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|
/* 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<uint8_t>;
using WideRGBA8 = V16<uint16_t>;
using HalfRGBA8 = V8<uint16_t>;
SI WideRGBA8 unpack(PackedRGBA8 p) { return CONVERT(p, WideRGBA8); }
template <int N>
UNUSED SI VectorType<uint8_t, N> genericPackWide(VectorType<uint16_t, N> p) {
typedef VectorType<uint8_t, N> 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<uint8_t>;
using WideR8 = V4<uint16_t>;
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<V16<uint8_t>>(_mm_packus_epi16(m, m));
return SHUFFLE(r, r, 0, 1, 2, 3);
#elif USE_NEON
return lowHalf(bit_cast<V8<uint8_t>>(vqmovn_u16(expand(p))));
#else
return genericPackWide(p);
#endif
}
using PackedRG8 = V8<uint8_t>;
using WideRG8 = V8<uint16_t>;
SI PackedRG8 pack(WideRG8 p) {
#if USE_SSE2
return lowHalf(bit_cast<V16<uint8_t>>(_mm_packus_epi16(p, p)));
#elif USE_NEON
return bit_cast<V8<uint8_t>>(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 <typename T, typename S>
SI T clamp2D(T P, S sampler) {
return T{clampCoord(P.x, sampler->width), clampCoord(P.y, sampler->height)};
}
template <typename T>
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 <typename S>
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 <typename S>
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 <typename S>
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 <typename S>
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 <typename S>
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 <typename S>
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 <typename S>
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 <typename S>
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 <typename S>
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 <typename S>
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 <typename S>
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 <typename S>
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 <typename S>
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 <typename S, typename P>
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 <typename T>
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 <typename T, typename S>
SI T samplerScale(S sampler, T P) {
P.x *= sampler->width;
P.y *= sampler->height;
return P;
}
template <typename T>
SI T samplerScale(sampler2DRect sampler, T P) {
return P;
}
template <typename T, typename S>
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 <typename S, typename I>
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 <typename S>
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 <typename S>
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<uint16_t> rg;
V8<uint16_t> ba;
};
template <typename S>
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<V8<uint8_t>>(&sampler->buf[row0.x]), V8<int16_t>);
auto a1 =
CONVERT(unaligned_load<V8<uint8_t>>(&sampler->buf[row1.x]), V8<int16_t>);
a0 += ((a1 - a0) * fracy.x) >> 7;
auto b0 =
CONVERT(unaligned_load<V8<uint8_t>>(&sampler->buf[row0.y]), V8<int16_t>);
auto b1 =
CONVERT(unaligned_load<V8<uint8_t>>(&sampler->buf[row1.y]), V8<int16_t>);
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<V8<uint8_t>>(&sampler->buf[row0.z]), V8<int16_t>);
auto c1 =
CONVERT(unaligned_load<V8<uint8_t>>(&sampler->buf[row1.z]), V8<int16_t>);
c0 += ((c1 - c0) * fracy.z) >> 7;
auto d0 =
CONVERT(unaligned_load<V8<uint8_t>>(&sampler->buf[row0.w]), V8<int16_t>);
auto d1 =
CONVERT(unaligned_load<V8<uint8_t>>(&sampler->buf[row1.w]), V8<int16_t>);
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<uint16_t>(zip2Low(abl, cdl));
auto ba = V8<uint16_t>(zip2High(abl, cdl));
return WidePlanarRGBA8{rg, ba};
}
template <typename S>
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<float>);
auto ba = CONVERT(planar.ba, V8<float>);
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 <typename S>
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<V2<uint8_t>>(&buf[row0.x]);
auto b0 = unaligned_load<V2<uint8_t>>(&buf[row0.y]);
auto c0 = unaligned_load<V2<uint8_t>>(&buf[row0.z]);
auto d0 = unaligned_load<V2<uint8_t>>(&buf[row0.w]);
auto abcd0 = CONVERT(combine(combine(a0, b0), combine(c0, d0)), V8<int16_t>);
auto a1 = unaligned_load<V2<uint8_t>>(&buf[row1.x]);
auto b1 = unaligned_load<V2<uint8_t>>(&buf[row1.y]);
auto c1 = unaligned_load<V2<uint8_t>>(&buf[row1.z]);
auto d1 = unaligned_load<V2<uint8_t>>(&buf[row1.w]);
auto abcd1 = CONVERT(combine(combine(a1, b1), combine(c1, d1)), V8<int16_t>);
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 <typename S>
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<uint16_t> rg;
};
template <typename S>
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<V4<uint8_t>>(&buf[row0.x]);
auto b0 = unaligned_load<V4<uint8_t>>(&buf[row0.y]);
auto ab0 = CONVERT(combine(a0, b0), V8<int16_t>);
// Load two pixels for next row
auto a1 = unaligned_load<V4<uint8_t>>(&buf[row1.x]);
auto b1 = unaligned_load<V4<uint8_t>>(&buf[row1.y]);
auto ab1 = CONVERT(combine(a1, b1), V8<int16_t>);
// Blend rows
ab0 += ((ab1 - ab0) * fracy.xxxxyyyy) >> 7;
auto c0 = unaligned_load<V4<uint8_t>>(&buf[row0.z]);
auto d0 = unaligned_load<V4<uint8_t>>(&buf[row0.w]);
auto cd0 = CONVERT(combine(c0, d0), V8<int16_t>);
auto c1 = unaligned_load<V4<uint8_t>>(&buf[row1.z]);
auto d1 = unaligned_load<V4<uint8_t>>(&buf[row1.w]);
auto cd1 = CONVERT(combine(c1, d1), V8<int16_t>);
// 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<uint16_t>(abcdl);
return WidePlanarRG8{rg};
}
template <typename S>
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<float>) * (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 <typename S>
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<V2<uint16_t>>(&buf[row0.x]);
auto b0 = unaligned_load<V2<uint16_t>>(&buf[row0.y]);
auto c0 = unaligned_load<V2<uint16_t>>(&buf[row0.z]);
auto d0 = unaligned_load<V2<uint16_t>>(&buf[row0.w]);
auto abcd0 =
CONVERT(combine(combine(a0, b0), combine(c0, d0)) >> 1, V8<int16_t>);
auto a1 = unaligned_load<V2<uint16_t>>(&buf[row1.x]);
auto b1 = unaligned_load<V2<uint16_t>>(&buf[row1.y]);
auto c1 = unaligned_load<V2<uint16_t>>(&buf[row1.z]);
auto d1 = unaligned_load<V2<uint16_t>>(&buf[row1.w]);
auto abcd1 =
CONVERT(combine(combine(a1, b1), combine(c1, d1)) >> 1, V8<int16_t>);
// 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<V8<int16_t>>(_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<V8<int16_t>>(vqrdmulhq_s16(abcd1 - abcd0, fracy.xxyyzzww));
#else
abcd0 += CONVERT((CONVERT(abcd1 - abcd0, V8<int32_t>) *
CONVERT(fracy.xxyyzzww, V8<int32_t>)) >>
16,
V8<int16_t>)
<< 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<V8<int16_t>>(
_mm_mulhi_epi16(expand(abcdh - abcdl), expand(fracx))))
<< 1;
#elif USE_NEON
abcdl += bit_cast<V4<int16_t>>(vqrdmulh_s16(abcdh - abcdl, fracx));
#else
abcdl += CONVERT((CONVERT(abcdh - abcdl, V4<int32_t>) *
CONVERT(fracx, V4<int32_t>)) >>
16,
V4<int16_t>)
<< 1;
#endif
return abcdl;
}
template <typename S>
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 <typename S>
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 <typename S>
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<int16_t>);
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<V8<uint8_t>>(&buf[row0.x]), V8<int16_t>);
auto a1 = CONVERT(unaligned_load<V8<uint8_t>>(&buf[row1.x]), V8<int16_t>);
// Combine with next row.
a0 += ((a1 - a0) * fracy.x) >> 7;
auto b0 = CONVERT(unaligned_load<V8<uint8_t>>(&buf[row0.y]), V8<int16_t>);
auto b1 = CONVERT(unaligned_load<V8<uint8_t>>(&buf[row1.y]), V8<int16_t>);
b0 += ((b1 - b0) * fracy.y) >> 7;
auto c0 = CONVERT(unaligned_load<V8<uint8_t>>(&buf[row0.z]), V8<int16_t>);
auto c1 = CONVERT(unaligned_load<V8<uint8_t>>(&buf[row1.z]), V8<int16_t>);
c0 += ((c1 - c0) * fracy.z) >> 7;
auto d0 = CONVERT(unaligned_load<V8<uint8_t>>(&buf[row0.w]), V8<int16_t>);
auto d1 = CONVERT(unaligned_load<V8<uint8_t>>(&buf[row1.w]), V8<int16_t>);
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 <typename S>
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 <typename S>
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<V8<uint8_t>>(&sampler->buf[row0.x]), V8<int16_t>);
auto a1 =
CONVERT(unaligned_load<V8<uint8_t>>(&sampler->buf[row1.x]), V8<int16_t>);
a0 += ((a1 - a0) * fracy.x) >> 7;
auto b0 =
CONVERT(unaligned_load<V8<uint8_t>>(&sampler->buf[row0.y]), V8<int16_t>);
auto b1 =
CONVERT(unaligned_load<V8<uint8_t>>(&sampler->buf[row1.y]), V8<int16_t>);
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<V8<uint8_t>>(&sampler->buf[row0.z]), V8<int16_t>);
auto c1 =
CONVERT(unaligned_load<V8<uint8_t>>(&sampler->buf[row1.z]), V8<int16_t>);
c0 += ((c1 - c0) * fracy.z) >> 7;
auto d0 =
CONVERT(unaligned_load<V8<uint8_t>>(&sampler->buf[row0.w]), V8<int16_t>);
auto d1 =
CONVERT(unaligned_load<V8<uint8_t>>(&sampler->buf[row1.w]), V8<int16_t>);
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 <typename S>
static PackedRGBA8 textureLinearPackedRGBA8(S sampler, ivec2 i,
int zoffset = 0) {
return pack(textureLinearUnpackedRGBA8(sampler, i, zoffset));
}
template <typename S>
static PackedR8 textureLinearPackedR8(S sampler, ivec2 i, int zoffset = 0) {
return pack(textureLinearUnpackedR8(sampler, i, zoffset));
}
template <typename S>
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<V4<uint8_t>>(&buf[row0.x]);
auto b0 = unaligned_load<V4<uint8_t>>(&buf[row0.y]);
auto ab0 = CONVERT(combine(a0, b0), V8<int16_t>);
// Load two pixels for next row
auto a1 = unaligned_load<V4<uint8_t>>(&buf[row1.x]);
auto b1 = unaligned_load<V4<uint8_t>>(&buf[row1.y]);
auto ab1 = CONVERT(combine(a1, b1), V8<int16_t>);
// Blend rows
ab0 += ((ab1 - ab0) * fracy.xxxxyyyy) >> 7;
auto c0 = unaligned_load<V4<uint8_t>>(&buf[row0.z]);
auto d0 = unaligned_load<V4<uint8_t>>(&buf[row0.w]);
auto cd0 = CONVERT(combine(c0, d0), V8<int16_t>);
auto c1 = unaligned_load<V4<uint8_t>>(&buf[row1.z]);
auto d1 = unaligned_load<V4<uint8_t>>(&buf[row1.w]);
auto cd1 = CONVERT(combine(c1, d1), V8<int16_t>);
// 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 <typename S>
static PackedRG8 textureLinearPackedRG8(S sampler, ivec2 i, int zoffset = 0) {
return pack(textureLinearUnpackedRG8(sampler, i, zoffset));
}
template <int N>
static ALWAYS_INLINE VectorType<uint16_t, N> addsat(VectorType<uint16_t, N> x,
VectorType<uint16_t, N> y) {
auto r = x + y;
return r | (r < x);
}
template <typename P, typename S>
static VectorType<uint16_t, 4 * sizeof(P)> 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<uint8_t, 4 * sizeof(P)> packed_type;
typedef VectorType<uint16_t, 4 * sizeof(P)> 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<V4<P>>(&buf[row]);
auto pixelsLeft = pixelsRight;
auto sum = CONVERT(bit_cast<packed_type>(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<P>(&buf[row + offset + 4 - 1]);
pixelsRight = pixelsRight.yzwx;
pixelsLeft = pixelsLeft.wxyz;
pixelsLeft.x = unaligned_load<P>(&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<packed_type>(pixelsRight), unpacked_type) +
CONVERT(bit_cast<packed_type>(pixelsLeft), unpacked_type)) *
uint16_t(coeff + 0.5f));
}
for (; offset <= radius; offset++) {
pixelsRight.x =
unaligned_load<P>(&buf[row + min(offset + 4 - 1, rightBound)]);
pixelsRight = pixelsRight.yzwx;
pixelsLeft = pixelsLeft.wxyz;
pixelsLeft.x = unaligned_load<P>(&buf[row - min(offset, leftBound)]);
coeff *= coeffStep;
coeffStep *= coeffStep2;
sum = addsat(sum,
(CONVERT(bit_cast<packed_type>(pixelsRight), unpacked_type) +
CONVERT(bit_cast<packed_type>(pixelsLeft), unpacked_type)) *
uint16_t(coeff + 0.5f));
}
// Shift away the intermediate precision.
return sum >> 8;
}
template <typename P, typename S>
static VectorType<uint16_t, 4 * sizeof(P)> 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<uint8_t, 4 * sizeof(P)> packed_type;
typedef VectorType<uint16_t, 4 * sizeof(P)> 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<V4<P>>(&buf[rowAbove]);
auto sum = CONVERT(bit_cast<packed_type>(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<V4<P>>(&buf[rowAbove]);
auto pixelsBelow = unaligned_load<V4<P>>(&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<packed_type>(pixelsAbove), unpacked_type) +
CONVERT(bit_cast<packed_type>(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<V4<P>>(&buf[rowAbove]);
auto pixelsBelow = unaligned_load<V4<P>>(&buf[rowBelow]);
coeff *= coeffStep;
coeffStep *= coeffStep2;
sum = addsat(sum,
(CONVERT(bit_cast<packed_type>(pixelsAbove), unpacked_type) +
CONVERT(bit_cast<packed_type>(pixelsBelow), unpacked_type)) *
uint16_t(coeff + 0.5f));
}
// Shift away the intermediate precision.
return sum >> 8;
}
} // namespace glsl
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