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LibGL+LibGPU+LibSoftGPU: Remove concept of layer
in favor of depth
Looking at how Khronos defines layers: https://www.khronos.org/opengl/wiki/Array_Texture We both have 3D textures and layers of 2D textures, which can both be encoded in our existing `Typed3DBuffer` as depth. Since we support depth already in the GPU API, remove layer everywhere. Also pass in `Texture2D::LOG2_MAX_TEXTURE_SIZE` as the maximum number of mipmap levels, so we do not allocate 999 levels on each Image instantiation.
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9 changed files with 54 additions and 65 deletions
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@ -71,12 +71,12 @@ static f32x4 wrap(f32x4 value, GPU::TextureWrapMode mode, f32x4 num_texels)
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}
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}
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ALWAYS_INLINE static Vector4<f32x4> texel4(Image const& image, u32x4 layer, u32x4 level, u32x4 x, u32x4 y, u32x4 z)
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ALWAYS_INLINE static Vector4<f32x4> texel4(Image const& image, u32x4 level, u32x4 x, u32x4 y, u32x4 z)
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{
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auto t0 = image.texel(layer[0], level[0], x[0], y[0], z[0]);
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auto t1 = image.texel(layer[1], level[1], x[1], y[1], z[1]);
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auto t2 = image.texel(layer[2], level[2], x[2], y[2], z[2]);
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auto t3 = image.texel(layer[3], level[3], x[3], y[3], z[3]);
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auto t0 = image.texel(level[0], x[0], y[0], z[0]);
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auto t1 = image.texel(level[1], x[1], y[1], z[1]);
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auto t2 = image.texel(level[2], x[2], y[2], z[2]);
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auto t3 = image.texel(level[3], x[3], y[3], z[3]);
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return Vector4<f32x4> {
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f32x4 { t0.x(), t1.x(), t2.x(), t3.x() },
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@ -86,14 +86,14 @@ ALWAYS_INLINE static Vector4<f32x4> texel4(Image const& image, u32x4 layer, u32x
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};
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}
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ALWAYS_INLINE static Vector4<f32x4> texel4border(Image const& image, u32x4 layer, u32x4 level, u32x4 x, u32x4 y, u32x4 z, FloatVector4 const& border, u32x4 w, u32x4 h)
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ALWAYS_INLINE static Vector4<f32x4> texel4border(Image const& image, u32x4 level, u32x4 x, u32x4 y, u32x4 z, FloatVector4 const& border, u32x4 w, u32x4 h)
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{
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auto border_mask = maskbits(x < 0 || x >= w || y < 0 || y >= h);
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auto t0 = border_mask & 1 ? border : image.texel(layer[0], level[0], x[0], y[0], z[0]);
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auto t1 = border_mask & 2 ? border : image.texel(layer[1], level[1], x[1], y[1], z[1]);
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auto t2 = border_mask & 4 ? border : image.texel(layer[2], level[2], x[2], y[2], z[2]);
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auto t3 = border_mask & 8 ? border : image.texel(layer[3], level[3], x[3], y[3], z[3]);
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auto t0 = border_mask & 1 ? border : image.texel(level[0], x[0], y[0], z[0]);
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auto t1 = border_mask & 2 ? border : image.texel(level[1], x[1], y[1], z[1]);
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auto t2 = border_mask & 4 ? border : image.texel(level[2], x[2], y[2], z[2]);
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auto t3 = border_mask & 8 ? border : image.texel(level[3], x[3], y[3], z[3]);
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return Vector4<f32x4> {
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f32x4 { t0.x(), t1.x(), t2.x(), t3.x() },
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@ -155,7 +155,6 @@ Vector4<AK::SIMD::f32x4> Sampler::sample_2d(Vector2<AK::SIMD::f32x4> const& uv)
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Vector4<AK::SIMD::f32x4> Sampler::sample_2d_lod(Vector2<AK::SIMD::f32x4> const& uv, AK::SIMD::u32x4 level, GPU::TextureFilter filter) const
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{
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auto const& image = *static_ptr_cast<Image>(m_config.bound_image);
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u32x4 const layer = expand4(0u);
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u32x4 const width = {
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image.level_width(level[0]),
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@ -187,7 +186,7 @@ Vector4<AK::SIMD::f32x4> Sampler::sample_2d_lod(Vector2<AK::SIMD::f32x4> const&
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i = image.width_is_power_of_two() ? i & width_mask : i % width;
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j = image.height_is_power_of_two() ? j & height_mask : j % height;
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return texel4(image, layer, level, i, j, k);
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return texel4(image, level, i, j, k);
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}
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u -= 0.5f;
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@ -223,15 +222,15 @@ Vector4<AK::SIMD::f32x4> Sampler::sample_2d_lod(Vector2<AK::SIMD::f32x4> const&
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Vector4<f32x4> t0, t1, t2, t3;
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if (m_config.texture_wrap_u == GPU::TextureWrapMode::Repeat && m_config.texture_wrap_v == GPU::TextureWrapMode::Repeat) {
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t0 = texel4(image, layer, level, i0, j0, k);
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t1 = texel4(image, layer, level, i1, j0, k);
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t2 = texel4(image, layer, level, i0, j1, k);
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t3 = texel4(image, layer, level, i1, j1, k);
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t0 = texel4(image, level, i0, j0, k);
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t1 = texel4(image, level, i1, j0, k);
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t2 = texel4(image, level, i0, j1, k);
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t3 = texel4(image, level, i1, j1, k);
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} else {
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t1 = texel4border(image, layer, level, i1, j0, k, m_config.border_color, width, height);
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t0 = texel4border(image, layer, level, i0, j0, k, m_config.border_color, width, height);
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t2 = texel4border(image, layer, level, i0, j1, k, m_config.border_color, width, height);
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t3 = texel4border(image, layer, level, i1, j1, k, m_config.border_color, width, height);
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t1 = texel4border(image, level, i1, j0, k, m_config.border_color, width, height);
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t0 = texel4border(image, level, i0, j0, k, m_config.border_color, width, height);
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t2 = texel4border(image, level, i0, j1, k, m_config.border_color, width, height);
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t3 = texel4border(image, level, i1, j1, k, m_config.border_color, width, height);
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}
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f32x4 const alpha = frac_int_range(u);
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