diff options
Diffstat (limited to 'src/gallium/drivers/cell/spu/spu_texture.c')
-rw-r--r-- | src/gallium/drivers/cell/spu/spu_texture.c | 50 |
1 files changed, 23 insertions, 27 deletions
diff --git a/src/gallium/drivers/cell/spu/spu_texture.c b/src/gallium/drivers/cell/spu/spu_texture.c index 42eb06a362..04202a7657 100644 --- a/src/gallium/drivers/cell/spu/spu_texture.c +++ b/src/gallium/drivers/cell/spu/spu_texture.c @@ -126,10 +126,9 @@ spu_clamp(vector signed int vec, vector signed int max) * \param colors returned colors in SOA format (rrrr, gggg, bbbb, aaaa). */ void -sample_texture4_nearest(vector float s, vector float t, - vector float r, vector float q, - uint unit, uint level, uint face, - vector float colors[4]) +sample_texture_2d_nearest(vector float s, vector float t, + uint unit, uint level, uint face, + vector float colors[4]) { const struct spu_texture_level *tlevel = &spu.texture[unit].level[level]; vector float ss = spu_mul(s, tlevel->scale_s); @@ -158,10 +157,9 @@ sample_texture4_nearest(vector float s, vector float t, * \param colors returned colors in SOA format (rrrr, gggg, bbbb, aaaa). */ void -sample_texture4_bilinear(vector float s, vector float t, - vector float r, vector float q, - uint unit, uint level, uint face, - vector float colors[4]) +sample_texture_2d_bilinear(vector float s, vector float t, + uint unit, uint level, uint face, + vector float colors[4]) { const struct spu_texture_level *tlevel = &spu.texture[unit].level[level]; static const vector float half = {-0.5f, -0.5f, -0.5f, -0.5f}; @@ -308,10 +306,9 @@ transpose(vector unsigned int *mOut0, * Bilinear filtering, using int intead of float arithmetic */ void -sample_texture4_bilinear_2(vector float s, vector float t, - vector float r, vector float q, - uint unit, uint level, uint face, - vector float colors[4]) +sample_texture_2d_bilinear_int(vector float s, vector float t, + uint unit, uint level, uint face, + vector float colors[4]) { const struct spu_texture_level *tlevel = &spu.texture[unit].level[level]; static const vector float half = {-0.5f, -0.5f, -0.5f, -0.5f}; @@ -444,10 +441,9 @@ compute_lambda(uint unit, vector float s, vector float t) * Texture sampling with level of detail selection. */ void -sample_texture4_lod(vector float s, vector float t, - vector float r, vector float q, - uint unit, uint level_ignored, uint face, - vector float colors[4]) +sample_texture_2d_lod(vector float s, vector float t, + uint unit, uint level_ignored, uint face, + vector float colors[4]) { /* * Note that we're computing a lambda/lod here that's used for all @@ -455,6 +451,9 @@ sample_texture4_lod(vector float s, vector float t, */ float lambda = compute_lambda(unit, s, t); + (void) face; + (void) level_ignored; + /* apply lod bias */ lambda += spu.sampler[unit].lod_bias; @@ -466,14 +465,14 @@ sample_texture4_lod(vector float s, vector float t, if (lambda <= 0.0f) { /* magnify */ - spu.mag_sample_texture4[unit](s, t, r, q, unit, 0, 0, colors); + spu.mag_sample_texture_2d[unit](s, t, unit, 0, 0, colors); } else { /* minify */ int level = (int) (lambda + 0.5f); if (level > (int) spu.texture[unit].max_level) level = spu.texture[unit].max_level; - spu.min_sample_texture4[unit](s, t, r, q, unit, level, 0, colors); + spu.min_sample_texture_2d[unit](s, t, unit, level, 0, colors); /* XXX to do: mipmap level interpolation */ } } @@ -552,13 +551,10 @@ choose_cube_face(float rx, float ry, float rz, float *newS, float *newT) void -sample_texture4_cube(vector float s, vector float t, - vector float r, vector float q, - uint unit, uint level, uint face_ignored, - vector float colors[4]) +sample_texture_cube(vector float s, vector float t, vector float r, + uint unit, vector float colors[4]) { - static const vector float zero = {0.0f, 0.0f, 0.0f, 0.0f}; - uint p, faces[4]; + uint p, faces[4], level = 0; float newS[4], newT[4]; /* Compute cube face referenced by the four sets of texcoords. @@ -577,15 +573,15 @@ sample_texture4_cube(vector float s, vector float t, /* GOOD! All four texcoords refer to the same cube face */ s = (vector float) {newS[0], newS[1], newS[2], newS[3]}; t = (vector float) {newT[0], newT[1], newT[2], newT[3]}; - sample_texture4_nearest(s, t, zero, zero, unit, level, faces[0], colors); + sample_texture_2d_nearest(s, t, unit, level, faces[0], colors); } else { /* BAD! The four texcoords refer to different faces */ for (p = 0; p < 4; p++) { vector float c[4]; - sample_texture4_nearest(spu_splats(newS[p]), spu_splats(newT[p]), - zero, zero, unit, level, faces[p], c); + sample_texture_2d_nearest(spu_splats(newS[p]), spu_splats(newT[p]), + unit, level, faces[p], c); float red = spu_extract(c[0], p); float green = spu_extract(c[1], p); |