Ryujinx/src/Ryujinx.Graphics.Gpu/Image/TextureMsaaMode.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

68 lines
2.1 KiB
C#

namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Multisampled texture samples count.
/// </summary>
enum TextureMsaaMode
{
Ms1x1 = 0,
Ms2x2 = 2,
Ms4x2 = 4,
Ms2x1 = 5,
Ms4x4 = 6,
}
static class TextureMsaaModeConverter
{
/// <summary>
/// Returns the total number of samples from the MSAA mode.
/// </summary>
/// <param name="msaaMode">The MSAA mode</param>
/// <returns>The total number of samples</returns>
public static int SamplesCount(this TextureMsaaMode msaaMode)
{
return msaaMode switch
{
TextureMsaaMode.Ms2x1 => 2,
TextureMsaaMode.Ms2x2 => 4,
TextureMsaaMode.Ms4x2 => 8,
TextureMsaaMode.Ms4x4 => 16,
_ => 1,
};
}
/// <summary>
/// Returns the number of samples in the X direction from the MSAA mode.
/// </summary>
/// <param name="msaaMode">The MSAA mode</param>
/// <returns>The number of samples in the X direction</returns>
public static int SamplesInX(this TextureMsaaMode msaaMode)
{
return msaaMode switch
{
TextureMsaaMode.Ms2x1 => 2,
TextureMsaaMode.Ms2x2 => 2,
TextureMsaaMode.Ms4x2 => 4,
TextureMsaaMode.Ms4x4 => 4,
_ => 1,
};
}
/// <summary>
/// Returns the number of samples in the Y direction from the MSAA mode.
/// </summary>
/// <param name="msaaMode">The MSAA mode</param>
/// <returns>The number of samples in the Y direction</returns>
public static int SamplesInY(this TextureMsaaMode msaaMode)
{
return msaaMode switch
{
TextureMsaaMode.Ms2x1 => 1,
TextureMsaaMode.Ms2x2 => 2,
TextureMsaaMode.Ms4x2 => 2,
TextureMsaaMode.Ms4x4 => 4,
_ => 1,
};
}
}
}