[Mesa-dev] [PATCH] softpipe: fix seamless cube filtering

sroland at vmware.com sroland at vmware.com
Thu Oct 10 19:37:33 CEST 2013


From: Roland Scheidegger <sroland at vmware.com>

Fix coord wrapping (and face selection too) in case of edges.
Unfortunately, the coord wrapping is way more complicated than what
the code did, as it depends on the face and the direction where the
texel falls off the face (the logic needed to get this right in fact
seems utterly ridiculous).
Also fix a bug in (y direction under/overflow) face selection.
And get rid of complicated cube corner handling. Just like edge case,
the coord wrapping was wrong and it seems very difficult to fix.
I'm near certain it can't always work anyway (though ordinary seamless
filtering on edge has actually a similar problem but not as severe)
because we don't have per-pixel face, hence could have multiple corner
texels which would make it very difficult to average the remaining texels
correctly. Hence simply pick a texel which would only have fallen off one
edge but not both instead, which is not quite accurate but actually I think
should be enough to meet OpenGL (but not d3d10) requirements.
---
 src/gallium/drivers/softpipe/sp_tex_sample.c |  200 +++++++++++++++++++-------
 1 file changed, 150 insertions(+), 50 deletions(-)

diff --git a/src/gallium/drivers/softpipe/sp_tex_sample.c b/src/gallium/drivers/softpipe/sp_tex_sample.c
index 8dcc297..b905790 100644
--- a/src/gallium/drivers/softpipe/sp_tex_sample.c
+++ b/src/gallium/drivers/softpipe/sp_tex_sample.c
@@ -608,6 +608,48 @@ get_texel_2d(const struct sp_sampler_view *sp_sview,
    }
 }
 
+
+/*
+ * Here's the complete logic (HOLY CRAP) for finding next face and doing the
+ * corresponding coord wrapping, implemented by get_next_face,
+ * get_next_xcoord, get_next_ycoord.
+ * Read like that (first line):
+ * If face is +x and s coord is below zero, then
+ * new face is +z, new s is max , new t is old t
+ * (max is always cube size - 1).
+ *
+ * +x s- -> +z: s = max,   t = t
+ * +x s+ -> -z: s = 0,     t = t
+ * +x t- -> +y: s = max,   t = max-s
+ * +x t+ -> -y: s = max,   t = s
+ *
+ * -x s- -> -z: s = max,   t = t
+ * -x s+ -> +z: s = 0,     t = t
+ * -x t- -> +y: s = 0,     t = s
+ * -x t+ -> -y: s = 0,     t = max-s
+ *
+ * +y s- -> -x: s = t,     t = 0
+ * +y s+ -> +x: s = max-t, t = 0
+ * +y t- -> -z: s = max-s, t = 0
+ * +y t+ -> +z: s = s,     t = 0
+ *
+ * -y s- -> -x: s = max-t, t = max
+ * -y s+ -> +x: s = t,     t = max
+ * -y t- -> +z: s = s,     t = max
+ * -y t+ -> -z: s = max-s, t = max
+
+ * +z s- -> -x: s = max,   t = t
+ * +z s+ -> +x: s = 0,     t = t
+ * +z t- -> +y: s = s,     t = max
+ * +z t+ -> -y: s = s,     t = 0
+
+ * -z s- -> +x: s = max,   t = t
+ * -z s+ -> -x: s = 0,     t = t
+ * -z t- -> +y: s = max-s, t = 0
+ * -z t+ -> -y: s = max-s, t = max
+ */
+
+
 /*
  * seamless cubemap neighbour array.
  * this array is used to find the adjacent face in each of 4 directions,
@@ -617,49 +659,101 @@ static const unsigned face_array[PIPE_TEX_FACE_MAX][4] = {
    /* pos X first then neg X is Z different, Y the same */
    /* PIPE_TEX_FACE_POS_X,*/
    { PIPE_TEX_FACE_POS_Z, PIPE_TEX_FACE_NEG_Z,
-     PIPE_TEX_FACE_NEG_Y, PIPE_TEX_FACE_POS_Y },
+     PIPE_TEX_FACE_POS_Y, PIPE_TEX_FACE_NEG_Y },
    /* PIPE_TEX_FACE_NEG_X */
    { PIPE_TEX_FACE_NEG_Z, PIPE_TEX_FACE_POS_Z,
-     PIPE_TEX_FACE_NEG_Y, PIPE_TEX_FACE_POS_Y },
+     PIPE_TEX_FACE_POS_Y, PIPE_TEX_FACE_NEG_Y },
 
    /* pos Y first then neg Y is X different, X the same */
    /* PIPE_TEX_FACE_POS_Y */
    { PIPE_TEX_FACE_NEG_X, PIPE_TEX_FACE_POS_X,
-     PIPE_TEX_FACE_POS_Z, PIPE_TEX_FACE_NEG_Z },
+     PIPE_TEX_FACE_NEG_Z, PIPE_TEX_FACE_POS_Z },
 
    /* PIPE_TEX_FACE_NEG_Y */
    { PIPE_TEX_FACE_NEG_X, PIPE_TEX_FACE_POS_X,
-     PIPE_TEX_FACE_NEG_Z, PIPE_TEX_FACE_POS_Z },
+     PIPE_TEX_FACE_POS_Z, PIPE_TEX_FACE_NEG_Z },
 
    /* pos Z first then neg Y is X different, X the same */
    /* PIPE_TEX_FACE_POS_Z */
    { PIPE_TEX_FACE_NEG_X, PIPE_TEX_FACE_POS_X,
-     PIPE_TEX_FACE_NEG_Y, PIPE_TEX_FACE_POS_Y },
+     PIPE_TEX_FACE_POS_Y, PIPE_TEX_FACE_NEG_Y },
 
    /* PIPE_TEX_FACE_NEG_Z */
    { PIPE_TEX_FACE_POS_X, PIPE_TEX_FACE_NEG_X,
-     PIPE_TEX_FACE_NEG_Y, PIPE_TEX_FACE_POS_Y }
+     PIPE_TEX_FACE_POS_Y, PIPE_TEX_FACE_NEG_Y }
 };
 
 static INLINE unsigned
-get_next_face(unsigned face, int x, int y)
+get_next_face(unsigned face, int idx)
 {
-   int idx = 0;
+   return face_array[face][idx];
+}
 
-   if (x == 0 && y == 0)
-      return face;
-   if (x == -1)
-      idx = 0;
-   else if (x == 1)
-      idx = 1;
-   else if (y == -1)
-      idx = 2;
-   else if (y == 1)
-      idx = 3;
+static INLINE unsigned
+get_next_xcoord(unsigned face, unsigned fall_off_index, int max, int xc, int yc)
+{
+   if ((face == 0 && fall_off_index != 1) ||
+       (face == 1 && fall_off_index == 0) ||
+       (face == 4 && fall_off_index == 0) ||
+       (face == 5 && fall_off_index == 0)){
+      return max;
+   }
+   if ((face == 1 && fall_off_index != 0) ||
+       (face == 0 && fall_off_index == 1) ||
+       (face == 4 && fall_off_index == 1) ||
+       (face == 5 && fall_off_index == 1)) {
+      return 0;
+   }
+   if ((face == 4 && fall_off_index >= 2) ||
+       (face == 2 && fall_off_index == 3) ||
+       (face == 3 && fall_off_index == 2)){
+      return xc;
+   }
+   if ((face == 5 && fall_off_index >= 2) ||
+       (face == 2 && fall_off_index == 2) ||
+       (face == 3 && fall_off_index == 3)){
+      return max - xc;
+   }
+   if ((face == 2 && fall_off_index == 0) ||
+       (face == 3 && fall_off_index == 1)) {
+      return yc;
+   }
+   else {
+      /* (face == 2 && fall_off_index == 1) ||
+         (face == 3 && fall_off_index == 0)) */
+      return max -yc;
+   }
+}
 
-   return face_array[face][idx];
+static INLINE unsigned
+get_next_ycoord(unsigned face, unsigned fall_off_index, int max, int xc, int yc)
+{
+   if ((fall_off_index <= 1) && (face <= 1 || face >= 4)) {
+      return yc;
+   }
+   if (face == 2 ||
+       (face == 4 && fall_off_index == 3) ||
+       (face == 5 && fall_off_index == 2)) {
+      return 0;
+   }
+   if (face == 3 ||
+       (face == 4 && fall_off_index == 2) ||
+       (face == 5 && fall_off_index == 3)) {
+      return max;
+   }
+   if ((face == 0 && fall_off_index == 3) ||
+       (face == 1 && fall_off_index == 2)) {
+      return xc;
+   }
+   else {
+      /* (face == 0 && fall_off_index == 2) ||
+         (face == 1 && fall_off_index == 3) */
+      return max - xc;
+   }
 }
 
+
+
 static INLINE const float *
 get_texel_cube_seamless(const struct sp_sampler_view *sp_sview,
                         union tex_tile_address addr, int x, int y,
@@ -668,44 +762,47 @@ get_texel_cube_seamless(const struct sp_sampler_view *sp_sview,
    const struct pipe_resource *texture = sp_sview->base.texture;
    unsigned level = addr.bits.level;
    unsigned face = addr.bits.face;
-   int new_x, new_y;
-   int max_x, max_y;
-   int c;
+   int new_x, new_y, max_x;
 
    max_x = (int) u_minify(texture->width0, level);
-   max_y = (int) u_minify(texture->height0, level);
+
+   assert(texture->width0 == texture->height0);
    new_x = x;
    new_y = y;
 
-   /* the corner case */
-   if ((x < 0 || x >= max_x) &&
-       (y < 0 || y >= max_y)) {
-      const float *c1, *c2, *c3;
-      int fx = x < 0 ? 0 : max_x - 1;
-      int fy = y < 0 ? 0 : max_y - 1;
-      c1 = get_texel_2d_no_border( sp_sview, addr, fx, fy);
-      addr.bits.face = get_next_face(face, (x < 0) ? -1 : 1, 0);
-      c2 = get_texel_2d_no_border( sp_sview, addr, (x < 0) ? max_x - 1 : 0, fy);
-      addr.bits.face = get_next_face(face, 0, (y < 0) ? -1 : 1);
-      c3 = get_texel_2d_no_border( sp_sview, addr, fx, (y < 0) ?  max_y - 1 : 0);
-      for (c = 0; c < TGSI_QUAD_SIZE; c++)
-         corner[c] = CLAMP((c1[c] + c2[c] + c3[c]), 0.0F, 1.0F) / 3;
-
-      return corner;
-   }
    /* change the face */
    if (x < 0) {
-      new_x = max_x - 1;
-      face = get_next_face(face, -1, 0);
+      /*
+       * Cheat with corners. They are difficult and I believe because we don't get
+       * per-pixel faces we can actually have multiple corner texels per pixel,
+       * which screws things up majorly in any case (as the per spec behavior is
+       * to average the 3 remaining texels, which we might not have).
+       * Hence just make sure that the 2nd coord is clamped, will simply pick the
+       * sample which would have fallen off the x coord, but not y coord.
+       * So the filter weight of the samples will be wrong, but at least this
+       * ensures that only valid texels near the corner are used.
+       */
+      if (y < 0 || y >= max_x) {
+         y = CLAMP(y, 0, max_x - 1);
+      }
+      new_x = get_next_xcoord(face, 0, max_x -1, x, y);
+      new_y = get_next_ycoord(face, 0, max_x -1, x, y);
+      face = get_next_face(face, 0);
    } else if (x >= max_x) {
-      new_x = 0;
-      face = get_next_face(face, 1, 0);
+      if (y < 0 || y >= max_x) {
+         y = CLAMP(y, 0, max_x - 1);
+      }
+      new_x = get_next_xcoord(face, 1, max_x -1, x, y);
+      new_y = get_next_ycoord(face, 1, max_x -1, x, y);
+      face = get_next_face(face, 1);
    } else if (y < 0) {
-      new_y = max_y - 1;
-      face = get_next_face(face, 0, -1);
-   } else if (y >= max_y) {
-      new_y = 0;
-      face = get_next_face(face, 0, 1);
+      new_x = get_next_xcoord(face, 2, max_x -1, x, y);
+      new_y = get_next_ycoord(face, 2, max_x -1, x, y);
+      face = get_next_face(face, 2);
+   } else if (y >= max_x) {
+      new_x = get_next_xcoord(face, 3, max_x -1, x, y);
+      new_y = get_next_ycoord(face, 3, max_x -1, x, y);
+      face = get_next_face(face, 3);
    }
 
    addr.bits.face = face;
@@ -1241,6 +1338,7 @@ img_filter_cube_nearest(struct sp_sampler_view *sp_sview,
       wrap_nearest_clamp_to_edge(s, width, &x);
       wrap_nearest_clamp_to_edge(t, height, &y);
    } else {
+      /* Would probably make sense to ignore mode and just do edge clamp */
       sp_samp->nearest_texcoord_s(s, width, &x);
       sp_samp->nearest_texcoord_t(t, height, &y);
    }
@@ -1524,17 +1622,19 @@ img_filter_cube_linear(struct sp_sampler_view *sp_sview,
     * For seamless if LINEAR filtering is done within a miplevel,
     * always apply wrap mode CLAMP_TO_BORDER.
     */
-   if (sp_samp->base.seamless_cube_map) {
+   if (1||sp_samp->base.seamless_cube_map) {
+      /* Note this is a bit overkill, actual clamping is not required */
       wrap_linear_clamp_to_border(s, width, &x0, &x1, &xw);
       wrap_linear_clamp_to_border(t, height, &y0, &y1, &yw);
    } else {
+      /* Would probably make sense to ignore mode and just do edge clamp */
       sp_samp->linear_texcoord_s(s, width,  &x0, &x1, &xw);
       sp_samp->linear_texcoord_t(t, height, &y0, &y1, &yw);
    }
 
    addrj = face(addr, face_id);
 
-   if (sp_samp->base.seamless_cube_map) {
+   if (1||sp_samp->base.seamless_cube_map) {
       tx0 = get_texel_cube_seamless(sp_sview, addrj, x0, y0, corner0);
       tx1 = get_texel_cube_seamless(sp_sview, addrj, x1, y0, corner1);
       tx2 = get_texel_cube_seamless(sp_sview, addrj, x0, y1, corner2);
-- 
1.7.9.5


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