ShaderTexture.cs 4.9 KB

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  1. using Ryujinx.Common.Logging;
  2. using Ryujinx.Graphics.GAL;
  3. using Ryujinx.Graphics.Shader;
  4. namespace Ryujinx.Graphics.Gpu.Engine
  5. {
  6. /// <summary>
  7. /// Shader texture properties conversion methods.
  8. /// </summary>
  9. static class ShaderTexture
  10. {
  11. /// <summary>
  12. /// Gets a texture target from a sampler type.
  13. /// </summary>
  14. /// <param name="type">Sampler type</param>
  15. /// <returns>Texture target value</returns>
  16. public static Target GetTarget(SamplerType type)
  17. {
  18. type &= ~(SamplerType.Indexed | SamplerType.Shadow);
  19. switch (type)
  20. {
  21. case SamplerType.Texture1D:
  22. return Target.Texture1D;
  23. case SamplerType.TextureBuffer:
  24. return Target.TextureBuffer;
  25. case SamplerType.Texture1D | SamplerType.Array:
  26. return Target.Texture1DArray;
  27. case SamplerType.Texture2D:
  28. return Target.Texture2D;
  29. case SamplerType.Texture2D | SamplerType.Array:
  30. return Target.Texture2DArray;
  31. case SamplerType.Texture2D | SamplerType.Multisample:
  32. return Target.Texture2DMultisample;
  33. case SamplerType.Texture2D | SamplerType.Multisample | SamplerType.Array:
  34. return Target.Texture2DMultisampleArray;
  35. case SamplerType.Texture3D:
  36. return Target.Texture3D;
  37. case SamplerType.TextureCube:
  38. return Target.Cubemap;
  39. case SamplerType.TextureCube | SamplerType.Array:
  40. return Target.CubemapArray;
  41. }
  42. Logger.Warning?.Print(LogClass.Gpu, $"Invalid sampler type \"{type}\".");
  43. return Target.Texture2D;
  44. }
  45. /// <summary>
  46. /// Gets a texture format from a shader image format.
  47. /// </summary>
  48. /// <param name="format">Shader image format</param>
  49. /// <returns>Texture format</returns>
  50. public static Format GetFormat(TextureFormat format)
  51. {
  52. return format switch
  53. {
  54. TextureFormat.R8Unorm => Format.R8Unorm,
  55. TextureFormat.R8Snorm => Format.R8Snorm,
  56. TextureFormat.R8Uint => Format.R8Uint,
  57. TextureFormat.R8Sint => Format.R8Sint,
  58. TextureFormat.R16Float => Format.R16Float,
  59. TextureFormat.R16Unorm => Format.R16Unorm,
  60. TextureFormat.R16Snorm => Format.R16Snorm,
  61. TextureFormat.R16Uint => Format.R16Uint,
  62. TextureFormat.R16Sint => Format.R16Sint,
  63. TextureFormat.R32Float => Format.R32Float,
  64. TextureFormat.R32Uint => Format.R32Uint,
  65. TextureFormat.R32Sint => Format.R32Sint,
  66. TextureFormat.R8G8Unorm => Format.R8G8Unorm,
  67. TextureFormat.R8G8Snorm => Format.R8G8Snorm,
  68. TextureFormat.R8G8Uint => Format.R8G8Uint,
  69. TextureFormat.R8G8Sint => Format.R8G8Sint,
  70. TextureFormat.R16G16Float => Format.R16G16Float,
  71. TextureFormat.R16G16Unorm => Format.R16G16Unorm,
  72. TextureFormat.R16G16Snorm => Format.R16G16Snorm,
  73. TextureFormat.R16G16Uint => Format.R16G16Uint,
  74. TextureFormat.R16G16Sint => Format.R16G16Sint,
  75. TextureFormat.R32G32Float => Format.R32G32Float,
  76. TextureFormat.R32G32Uint => Format.R32G32Uint,
  77. TextureFormat.R32G32Sint => Format.R32G32Sint,
  78. TextureFormat.R8G8B8A8Unorm => Format.R8G8B8A8Unorm,
  79. TextureFormat.R8G8B8A8Snorm => Format.R8G8B8A8Snorm,
  80. TextureFormat.R8G8B8A8Uint => Format.R8G8B8A8Uint,
  81. TextureFormat.R8G8B8A8Sint => Format.R8G8B8A8Sint,
  82. TextureFormat.R16G16B16A16Float => Format.R16G16B16A16Float,
  83. TextureFormat.R16G16B16A16Unorm => Format.R16G16B16A16Unorm,
  84. TextureFormat.R16G16B16A16Snorm => Format.R16G16B16A16Snorm,
  85. TextureFormat.R16G16B16A16Uint => Format.R16G16B16A16Uint,
  86. TextureFormat.R16G16B16A16Sint => Format.R16G16B16A16Sint,
  87. TextureFormat.R32G32B32A32Float => Format.R32G32B32A32Float,
  88. TextureFormat.R32G32B32A32Uint => Format.R32G32B32A32Uint,
  89. TextureFormat.R32G32B32A32Sint => Format.R32G32B32A32Sint,
  90. TextureFormat.R10G10B10A2Unorm => Format.R10G10B10A2Unorm,
  91. TextureFormat.R10G10B10A2Uint => Format.R10G10B10A2Uint,
  92. TextureFormat.R11G11B10Float => Format.R11G11B10Float,
  93. _ => 0
  94. };
  95. }
  96. }
  97. }