SamplerDescriptor.cs 7.8 KB

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  1. using Ryujinx.Graphics.GAL;
  2. namespace Ryujinx.Graphics.Gpu.Image
  3. {
  4. /// <summary>
  5. /// Maxwell sampler descriptor structure.
  6. /// This structure defines the sampler descriptor as it is packed on the GPU sampler pool region.
  7. /// </summary>
  8. struct SamplerDescriptor
  9. {
  10. private static readonly float[] _f5ToF32ConversionLut = new float[]
  11. {
  12. 0.0f,
  13. 0.055555556f,
  14. 0.1f,
  15. 0.13636364f,
  16. 0.16666667f,
  17. 0.1923077f,
  18. 0.21428572f,
  19. 0.23333333f,
  20. 0.25f,
  21. 0.2777778f,
  22. 0.3f,
  23. 0.3181818f,
  24. 0.33333334f,
  25. 0.34615386f,
  26. 0.35714287f,
  27. 0.36666667f,
  28. 0.375f,
  29. 0.3888889f,
  30. 0.4f,
  31. 0.4090909f,
  32. 0.41666666f,
  33. 0.42307693f,
  34. 0.42857143f,
  35. 0.43333334f,
  36. 0.4375f,
  37. 0.44444445f,
  38. 0.45f,
  39. 0.45454547f,
  40. 0.45833334f,
  41. 0.46153846f,
  42. 0.4642857f,
  43. 0.46666667f
  44. };
  45. private static readonly float[] _maxAnisotropyLut = new float[]
  46. {
  47. 1, 2, 4, 6, 8, 10, 12, 16
  48. };
  49. private const float Frac8ToF32 = 1.0f / 256.0f;
  50. #pragma warning disable CS0649
  51. public uint Word0;
  52. public uint Word1;
  53. public uint Word2;
  54. public uint Word3;
  55. public float BorderColorR;
  56. public float BorderColorG;
  57. public float BorderColorB;
  58. public float BorderColorA;
  59. #pragma warning restore CS0649
  60. /// <summary>
  61. /// Unpacks the texture wrap mode along the X axis.
  62. /// </summary>
  63. /// <returns>The texture wrap mode enum</returns>
  64. public AddressMode UnpackAddressU()
  65. {
  66. return (AddressMode)(Word0 & 7);
  67. }
  68. // <summary>
  69. /// Unpacks the texture wrap mode along the Y axis.
  70. /// </summary>
  71. /// <returns>The texture wrap mode enum</returns>
  72. public AddressMode UnpackAddressV()
  73. {
  74. return (AddressMode)((Word0 >> 3) & 7);
  75. }
  76. // <summary>
  77. /// Unpacks the texture wrap mode along the Z axis.
  78. /// </summary>
  79. /// <returns>The texture wrap mode enum</returns>
  80. public AddressMode UnpackAddressP()
  81. {
  82. return (AddressMode)((Word0 >> 6) & 7);
  83. }
  84. /// <summary>
  85. /// Unpacks the compare mode used for depth comparison on the shader, for
  86. /// depth buffer texture.
  87. /// This is only relevant for shaders with shadow samplers.
  88. /// </summary>
  89. /// <returns>The depth comparison mode enum</returns>
  90. public CompareMode UnpackCompareMode()
  91. {
  92. return (CompareMode)((Word0 >> 9) & 1);
  93. }
  94. /// <summary>
  95. /// Unpacks the compare operation used for depth comparison on the shader, for
  96. /// depth buffer texture.
  97. /// This is only relevant for shaders with shadow samplers.
  98. /// </summary>
  99. /// <returns>The depth comparison operation enum</returns>
  100. public CompareOp UnpackCompareOp()
  101. {
  102. return (CompareOp)(((Word0 >> 10) & 7) + 1);
  103. }
  104. /// <summary>
  105. /// Unpacks and converts the maximum anisotropy value used for texture anisotropic filtering.
  106. /// </summary>
  107. /// <returns>The maximum anisotropy</returns>
  108. public float UnpackMaxAnisotropy()
  109. {
  110. return _maxAnisotropyLut[(Word0 >> 20) & 7];
  111. }
  112. /// <summary>
  113. /// Unpacks the texture magnification filter.
  114. /// This defines the filtering used when the texture covers an area on the screen
  115. /// that is larger than the texture size.
  116. /// </summary>
  117. /// <returns>The magnification filter</returns>
  118. public MagFilter UnpackMagFilter()
  119. {
  120. return (MagFilter)(Word1 & 3);
  121. }
  122. /// <summary>
  123. /// Unpacks the texture minification filter.
  124. /// This defines the filtering used when the texture covers an area on the screen
  125. /// that is smaller than the texture size.
  126. /// </summary>
  127. /// <returns>The minification filter</returns>
  128. public MinFilter UnpackMinFilter()
  129. {
  130. SamplerMinFilter minFilter = (SamplerMinFilter)((Word1 >> 4) & 3);
  131. SamplerMipFilter mipFilter = (SamplerMipFilter)((Word1 >> 6) & 3);
  132. return ConvertFilter(minFilter, mipFilter);
  133. }
  134. /// <summary>
  135. /// Converts two minification and filter enum, to a single minification enum,
  136. /// including mipmap filtering information, as expected from the host API.
  137. /// </summary>
  138. /// <param name="minFilter">The minification filter</param>
  139. /// <param name="mipFilter">The mipmap level filter</param>
  140. /// <returns>The combined, host API compatible filter enum</returns>
  141. private static MinFilter ConvertFilter(SamplerMinFilter minFilter, SamplerMipFilter mipFilter)
  142. {
  143. switch (mipFilter)
  144. {
  145. case SamplerMipFilter.None:
  146. switch (minFilter)
  147. {
  148. case SamplerMinFilter.Nearest: return MinFilter.Nearest;
  149. case SamplerMinFilter.Linear: return MinFilter.Linear;
  150. }
  151. break;
  152. case SamplerMipFilter.Nearest:
  153. switch (minFilter)
  154. {
  155. case SamplerMinFilter.Nearest: return MinFilter.NearestMipmapNearest;
  156. case SamplerMinFilter.Linear: return MinFilter.LinearMipmapNearest;
  157. }
  158. break;
  159. case SamplerMipFilter.Linear:
  160. switch (minFilter)
  161. {
  162. case SamplerMinFilter.Nearest: return MinFilter.NearestMipmapLinear;
  163. case SamplerMinFilter.Linear: return MinFilter.LinearMipmapLinear;
  164. }
  165. break;
  166. }
  167. return MinFilter.Nearest;
  168. }
  169. /// <summary>
  170. /// Unpacks the reduction filter, used with texture minification linear filtering.
  171. /// This describes how the final value will be computed from neighbouring pixels.
  172. /// </summary>
  173. /// <returns>The reduction filter</returns>
  174. public ReductionFilter UnpackReductionFilter()
  175. {
  176. return (ReductionFilter)((Word1 >> 10) & 3);
  177. }
  178. /// <summary>
  179. /// Unpacks the level-of-detail bias value.
  180. /// This is a bias added to the level-of-detail value as computed by the GPU, used to select
  181. /// which mipmap level to use from a given texture.
  182. /// </summary>
  183. /// <returns>The level-of-detail bias value</returns>
  184. public float UnpackMipLodBias()
  185. {
  186. int fixedValue = (int)(Word1 >> 12) & 0x1fff;
  187. fixedValue = (fixedValue << 19) >> 19;
  188. return fixedValue * Frac8ToF32;
  189. }
  190. /// <summary>
  191. /// Unpacks the level-of-detail snap value.
  192. /// </summary>
  193. /// <returns>The level-of-detail snap value</returns>
  194. public float UnpackLodSnap()
  195. {
  196. return _f5ToF32ConversionLut[(Word1 >> 26) & 0x1f];
  197. }
  198. /// <summary>
  199. /// Unpacks the minimum level-of-detail value.
  200. /// </summary>
  201. /// <returns>The minimum level-of-detail value</returns>
  202. public float UnpackMinLod()
  203. {
  204. return (Word2 & 0xfff) * Frac8ToF32;
  205. }
  206. /// <summary>
  207. /// Unpacks the maximum level-of-detail value.
  208. /// </summary>
  209. /// <returns>The maximum level-of-detail value</returns>
  210. public float UnpackMaxLod()
  211. {
  212. return ((Word2 >> 12) & 0xfff) * Frac8ToF32;
  213. }
  214. }
  215. }