Ryujinx/src/Ryujinx.Graphics.Gpu/Image/Sampler.cs
TSRBerry 3b46bb73f7
[Ryujinx.Graphics.Gpu] Address dotnet-format issues (#5367)
* dotnet format style --severity info

Some changes were manually reverted.

* dotnet format analyzers --serverity info

Some changes have been minimally adapted.

* Restore a few unused methods and variables

* Silence dotnet format IDE0060 warnings

* Silence dotnet format IDE0052 warnings

* Address dotnet format CA1816 warnings

* Address or silence dotnet format CA1069 warnings

* Address or silence dotnet format CA2211 warnings

* Address remaining dotnet format analyzer warnings

* Address review comments

* Address most dotnet format whitespace warnings

* Apply dotnet format whitespace formatting

A few of them have been manually reverted and the corresponding warning was silenced

* Format if-blocks correctly

* Run dotnet format whitespace after rebase

* Run dotnet format style after rebase

* Another rebase, another dotnet format run

* Run dotnet format style after rebase

* Run dotnet format after rebase and remove unused usings

- analyzers
- style
- whitespace

* Disable 'prefer switch expression' rule

* Add comments to disabled warnings

* Remove a few unused parameters

* Replace MmeShadowScratch with Array256<uint>

* Simplify properties and array initialization, Use const when possible, Remove trailing commas

* Start working on disabled warnings

* Fix and silence a few dotnet-format warnings again

* Run dotnet format after rebase

* Address IDE0251 warnings

* Silence IDE0060 in .editorconfig

* Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas"

This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e.

* dotnet format whitespace after rebase

* First pass of dotnet format

* Add unsafe dotnet format changes

* Fix typos

* Add trailing commas

* Disable formatting for FormatTable

* Address review feedback
2023-07-02 02:47:54 +02:00

115 lines
3.9 KiB
C#

using Ryujinx.Graphics.GAL;
using System;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Cached sampler entry for sampler pools.
/// </summary>
class Sampler : IDisposable
{
/// <summary>
/// True if the sampler is disposed, false otherwise.
/// </summary>
public bool IsDisposed { get; private set; }
/// <summary>
/// Host sampler object.
/// </summary>
private readonly ISampler _hostSampler;
/// <summary>
/// Host sampler object, with anisotropy forced.
/// </summary>
private readonly ISampler _anisoSampler;
/// <summary>
/// Creates a new instance of the cached sampler.
/// </summary>
/// <param name="context">The GPU context the sampler belongs to</param>
/// <param name="descriptor">The Maxwell sampler descriptor</param>
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(
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)));
}
}
/// <summary>
/// Gets a host sampler for the given texture.
/// </summary>
/// <param name="texture">Texture to be sampled</param>
/// <returns>A host sampler</returns>
public ISampler GetHostSampler(Texture texture)
{
return _anisoSampler != null && texture?.CanForceAnisotropy == true ? _anisoSampler : _hostSampler;
}
/// <summary>
/// Disposes the host sampler object.
/// </summary>
public void Dispose()
{
IsDisposed = true;
_hostSampler.Dispose();
_anisoSampler?.Dispose();
}
}
}