samplerjit: Update nearest args, temp disable jit.

This temporarily disables jit for nearest, but refactors to use the new
arg structure.  It now matches linear.
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Unknown W. Brackets committed 2022-01-01 16:58:05 -08:00
1 parent 5f84de7de7
commit 40240be91c
4 files changed
+75 -91

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+58 -11
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@@ -39,7 +39,7 @@ extern u32 clut[4096];
namespace Sampler {
static Vec4IntResult SOFTRAST_CALL SampleNearest(int u, int v, const u8 *tptr, int bufw, int level);
static Vec4IntResult SOFTRAST_CALL SampleNearest(float s, float t, int x, int y, Vec4IntArg prim_color, const u8 **tptr, const int *bufw, int level, int levelFrac);
static Vec4IntResult SOFTRAST_CALL SampleLinear(float s, float t, int x, int y, Vec4IntArg prim_color, const u8 **tptr, const int *bufw, int level, int levelFrac);
static Vec4IntResult SOFTRAST_CALL SampleFetch(int u, int v, const u8 *tptr, int bufw, int level);
@@ -379,16 +379,6 @@ inline static Nearest4 SOFTRAST_CALL SampleNearest(const int u[N], const int v[N
}
}
static Vec4IntResult SOFTRAST_CALL SampleNearest(int u, int v, const u8 *tptr, int bufw, int level) {
Nearest4 c = SampleNearest<1>(&u, &v, tptr, bufw, level);
return ToVec4IntResult(Vec4<int>::FromRGBA(c.v[0]));
}
static Vec4IntResult SOFTRAST_CALL SampleFetch(int u, int v, const u8 *tptr, int bufw, int level) {
Nearest4 c = SampleNearest<1>(&u, &v, tptr, bufw, level);
return ToVec4IntResult(Vec4<int>::FromRGBA(c.v[0]));
}
static inline int ClampUV(int v, int height) {
if (v >= height - 1)
return height - 1;
@@ -401,6 +391,63 @@ static inline int WrapUV(int v, int height) {
return v & (height - 1);
}
template <int N>
static inline void ApplyTexelClamp(int out_u[N], int out_v[N], const int u[N], const int v[N], int width, int height) {
if (gstate.isTexCoordClampedS()) {
for (int i = 0; i < N; ++i) {
out_u[i] = ClampUV(u[i], width);
}
} else {
for (int i = 0; i < N; ++i) {
out_u[i] = WrapUV(u[i], width);
}
}
if (gstate.isTexCoordClampedT()) {
for (int i = 0; i < N; ++i) {
out_v[i] = ClampUV(v[i], height);
}
} else {
for (int i = 0; i < N; ++i) {
out_v[i] = WrapUV(v[i], height);
}
}
}
static inline void GetTexelCoordinates(int level, float s, float t, int &out_u, int &out_v, int x, int y) {
int width = gstate.getTextureWidth(level);
int height = gstate.getTextureHeight(level);
int base_u = (int)(s * width * 256.0f) + 12 - x;
int base_v = (int)(t * height * 256.0f) + 12 - y;
base_u >>= 8;
base_v >>= 8;
ApplyTexelClamp<1>(&out_u, &out_v, &base_u, &base_v, width, height);
}
static Vec4IntResult SOFTRAST_CALL SampleNearest(float s, float t, int x, int y, Vec4IntArg prim_color, const u8 **tptr, const int *bufw, int level, int levelFrac) {
int u, v;
// Nearest filtering only. Round texcoords.
GetTexelCoordinates(level, s, t, u, v, x, y);
Vec4<int> c0 = Vec4<int>::FromRGBA(SampleNearest<1>(&u, &v, tptr[0], bufw[0], level).v[0]);
if (levelFrac) {
GetTexelCoordinates(level + 1, s, t, u, v, x, y);
Vec4<int> c1 = Vec4<int>::FromRGBA(SampleNearest<1>(&u, &v, tptr[1], bufw[1], level + 1).v[0]);
c0 = (c1 * levelFrac + c0 * (16 - levelFrac)) / 16;
}
return GetTextureFunctionOutput(prim_color, ToVec4IntArg(c0));
}
static Vec4IntResult SOFTRAST_CALL SampleFetch(int u, int v, const u8 *tptr, int bufw, int level) {
Nearest4 c = SampleNearest<1>(&u, &v, tptr, bufw, level);
return ToVec4IntResult(Vec4<int>::FromRGBA(c.v[0]));
}
static inline Vec4IntResult SOFTRAST_CALL ApplyTexelClampQuad(bool clamp, Vec4IntArg vec, int width) {
Vec4<int> result = vec;
#ifdef _M_SSE