P.y, int(sampler->height) - max_y, -min_y); return P.x * 4 + P.y * sampler->stride; } template SI P texelFetchUnchecked(S sampler, P* ptr, int x, int y = 0) { return ptr[x + y * (sampler->stride >> 2)]; } SI vec4 texelFetchUnchecked(sampler2D sampler, I32 offset, int x, int y = 0) { assert(sampler->format == TextureFormat::RGBA32F); return fetchOffsetsFloat(sampler, offset + (x * 4 + y * sampler->stride)); } SI ivec4 texelFetchUnchecked(isampler2D sampler, I32 offset, int x, int y = 0) { assert(sampler->format == TextureFormat::RGBA32I); return fetchOffsetsInt(sampler, offset + (x * 4 + y * sampler->stride)); } #define texelFetchOffset(sampler, P, lod, offset) \ texelFetch(sampler, (P) + (offset), lod) // Scale texture coords for quantization, subtract offset for filtering // (assuming coords already offset to texel centers), and round to nearest // 1/scale increment template SI T linearQuantize(T P, float scale) { return P * scale + (0.5f - 0.5f * scale); } // Helper version that also scales normalized texture coords for sampler template SI T samplerScale(S sampler, T P) { P.x *= sampler->width; P.y *= sampler->height; return P; } template SI T samplerScale(sampler2DRect sampler, T P) { return P; } template SI T linearQuantize(T P, float scale, S sampler) { return linearQuantize(samplerScale(sampler, P), scale); } // Compute clamped offset of first row for linear interpolation template SI auto computeRow(S sampler, I i, int32_t zoffset, size_t margin = 1) -> decltype(i.x) { return clampCoord(i.x, sampler->width - margin) + clampCoord(i.y, sampler->height) * sampler->stride + zoffset; } // Compute clamped offset of second row for linear interpolation from first row template SI I32 computeNextRowOffset(S sampler, ivec2 i) { return (i.y >= 0 && i.y < int32_t(sampler->height) - 1) & I32(sampler->stride); } // Convert X coordinate to a 2^7 scale fraction for interpolation template SI I16 computeFracX(S sampler, ivec2 i, ivec2 frac) { auto overread = i.x > int32_t(sampler->width) - 2; return CONVERT((((frac.x & (i.x >= 0)) | overread) & 0x7F) - overread, I16); } // Convert Y coordinate to a 2^7 scale fraction for interpolation SI I16 computeFracY(ivec2 frac) { return CONVERT(frac.y & 0x7F, I16); } struct WidePlanarRGBA8 { V8 rg; V8 ba; }; template SI WidePlanarRGBA8 textureLinearPlanarRGBA8(S sampler, ivec2 i, int32_t zoffset = 0) { assert(sampler->format == TextureFormat::RGBA8); ivec2 frac = i; i >>= 7; I32 row0 = computeRow(sampler, i, zoffset); I32 row1 = row0 + computeNextRowOffset(sampler, i); I16 fracx = computeFracX(sampler, i, frac); I16 fracy = computeFracY(frac); auto a0 = CONVERT(unaligned_load>(&sampler->buf[row0.x]), V8); auto a1 = CONVERT(unaligned_load>(&sampler->buf[row1.x]), V8); a0 += ((a1 - a0) * fracy.x) >> 7; auto b0 = CONVERT(unaligned_load>(&sampler->buf[row0.y]), V8); auto b1 = CONVERT(unaligned_load>(&sampler->buf[row1.y]), V8); b0 += ((b1 - b0) * fracy.y) >> 7; auto abl = zipLow(a0, b0); auto abh = zipHigh(a0, b0); abl += ((abh - abl) * fracx.xyxyxyxy) >> 7; auto c0 = CONVERT(unaligned_load>(&sampler->buf[row0.z]), V8); auto c1 = CONVERT(unaligned_load>(&sampler->buf[row1.z]), V8); c0 += ((c1 - c0) * fracy.z) >> 7; auto d0 = CONVERT(unaligned_load>(&sampler->buf[row0.w]), V8); auto d1 = CONVERT(unaligned_load>(&sampler->buf[row1.w]), V8); d0 += ((d1 - d0) * fracy.w) >> 7; auto cdl = zipLow(c0, d0); auto cdh = zipHigh(c0, d0); cdl += ((cdh - cdl) * fracx.zwzwzwzw) >> 7; auto rg = V8(zip2Low(abl, cdl)); auto ba = V8(zip2High(abl, cdl)); return WidePlanarRGBA8{rg, ba}; } template vec4 textureLinearRGBA8(S sampler, vec2 P, int32_t zoffset = 0) { ivec2 i(linearQuantize(P, 128, sampler)); auto planar = textureLinearPlanarRGBA8(sampler, i, zoffset); auto rg = CONVERT(planar.rg, V8); auto ba = CONVERT(planar.ba, V8); auto r = lowHalf(rg); auto g = highHalf(rg); auto b = lowHalf(ba); auto a = highHalf(ba); return vec4(b, g, r, a) * (1.0f / 255.0f); } template static inline U16 textureLinearUnpackedR8(S sampler, ivec2 i, int32_t zoffset = 0) { assert(sampler->format == TextureFormat::R8); ivec2 frac = i; i >>= 7; I32 row0 = computeRow(sampler, i, zoffset); I32 row1 = row0 + computeNextRowOffset(sampler, i); I16 fracx = computeFracX(sampler, i, frac); I16 fracy = computeFracY(frac); uint8_t* buf = (uint8_t*)sampler->buf; auto a0 = unaligned_load>(&buf[row0.x]); auto b0 = unaligned_load>(&buf[row0.y]); auto c0 = unaligned_load>(&buf[row0.z]); auto d0 = unaligned_load>(&buf[row0.w]); auto abcd0 = CONVERT(combine(combine(a0, b0), combine(c0, d0)), V8); auto a1 = unaligned_load>(&buf[row1.x]); auto b1 = unaligned_load>(&buf[row1.y]); auto c1 = unaligned_load>(&buf[row1.z]); auto d1 = unaligned_load>(&buf[row1.w]); auto abcd1 = CONVERT(combine(combine(a1, b1), combine(c1, d1)), V8); abcd0 += ((abcd1 - abcd0) * fracy.xxyyzzww) >> 7; abcd0 = SHUFFLE(abcd0, abcd0, 0, 2, 4, 6, 1, 3, 5, 7); auto abcdl = lowHalf(abcd0); auto abcdh = highHalf(abcd0); abcdl += ((abcdh - abcdl) * fracx) >> 7; return U16(abcdl); } template vec4 textureLinearR8(S sampler, vec2 P, int32_t zoffset = 0) { assert(sampler->format == TextureFormat::R8); ivec2 i(linearQuantize(P, 128, sampler)); Float r = CONVERT(textureLinearUnpackedR8(sampler, i, zoffset), Float); return vec4(r * (1.0f / 255.0f), 0.0f, 0.0f, 1.0f); } struct WidePlanarRG8 { V8 rg; }; template SI WidePlanarRG8 textureLinearPlanarRG8(S sampler, ivec2 i, int32_t zoffset = 0) { assert(sampler->format == TextureFormat::RG8); ivec2 frac = i; i >>= 7; I32 row0 = computeRow(sampler, i, zoffset); I32 row1 = row0 + computeNextRowOffset(sampler, i); I16 fracx = computeFracX(sampler, i, frac); I16 fracy = computeFracY(frac); uint16_t* buf = (uint16_t*)sampler->buf; // Load RG bytes for two adjacent pixels - rgRG auto a0 = unaligned_load>(&buf[row0.x]); auto b0 = unaligned_load>(&buf[row0.y]); auto ab0 = CONVERT(combine(a0, b0), V8); // Load two pixels for next row auto a1 = unaligned_load>(&buf[row1.x]); auto b1 = unaligned_load>(&buf[row1.y]); auto ab1 = CONVERT(combine(a1, b1), V8); // Blend rows ab0 += ((ab1 - ab0) * fracy.xxxxyyyy) >> 7; auto c0 = unaligned_load>(&buf[row0.z]); auto d0 = unaligned_load>(&buf[row0.w]); auto cd0 = CONVERT(combine(c0, d0), V8); auto c1 = unaligned_load>(&buf[row1.z]); auto d1 = unaligned_load>(&buf[row1.w]); auto cd1 = CONVERT(combine(c1, d1), V8); // Blend rows cd0 += ((cd1 - cd0) * fracy.zzzzwwww) >> 7; // ab = a.rgRG,b.rgRG // cd = c.rgRG,d.rgRG // ... ac = ar,cr,ag,cg,aR,cR,aG,cG // ... bd = br,dr,bg,dg,bR,dR,bG,dG auto ac = zipLow(ab0, cd0); auto bd = zipHigh(ab0, cd0); // ar,br,cr,dr,ag,bg,cg,dg // aR,bR,cR,dR,aG,bG,cG,dG auto abcdl = zipLow(ac, bd); auto abcdh = zipHigh(ac, bd); // Blend columns abcdl += ((abcdh - abcdl) * fracx.xyzwxyzw) >> 7; auto rg = V8(abcdl); return WidePlanarRG8{rg}; } template vec4 textureLinearRG8(S sampler, vec2 P, int32_t zoffset = 0) { ivec2 i(linearQuantize(P, 128, sampler)); auto planar = textureLinearPlanarRG8(sampler, i, zoffset); auto rg = CONVERT(planar.rg, V8) * (1.0f / 255.0f); auto r = lowHalf(rg); auto g = highHalf(rg); return vec4(r, g, 0.0f, 1.0f); } // Samples R16 texture with linear filtering and returns results packed as // signed I16. One bit of precision is shifted away from the bottom end to // accommodate the sign bit, so only 15 bits of precision is left. template static inline I16 textureLinearUnpackedR16(S sampler, ivec2 i, int32_t zoffset = 0) { assert(sampler->format == TextureFormat::R16); ivec2 frac = i; i >>= 7; I32 row0 = computeRow(sampler, i, zoffset); I32 row1 = row0 + computeNextRowOffset(sampler, i); I16 fracx = CONVERT( ((frac.x & (i.x >= 0)) | (i.x > int32_t(sampler->width) - 2)) & 0x7F, I16) << 8; I16 fracy = computeFracY(frac) << 8; // Sample the 16 bit data for both rows uint16_t* buf = (uint16_t*)sampler->buf; auto a0 = unaligned_load>(&buf[row0.x]); auto b0 = unaligned_load>(&buf[row0.y]); auto c0 = unaligned_load>(&buf[row0.z]); auto d0 = unaligned_load>(&buf[row0.w]); auto abcd0 = CONVERT(combine(combine(a0, b0), combine(c0, d0)) >> 1, V8); auto a1 = unaligned_load>(&buf[row1.x]); auto b1 = unaligned_load>(&buf[row1.y]); auto c1 = unaligned_load>(&buf[row1.z]); auto d1 = unaligned_load>(&buf[row1.w]); auto abcd1 = CONVERT(combine(combine(a1, b1), combine(c1, d1)) >> 1, V8); // The samples occupy 15 bits and the fraction occupies 15 bits, so that when // they are multiplied together, the new scaled sample will fit in the high // 14 bits of the result. It is left shifted once to make it 15 bits again // for the final multiply. #if USE_SSE2 abcd0 += bit_cast>(_mm_mulhi_epi16(abcd1 - abcd0, fracy.xxyyzzww)) << 1; #elif USE_NEON // NEON has a convenient instruction that does both the multiply and the // doubling, so doesn't need an extra shift. abcd0 += bit_cast>(vqrdmulhq_s16(abcd1 - abcd0, fracy.xxyyzzww)); #else abcd0 += CONVERT((CONVERT(abcd1 - abcd0, V8) * CONVERT(fracy.xxyyzzww, V8)) >> 16, V8) << 1; #endif abcd0 = SHUFFLE(abcd0, abcd0, 0, 2, 4, 6, 1, 3, 5, 7); auto abcdl = lowHalf(abcd0); auto abcdh = highHalf(abcd0); #if USE_SSE2 abcdl += lowHalf(bit_cast>( _mm_mulhi_epi16(expand(abcdh - abcdl), expand(fracx)))) << 1; #elif USE_NEON abcdl += bit_cast>(vqrdmulh_s16(abcdh - abcdl, fracx)); #else abcdl += CONVERT((CONVERT(abcdh - abcdl, V4) * CONVERT(fracx, V4)) >> 16, V4) << 1; #endif return abcdl; } template vec4 textureLinearR16(S sampler, vec2 P, int32_t zoffset = 0) { assert(sampler->format == TextureFormat::R16); ivec2 i(linearQuantize(P, 128, sampler)); Float r = CONVERT(textureLinearUnpackedR16(sampler, i, zoffset), Float); return vec4(r * (1.0f / 32767.0f), 0.0f, 0.0f, 1.0f); } template vec4 textureLinearRGBA32F(S sampler, vec2 P, int32_t zoffset = 0) { assert(sampler->format == TextureFormat::RGBA32F); P = samplerScale(sampler, P); P -= 0.5f; vec2 f = floor(P); vec2 r = P - f; ivec2 i(f); ivec2 c(clampCoord(i.x, sampler->width - 1), clampCoord(i.y, sampler->height)); r.x = if_then_else(i.x >= 0, if_then_else(i.x < sampler->width - 1, r.x, 1.0), 0.0f); I32 offset0 = c.x * 4 + c.y * sampler->stride + zoffset; I32 offset1 = offset0 + computeNextRowOffset(sampler, i); Float c0 = mix(mix(*(Float*)&sampler->buf[offset0.x], *(Float*)&sampler->buf[offset0.x + 4], r.x), mix(*(Float*)&sampler->buf[offset1.x], *(Float*)&sampler->buf[offset1.x + 4], r.x), r.y); Float c1 = mix(mix(*(Float*)&sampler->buf[offset0.y], *(Float*)&sampler->buf[offset0.y + 4], r.x), mix(*(Float*)&sampler->buf[offset1.y], *(Float*)&sampler->buf[offset1.y + 4], r.x), r.y); Float c2 = mix(mix(*(Float*)&sampler->buf[offset0.z], *(Float*)&sampler->buf[offset0.z + 4], r.x), mix(*(Float*)&sampler->buf[offset1.z], *(Float*)&sampler->buf[offset1.z + 4], r.x), r.y); Float c3 = mix(mix(*(Float*)&sampler->buf[offset0.w], *(Float*)&sampler->buf[offset0.w + 4], r.x), mix(*(Float*)&sampler->buf[offset1.w], *(Float*)&sampler->buf[offset1.w + 4], r.x), r.y); return pixel_float_to_vec4(c0, c1, c2, c3); } struct WidePlanarYUV8 { U16 y; U16 u; U16 v; }; template SI WidePlanarYUV8 textureLinearPlanarYUV422(S sampler, ivec2 i, int32_t zoffset = 0) { assert(sampler->format == TextureFormat::YUV422); ivec2 frac = i; i >>= 7; I32 row0 = computeRow(sampler, i, zoffset, 2); // Layout is 2 pixel chunks (occupying 4 bytes) organized as: G0, B, G1, R. // Get the selector for the pixel within the chunk. I32 selector = row0 & 1; // Align the row index to the chunk. row0 &= ~1; I32 row1 = row0 + computeNextRowOffset(sampler, i); // G only needs to be clamped to a pixel boundary for safe interpolation, // whereas the BR fraction needs to be clamped 1 extra pixel inside to a chunk // boundary. frac.x &= (i.x >= 0); auto fracx = CONVERT(combine(frac.x | (i.x > int32_t(sampler->width) - 3), (frac.x >> 1) | (i.x > int32_t(sampler->width) - 3)) & 0x7F, V8); I16 fracy = computeFracY(frac); uint16_t* buf = (uint16_t*)sampler->buf; // Load bytes for two adjacent chunks - g0,b,g1,r,G0,B,G1,R // We always need to interpolate between (b,r) and (B,R). // Depending on selector we need to either interpolate between g0 and g1 // or between g1 and G0. So for now we just interpolate both cases for g // and will select the appropriate one on output. auto a0 = CONVERT(unaligned_load>(&buf[row0.x]), V8); auto a1 = CONVERT(unaligned_load>(&buf[row1.x]), V8); // Combine with next row. a0 += ((a1 - a0) * fracy.x) >> 7; auto b0 = CONVERT(unaligned_load>(&buf[row0.y]), V8); auto b1 = CONVERT(unaligned_load>(&buf[row1.y]), V8); b0 += ((b1 - b0) * fracy.y) >> 7; auto c0 = CONVERT(unaligned_load>(&buf[row0.z]), V8); auto c1 = CONVERT(unaligned_load>(&buf[row1.z]), V8); c0 += ((c1 - c0) * fracy.z) >> 7; auto d0 = CONVERT(unaligned_load>(&buf[row0.w]), V8); auto d1 = CONVERT(unaligned_load>(&buf[row1.w]), V8); d0 += ((d1 - d0) * fracy.w) >> 7; // Shuffle things around so we end up with g0,g0,g0,g0,b,b,b,b and // g1,g1,g1,g1,r,r,r,r. auto abl = zipLow(a0, b0); auto cdl = zipLow(c0, d0); auto g0b = zip2Low(abl, cdl); auto g1r = zip2High(abl, cdl); // Need to zip g1,B,G0,R. Instead of using a bunch of complicated masks and // and shifts, just shuffle here instead... We finally end up with // g1,g1,g1,g1,B,B,B,B and G0,G0,G0,G0,R,R,R,R. auto abh = SHUFFLE(a0, b0, 2, 10, 5, 13, 4, 12, 7, 15); auto cdh = SHUFFLE(c0, d0, 2, 10, 5, 13, 4, 12, 7, 15); auto g1B = zip2Low(abh, cdh); auto G0R = zip2High(abh, cdh); // Finally interpolate between adjacent columns. g0b += ((g1B - g0b) * fracx) >> 7; g1r += ((G0R - g1r) * fracx) >> 7; // Choose either g0 or g1 based on selector. return WidePlanarYUV8{ U16(if_then_else(CONVERT(-selector, I16), lowHalf(g1r), lowHalf(g0b))), U16(highHalf(g0b)), U16(highHalf(g1r))}; } template vec4 textureLinearYUV422(S sampler, vec2 P, int32_t zoffset = 0) { ivec2 i(linearQuantize(P, 128, sampler)); auto planar = textureLinearPlanarYUV422(sampler, i, zoffset); auto y = CONVERT(planar.y, Float) * (1.0f / 255.0f); auto u = CONVERT(planar.u, Float) * (1.0f / 255.0f); auto v = CONVERT(planar.v, Float) * (1.0f / 255.0f); return vec4(v, y, u, 1.0f); } SI vec4 texture(sampler2D sampler, vec2 P) { if (sampler->filter == TextureFilter::LINEAR) { switch (sampler->format) { case TextureFormat::RGBA32F: return textureLinearRGBA32F(sampler, P); case TextureFormat::RGBA8: return textureLinearRGBA8(sampler, P); case TextureFormat::R8: return textureLinearR8(sampler, P); case TextureFormat::RG8: return textureLinearRG8(sampler, P); case TextureFormat::R16: return textureLinearR16(sampler, P); case TextureFormat::YUV422: return textureLinearYUV422(sampler, P); default: assert(false); return vec4(); } } else { ivec2 coord(roundzero(P.x, sampler->width), roundzero(P.y, sampler->height)); return texelFetch(sampler, coord, 0); } } vec4 texture(sampler2DRect sampler, vec2 P) { if (sampler->filter == TextureFilter::LINEAR) { switch (sampler->format) { case TextureFormat::RGBA8: return textureLinearRGBA8(sampler, P); case TextureFormat::R8: return textureLinearR8(sampler, P); case TextureFormat::RG8: return textureLinearRG8(sampler, P); case TextureFormat::R16: return textureLinearR16(sampler, P); case TextureFormat::YUV422: return textureLinearYUV422(sampler, P); default: assert(false); return vec4(); } } else { ivec2 coord(roundzero(P.x, 1.0f), roundzero(P.y, 1.0f)); return texelFetch(sampler, coord); } } SI vec4 texture(sampler2DArray sampler, vec3 P) { if (sampler->filter == TextureFilter::LINEAR) { // SSE2 can generate slow code for 32-bit multiply, and we never actually // sample from different layers in one chunk, so do cheaper scalar // multiplication instead. assert(test_all(P.z == P.z.x)); int32_t zoffset = clampCoord(roundeven(P.z.x, 1.0f), sampler->depth) * sampler->height_stride; switch (sampler->format) { case TextureFormat::RGBA32F: return textureLinearRGBA32F(sampler, vec2(P.x, P.y), zoffset); case TextureFormat::RGBA8: return textureLinearRGBA8(sampler, vec2(P.x, P.y), zoffset); case TextureFormat::R8: return textureLinearR8(sampler, vec2(P.x, P.y), zoffset); case TextureFormat::RG8: return textureLinearRG8(sampler, vec2(P.x, P.y), zoffset); case TextureFormat::R16: return textureLinearR16(sampler, vec2(P.x, P.y), zoffset); default: assert(false); return vec4(); } } else { // just do nearest for now ivec3 coord(roundzero(P.x, sampler->width), roundzero(P.y, sampler->height), roundeven(P.z, 1.0f)); return texelFetch(sampler, coord, 0); } } vec4 texture(sampler2DArray sampler, vec3 P, float bias) { assert(bias == 0.0f); return texture(sampler, P); } vec4 textureLod(sampler2DArray sampler, vec3 P, float lod) { assert(lod == 0.0f); return texture(sampler, P); } ivec3_scalar textureSize(sampler2DArray sampler, int) { return ivec3_scalar{int32_t(sampler->width), int32_t(sampler->height), int32_t(sampler->depth)}; } ivec2_scalar textureSize(sampler2D sampler, int) { return ivec2_scalar{int32_t(sampler->width), int32_t(sampler->height)}; } ivec2_scalar textureSize(sampler2DRect sampler) { return ivec2_scalar{int32_t(sampler->width), int32_t(sampler->height)}; } template static WideRGBA8 textureLinearUnpackedRGBA8(S sampler, ivec2 i, int zoffset = 0) { assert(sampler->format == TextureFormat::RGBA8); ivec2 frac = i; i >>= 7; I32 row0 = computeRow(sampler, i, zoffset); I32 row1 = row0 + computeNextRowOffset(sampler, i); I16 fracx = computeFracX(sampler, i, frac); I16 fracy = computeFracY(frac); auto a0 = CONVERT(unaligned_load>(&sampler->buf[row0.x]), V8); auto a1 = CONVERT(unaligned_load>(&sampler->buf[row1.x]), V8); a0 += ((a1 - a0) * fracy.x) >> 7; auto b0 = CONVERT(unaligned_load>(&sampler->buf[row0.y]), V8); auto b1 = CONVERT(unaligned_load>(&sampler->buf[row1.y]), V8); b0 += ((b1 - b0) * fracy.y) >> 7; auto abl = combine(lowHalf(a0), lowHalf(b0)); auto abh = combine(highHalf(a0), highHalf(b0)); abl += ((abh - abl) * fracx.xxxxyyyy) >> 7; auto c0 = CONVERT(unaligned_load>(&sampler->buf[row0.z]), V8); auto c1 = CONVERT(unaligned_load>(&sampler->buf[row1.z]), V8); c0 += ((c1 - c0) * fracy.z) >> 7; auto d0 = CONVERT(unaligned_load>(&sampler->buf[row0.w]), V8); auto d1 = CONVERT(unaligned_load>(&sampler->buf[row1.w]), V8); d0 += ((d1 - d0) * fracy.w) >> 7; auto cdl = combine(lowHalf(c0), lowHalf(d0)); auto cdh = combine(highHalf(c0), highHalf(d0)); cdl += ((cdh - cdl) * fracx.zzzzwwww) >> 7; return combine(HalfRGBA8(abl), HalfRGBA8(cdl)); } template static PackedRGBA8 textureLinearPackedRGBA8(S sampler, ivec2 i, int zoffset = 0) { return pack(textureLinearUnpackedRGBA8(sampler, i, zoffset)); } template static PackedR8 textureLinearPackedR8(S sampler, ivec2 i, int zoffset = 0) { return pack(textureLinearUnpackedR8(sampler, i, zoffset)); } template static WideRG8 textureLinearUnpackedRG8(S sampler, ivec2 i, int zoffset = 0) { assert(sampler->format == TextureFormat::RG8); ivec2 frac = i & 0x7F; i >>= 7; I32 row0 = computeRow(sampler, i, zoffset); I32 row1 = row0 + computeNextRowOffset(sampler, i); I16 fracx = computeFracX(sampler, i, frac); I16 fracy = computeFracY(frac); uint16_t* buf = (uint16_t*)sampler->buf; // Load RG bytes for two adjacent pixels - rgRG auto a0 = unaligned_load>(&buf[row0.x]); auto b0 = unaligned_load>(&buf[row0.y]); auto ab0 = CONVERT(combine(a0, b0), V8); // Load two pixels for next row auto a1 = unaligned_load>(&buf[row1.x]); auto b1 = unaligned_load>(&buf[row1.y]); auto ab1 = CONVERT(combine(a1, b1), V8); // Blend rows ab0 += ((ab1 - ab0) * fracy.xxxxyyyy) >> 7; auto c0 = unaligned_load>(&buf[row0.z]); auto d0 = unaligned_load>(&buf[row0.w]); auto cd0 = CONVERT(combine(c0, d0), V8); auto c1 = unaligned_load>(&buf[row1.z]); auto d1 = unaligned_load>(&buf[row1.w]); auto cd1 = CONVERT(combine(c1, d1), V8); // Blend rows cd0 += ((cd1 - cd0) * fracy.zzzzwwww) >> 7; // ab = a.rgRG,b.rgRG // cd = c.rgRG,d.rgRG // ... ac = a.rg,c.rg,a.RG,c.RG // ... bd = b.rg,d.rg,b.RG,d.RG auto ac = zip2Low(ab0, cd0); auto bd = zip2High(ab0, cd0); // a.rg,b.rg,c.rg,d.rg // a.RG,b.RG,c.RG,d.RG auto abcdl = zip2Low(ac, bd); auto abcdh = zip2High(ac, bd); // Blend columns abcdl += ((abcdh - abcdl) * fracx.xxyyzzww) >> 7; return WideRG8(abcdl); } template static PackedRG8 textureLinearPackedRG8(S sampler, ivec2 i, int zoffset = 0) { return pack(textureLinearUnpackedRG8(sampler, i, zoffset)); } template static ALWAYS_INLINE VectorType addsat(VectorType x, VectorType y) { auto r = x + y; return r | (r < x); } template static VectorType gaussianBlurHorizontal( S sampler, const ivec2_scalar& i, int minX, int maxX, int radius, float coeff, float coeffStep, int zoffset = 0) { // Packed and unpacked vectors for a chunk of the given pixel type. typedef VectorType packed_type; typedef VectorType unpacked_type; // Pre-scale the coefficient by 8 bits of fractional precision, so that when // the sample is multiplied by it, it will yield a 16 bit unsigned integer // that will use all 16 bits of precision to accumulate the sum. coeff *= 1 << 8; float coeffStep2 = coeffStep * coeffStep; int row = computeRow(sampler, i, zoffset); P* buf = (P*)sampler->buf; auto pixelsRight = unaligned_load>(&buf[row]); auto pixelsLeft = pixelsRight; auto sum = CONVERT(bit_cast(pixelsRight), unpacked_type) * uint16_t(coeff + 0.5f); // Here we use some trickery to reuse the pixels within a chunk, shifted over // by one pixel, to get the next sample for the entire chunk. This allows us // to sample only one pixel for each offset across the entire chunk in both // the left and right directions. To avoid clamping within the loop to the // texture bounds, we compute the valid radius that doesn't require clamping // and fall back to a slower clamping loop outside of that valid radius. int offset = 1; int leftBound = i.x - max(minX, 0); int rightBound = min(maxX, sampler->width) - (i.x + 4); int validRadius = min(radius, min(leftBound, rightBound)); for (; offset <= validRadius; offset++) { // Overwrite the pixel that needs to be shifted out with the new pixel, and // shift it into the correct location. pixelsRight.x = unaligned_load

(&buf[row + offset + 4 - 1]); pixelsRight = pixelsRight.yzwx; pixelsLeft = pixelsLeft.wxyz; pixelsLeft.x = unaligned_load

(&buf[row - offset]); // Accumulate the Gaussian coefficients step-wise. coeff *= coeffStep; coeffStep *= coeffStep2; // Both left and right samples at this offset use the same coefficient. sum = addsat(sum, (CONVERT(bit_cast(pixelsRight), unpacked_type) + CONVERT(bit_cast(pixelsLeft), unpacked_type)) * uint16_t(coeff + 0.5f)); } for (; offset <= radius; offset++) { pixelsRight.x = unaligned_load

(&buf[row + min(offset + 4 - 1, rightBound)]); pixelsRight = pixelsRight.yzwx; pixelsLeft = pixelsLeft.wxyz; pixelsLeft.x = unaligned_load

(&buf[row - min(offset, leftBound)]); coeff *= coeffStep; coeffStep *= coeffStep2; sum = addsat(sum, (CONVERT(bit_cast(pixelsRight), unpacked_type) + CONVERT(bit_cast(pixelsLeft), unpacked_type)) * uint16_t(coeff + 0.5f)); } // Shift away the intermediate precision. return sum >> 8; } template static VectorType gaussianBlurVertical( S sampler, const ivec2_scalar& i, int minY, int maxY, int radius, float coeff, float coeffStep, int zoffset = 0) { // Packed and unpacked vectors for a chunk of the given pixel type. typedef VectorType packed_type; typedef VectorType unpacked_type; // Pre-scale the coefficient by 8 bits of fractional precision, so that when // the sample is multiplied by it, it will yield a 16 bit unsigned integer // that will use all 16 bits of precision to accumulate the sum. coeff *= 1 << 8; float coeffStep2 = coeffStep * coeffStep; int rowAbove = computeRow(sampler, i, zoffset); int rowBelow = rowAbove; P* buf = (P*)sampler->buf; auto pixels = unaligned_load>(&buf[rowAbove]); auto sum = CONVERT(bit_cast(pixels), unpacked_type) * uint16_t(coeff + 0.5f); // For the vertical loop we can't be quite as creative with reusing old values // as we were in the horizontal loop. We just do the obvious implementation of // loading a chunk from each row in turn and accumulating it into the sum. We // compute a valid radius within which we don't need to clamp the sampled row // and use that to avoid any clamping in the main inner loop. We fall back to // a slower clamping loop outside of that valid radius. int offset = 1; int belowBound = i.y - max(minY, 0); int aboveBound = min(maxY, sampler->height) - (i.y + 1); int validRadius = min(radius, min(belowBound, aboveBound)); for (; offset <= validRadius; offset++) { rowAbove += sampler->stride; rowBelow -= sampler->stride; auto pixelsAbove = unaligned_load>(&buf[rowAbove]); auto pixelsBelow = unaligned_load>(&buf[rowBelow]); // Accumulate the Gaussian coefficients step-wise. coeff *= coeffStep; coeffStep *= coeffStep2; // Both above and below samples at this offset use the same coefficient. sum = addsat(sum, (CONVERT(bit_cast(pixelsAbove), unpacked_type) + CONVERT(bit_cast(pixelsBelow), unpacked_type)) * uint16_t(coeff + 0.5f)); } for (; offset <= radius; offset++) { if (offset <= aboveBound) { rowAbove += sampler->stride; } if (offset <= belowBound) { rowBelow -= sampler->stride; } auto pixelsAbove = unaligned_load>(&buf[rowAbove]); auto pixelsBelow = unaligned_load>(&buf[rowBelow]); coeff *= coeffStep; coeffStep *= coeffStep2; sum = addsat(sum, (CONVERT(bit_cast(pixelsAbove), unpacked_type) + CONVERT(bit_cast(pixelsBelow), unpacked_type)) * uint16_t(coeff + 0.5f)); } // Shift away the intermediate precision. return sum >> 8; } } // namespace glsl