using Ryujinx.Graphics.GAL;
using System;
using System.Numerics;
namespace Ryujinx.Graphics.Gpu.Image
{
///
/// Cached sampler entry for sampler pools.
///
class Sampler : IDisposable
{
private const int MinLevelsForAnisotropic = 5;
///
/// Host sampler object.
///
private readonly ISampler _hostSampler;
///
/// Host sampler object, with anisotropy forced.
///
private readonly ISampler _anisoSampler;
///
/// Creates a new instance of the cached sampler.
///
/// The GPU context the sampler belongs to
/// The Maxwell sampler descriptor
public Sampler(GpuContext context, SamplerDescriptor descriptor)
{
MinFilter minFilter = descriptor.UnpackMinFilter();
MagFilter magFilter = descriptor.UnpackMagFilter();
bool seamlessCubemap = descriptor.UnpackSeamlessCubemap();
AddressMode addressU = descriptor.UnpackAddressU();
AddressMode addressV = descriptor.UnpackAddressV();
AddressMode addressP = descriptor.UnpackAddressP();
CompareMode compareMode = descriptor.UnpackCompareMode();
CompareOp compareOp = descriptor.UnpackCompareOp();
ColorF color = new ColorF(
descriptor.BorderColorR,
descriptor.BorderColorG,
descriptor.BorderColorB,
descriptor.BorderColorA);
float minLod = descriptor.UnpackMinLod();
float maxLod = descriptor.UnpackMaxLod();
float mipLodBias = descriptor.UnpackMipLodBias();
float maxRequestedAnisotropy = descriptor.UnpackMaxAnisotropy();
float maxSupportedAnisotropy = context.Capabilities.MaximumSupportedAnisotropy;
_hostSampler = context.Renderer.CreateSampler(new SamplerCreateInfo(
minFilter,
magFilter,
seamlessCubemap,
addressU,
addressV,
addressP,
compareMode,
compareOp,
color,
minLod,
maxLod,
mipLodBias,
Math.Min(maxRequestedAnisotropy, maxSupportedAnisotropy)));
if (GraphicsConfig.MaxAnisotropy >= 0 && GraphicsConfig.MaxAnisotropy <= 16 && (minFilter == MinFilter.LinearMipmapNearest || minFilter == MinFilter.LinearMipmapLinear))
{
maxRequestedAnisotropy = GraphicsConfig.MaxAnisotropy;
_anisoSampler = context.Renderer.CreateSampler(new SamplerCreateInfo(
minFilter,
magFilter,
seamlessCubemap,
addressU,
addressV,
addressP,
compareMode,
compareOp,
color,
minLod,
maxLod,
mipLodBias,
Math.Min(maxRequestedAnisotropy, maxSupportedAnisotropy)));
}
}
///
/// Gets a host sampler for the given texture.
///
/// Texture to be sampled
/// A host sampler
public ISampler GetHostSampler(Texture texture)
{
return _anisoSampler != null && AllowForceAnisotropy(texture) ? _anisoSampler : _hostSampler;
}
///
/// Determine if the given texture can have anisotropic filtering forced.
/// Filtered textures that we might want to force anisotropy on should have a lot of mip levels.
///
/// The texture
/// True if anisotropic filtering can be forced, false otherwise
private static bool AllowForceAnisotropy(Texture texture)
{
if (texture == null || !(texture.Target == Target.Texture2D || texture.Target == Target.Texture2DArray))
{
return false;
}
int maxSize = Math.Max(texture.Info.Width, texture.Info.Height);
int maxLevels = BitOperations.Log2((uint)maxSize) + 1;
return texture.Info.Levels >= Math.Min(MinLevelsForAnisotropic, maxLevels);
}
///
/// Disposes the host sampler object.
///
public void Dispose()
{
_hostSampler.Dispose();
_anisoSampler?.Dispose();
}
}
}