Serenity Operating System
1/*
2 * Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
3 *
4 * SPDX-License-Identifier: BSD-2-Clause
5 */
6
7#include <AK/SIMDExtras.h>
8#include <AK/SIMDMath.h>
9#include <LibSoftGPU/Config.h>
10#include <LibSoftGPU/Image.h>
11#include <LibSoftGPU/SIMD.h>
12#include <LibSoftGPU/Sampler.h>
13#include <math.h>
14
15namespace SoftGPU {
16
17using AK::SIMD::f32x4;
18using AK::SIMD::i32x4;
19using AK::SIMD::u32x4;
20
21using AK::SIMD::clamp;
22using AK::SIMD::expand4;
23using AK::SIMD::floor_int_range;
24using AK::SIMD::frac_int_range;
25using AK::SIMD::maskbits;
26using AK::SIMD::to_f32x4;
27using AK::SIMD::to_i32x4;
28using AK::SIMD::to_u32x4;
29
30static f32x4 wrap_repeat(f32x4 value)
31{
32 return frac_int_range(value);
33}
34
35[[maybe_unused]] static f32x4 wrap_clamp(f32x4 value)
36{
37 return clamp(value, expand4(0.0f), expand4(1.0f));
38}
39
40static f32x4 wrap_clamp_to_edge(f32x4 value, f32x4 num_texels)
41{
42 f32x4 const clamp_limit = .5f / num_texels;
43 return clamp(value, clamp_limit, 1.f - clamp_limit);
44}
45
46static f32x4 wrap_mirrored_repeat(f32x4 value, f32x4 num_texels)
47{
48 f32x4 integer = floor_int_range(value);
49 f32x4 frac = value - integer;
50 auto is_odd = to_i32x4(integer) & 1;
51 return wrap_clamp_to_edge(is_odd ? 1 - frac : frac, num_texels);
52}
53
54static f32x4 wrap(f32x4 value, GPU::TextureWrapMode mode, f32x4 num_texels)
55{
56 switch (mode) {
57 case GPU::TextureWrapMode::Repeat:
58 return wrap_repeat(value);
59 case GPU::TextureWrapMode::MirroredRepeat:
60 return wrap_mirrored_repeat(value, num_texels);
61 case GPU::TextureWrapMode::Clamp:
62 if constexpr (CLAMP_DEPRECATED_BEHAVIOR) {
63 return wrap_clamp(value);
64 }
65 return wrap_clamp_to_edge(value, num_texels);
66 case GPU::TextureWrapMode::ClampToBorder:
67 case GPU::TextureWrapMode::ClampToEdge:
68 return wrap_clamp_to_edge(value, num_texels);
69 default:
70 VERIFY_NOT_REACHED();
71 }
72}
73
74ALWAYS_INLINE static Vector4<f32x4> texel4(Image const& image, u32x4 level, u32x4 x, u32x4 y)
75{
76 auto const& t0 = image.texel(level[0], x[0], y[0], 0);
77 auto const& t1 = image.texel(level[1], x[1], y[1], 0);
78 auto const& t2 = image.texel(level[2], x[2], y[2], 0);
79 auto const& t3 = image.texel(level[3], x[3], y[3], 0);
80
81 return Vector4<f32x4> {
82 f32x4 { t0.x(), t1.x(), t2.x(), t3.x() },
83 f32x4 { t0.y(), t1.y(), t2.y(), t3.y() },
84 f32x4 { t0.z(), t1.z(), t2.z(), t3.z() },
85 f32x4 { t0.w(), t1.w(), t2.w(), t3.w() },
86 };
87}
88
89ALWAYS_INLINE static Vector4<f32x4> texel4border(Image const& image, u32x4 level, u32x4 x, u32x4 y, FloatVector4 const& border, u32x4 w, u32x4 h)
90{
91 auto border_mask = maskbits(x < 0 || x >= w || y < 0 || y >= h);
92
93 auto const& t0 = (border_mask & 1) > 0 ? border : image.texel(level[0], x[0], y[0], 0);
94 auto const& t1 = (border_mask & 2) > 0 ? border : image.texel(level[1], x[1], y[1], 0);
95 auto const& t2 = (border_mask & 4) > 0 ? border : image.texel(level[2], x[2], y[2], 0);
96 auto const& t3 = (border_mask & 8) > 0 ? border : image.texel(level[3], x[3], y[3], 0);
97
98 return Vector4<f32x4> {
99 f32x4 { t0.x(), t1.x(), t2.x(), t3.x() },
100 f32x4 { t0.y(), t1.y(), t2.y(), t3.y() },
101 f32x4 { t0.z(), t1.z(), t2.z(), t3.z() },
102 f32x4 { t0.w(), t1.w(), t2.w(), t3.w() },
103 };
104}
105
106Vector4<AK::SIMD::f32x4> Sampler::sample_2d(Vector2<AK::SIMD::f32x4> const& uv) const
107{
108 if (m_config.bound_image.is_null())
109 return expand4(FloatVector4 { 1, 0, 0, 1 });
110
111 auto const& image = *static_ptr_cast<Image>(m_config.bound_image);
112
113 // FIXME: Make base level configurable with glTexParameteri(GL_TEXTURE_BASE_LEVEL, base_level)
114 constexpr unsigned base_level = 0;
115
116 // Determine the texture scale factor. See OpenGL 1.5 spec chapter 3.8.8.
117 // FIXME: Static casting from u32 to float could silently truncate here.
118 // u16 should be plenty enough for texture dimensions and would allow textures of up to 65536x65536x65536 pixels.
119 auto texel_coordinates = uv;
120 texel_coordinates.set_x(texel_coordinates.x() * static_cast<float>(image.width_at_level(base_level)));
121 texel_coordinates.set_y(texel_coordinates.y() * static_cast<float>(image.height_at_level(base_level)));
122 auto dtdx = ddx(texel_coordinates);
123 auto dtdy = ddy(texel_coordinates);
124 auto scale_factor = max(dtdx.dot(dtdx), dtdy.dot(dtdy));
125
126 // FIXME: Here we simply determine the filter based on the single scale factor of the upper left pixel.
127 // Actually, we could end up with different scale factors for each pixel. This however would break our
128 // parallelisation as we could also end up with different filter modes per pixel.
129
130 // Note: scale_factor approximates texels per pixel. This means a scale factor less than 1 indicates texture magnification.
131 if (scale_factor[0] <= 1.f)
132 return sample_2d_lod(uv, expand4(base_level), m_config.texture_mag_filter);
133
134 if (m_config.mipmap_filter == GPU::MipMapFilter::None)
135 return sample_2d_lod(uv, expand4(base_level), m_config.texture_min_filter);
136
137 auto texture_lod_bias = AK::clamp(m_config.level_of_detail_bias, -MAX_TEXTURE_LOD_BIAS, MAX_TEXTURE_LOD_BIAS);
138 // FIXME: Instead of clamping to num_levels - 1, actually make the max mipmap level configurable with glTexParameteri(GL_TEXTURE_MAX_LEVEL, max_level)
139 auto min_level = expand4(static_cast<float>(base_level));
140 auto max_level = expand4(static_cast<float>(image.number_of_levels()) - 1.f);
141 auto lambda_xy = log2_approximate(scale_factor) * .5f + texture_lod_bias;
142 auto level = clamp(lambda_xy, min_level, max_level);
143
144 auto lower_level_texel = sample_2d_lod(uv, to_u32x4(level), m_config.texture_min_filter);
145
146 if (m_config.mipmap_filter == GPU::MipMapFilter::Nearest)
147 return lower_level_texel;
148
149 auto higher_level_texel = sample_2d_lod(uv, to_u32x4(min(level + 1.f, max_level)), m_config.texture_min_filter);
150
151 return mix(lower_level_texel, higher_level_texel, frac_int_range(level));
152}
153
154Vector4<AK::SIMD::f32x4> Sampler::sample_2d_lod(Vector2<AK::SIMD::f32x4> const& uv, AK::SIMD::u32x4 level, GPU::TextureFilter filter) const
155{
156 auto const& image = *static_ptr_cast<Image>(m_config.bound_image);
157
158 u32x4 const width = {
159 image.width_at_level(level[0]),
160 image.width_at_level(level[1]),
161 image.width_at_level(level[2]),
162 image.width_at_level(level[3]),
163 };
164 u32x4 const height = {
165 image.height_at_level(level[0]),
166 image.height_at_level(level[1]),
167 image.height_at_level(level[2]),
168 image.height_at_level(level[3]),
169 };
170
171 auto f_width = to_f32x4(width);
172 auto f_height = to_f32x4(height);
173
174 u32x4 width_mask = width - 1;
175 u32x4 height_mask = height - 1;
176
177 f32x4 u = wrap(uv.x(), m_config.texture_wrap_u, f_width) * f_width;
178 f32x4 v = wrap(uv.y(), m_config.texture_wrap_v, f_height) * f_height;
179
180 if (filter == GPU::TextureFilter::Nearest) {
181 u32x4 i = to_u32x4(u);
182 u32x4 j = to_u32x4(v);
183
184 i = image.width_is_power_of_two() ? i & width_mask : i % width;
185 j = image.height_is_power_of_two() ? j & height_mask : j % height;
186
187 return texel4(image, level, i, j);
188 }
189
190 u -= 0.5f;
191 v -= 0.5f;
192
193 f32x4 const floored_u = floor_int_range(u);
194 f32x4 const floored_v = floor_int_range(v);
195
196 u32x4 i0 = to_u32x4(floored_u);
197 u32x4 i1 = i0 + 1;
198 u32x4 j0 = to_u32x4(floored_v);
199 u32x4 j1 = j0 + 1;
200
201 if (m_config.texture_wrap_u == GPU::TextureWrapMode::Repeat) {
202 if (image.width_is_power_of_two()) {
203 i0 = i0 & width_mask;
204 i1 = i1 & width_mask;
205 } else {
206 i0 = i0 % width;
207 i1 = i1 % width;
208 }
209 }
210
211 if (m_config.texture_wrap_v == GPU::TextureWrapMode::Repeat) {
212 if (image.height_is_power_of_two()) {
213 j0 = j0 & height_mask;
214 j1 = j1 & height_mask;
215 } else {
216 j0 = j0 % height;
217 j1 = j1 % height;
218 }
219 }
220
221 Vector4<f32x4> t0, t1, t2, t3;
222
223 if (m_config.texture_wrap_u == GPU::TextureWrapMode::Repeat && m_config.texture_wrap_v == GPU::TextureWrapMode::Repeat) {
224 t0 = texel4(image, level, i0, j0);
225 t1 = texel4(image, level, i1, j0);
226 t2 = texel4(image, level, i0, j1);
227 t3 = texel4(image, level, i1, j1);
228 } else {
229 t0 = texel4border(image, level, i0, j0, m_config.border_color, width, height);
230 t1 = texel4border(image, level, i1, j0, m_config.border_color, width, height);
231 t2 = texel4border(image, level, i0, j1, m_config.border_color, width, height);
232 t3 = texel4border(image, level, i1, j1, m_config.border_color, width, height);
233 }
234
235 f32x4 const alpha = u - floored_u;
236 f32x4 const beta = v - floored_v;
237
238 auto const lerp_0 = mix(t0, t1, alpha);
239 auto const lerp_1 = mix(t2, t3, alpha);
240 return mix(lerp_0, lerp_1, beta);
241}
242
243}