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* Use a descriptor cache for faster pool invalidation. * Speed up comparison by casting to Vector256 Now we never need to worry about this ever again
261 lines
8.6 KiB
C#
261 lines
8.6 KiB
C#
using Ryujinx.Graphics.GAL;
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using System.Runtime.CompilerServices;
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using System.Runtime.Intrinsics;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// Maxwell sampler descriptor structure.
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/// This structure defines the sampler descriptor as it is packed on the GPU sampler pool region.
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/// </summary>
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struct SamplerDescriptor
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{
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private static readonly float[] _f5ToF32ConversionLut = new float[]
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{
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0.0f,
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0.055555556f,
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0.1f,
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0.13636364f,
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0.16666667f,
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0.1923077f,
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0.21428572f,
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0.23333333f,
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0.25f,
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0.2777778f,
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0.3f,
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0.3181818f,
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0.33333334f,
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0.34615386f,
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0.35714287f,
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0.36666667f,
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0.375f,
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0.3888889f,
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0.4f,
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0.4090909f,
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0.41666666f,
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0.42307693f,
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0.42857143f,
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0.43333334f,
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0.4375f,
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0.44444445f,
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0.45f,
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0.45454547f,
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0.45833334f,
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0.46153846f,
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0.4642857f,
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0.46666667f
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};
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private static readonly float[] _maxAnisotropyLut = new float[]
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{
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1, 2, 4, 6, 8, 10, 12, 16
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};
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private const float Frac8ToF32 = 1.0f / 256.0f;
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#pragma warning disable CS0649
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public uint Word0;
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public uint Word1;
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public uint Word2;
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public uint Word3;
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public float BorderColorR;
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public float BorderColorG;
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public float BorderColorB;
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public float BorderColorA;
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#pragma warning restore CS0649
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/// <summary>
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/// Unpacks the texture wrap mode along the X axis.
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/// </summary>
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/// <returns>The texture wrap mode enum</returns>
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public AddressMode UnpackAddressU()
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{
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return (AddressMode)(Word0 & 7);
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}
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// <summary>
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/// Unpacks the texture wrap mode along the Y axis.
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/// </summary>
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/// <returns>The texture wrap mode enum</returns>
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public AddressMode UnpackAddressV()
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{
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return (AddressMode)((Word0 >> 3) & 7);
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}
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// <summary>
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/// Unpacks the texture wrap mode along the Z axis.
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/// </summary>
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/// <returns>The texture wrap mode enum</returns>
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public AddressMode UnpackAddressP()
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{
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return (AddressMode)((Word0 >> 6) & 7);
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}
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/// <summary>
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/// Unpacks the compare mode used for depth comparison on the shader, for
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/// depth buffer texture.
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/// This is only relevant for shaders with shadow samplers.
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/// </summary>
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/// <returns>The depth comparison mode enum</returns>
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public CompareMode UnpackCompareMode()
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{
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return (CompareMode)((Word0 >> 9) & 1);
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}
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/// <summary>
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/// Unpacks the compare operation used for depth comparison on the shader, for
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/// depth buffer texture.
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/// This is only relevant for shaders with shadow samplers.
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/// </summary>
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/// <returns>The depth comparison operation enum</returns>
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public CompareOp UnpackCompareOp()
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{
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return (CompareOp)(((Word0 >> 10) & 7) + 1);
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}
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/// <summary>
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/// Unpacks and converts the maximum anisotropy value used for texture anisotropic filtering.
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/// </summary>
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/// <returns>The maximum anisotropy</returns>
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public float UnpackMaxAnisotropy()
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{
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return _maxAnisotropyLut[(Word0 >> 20) & 7];
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}
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/// <summary>
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/// Unpacks the texture magnification filter.
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/// This defines the filtering used when the texture covers an area on the screen
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/// that is larger than the texture size.
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/// </summary>
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/// <returns>The magnification filter</returns>
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public MagFilter UnpackMagFilter()
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{
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return (MagFilter)(Word1 & 3);
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}
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/// <summary>
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/// Unpacks the texture minification filter.
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/// This defines the filtering used when the texture covers an area on the screen
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/// that is smaller than the texture size.
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/// </summary>
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/// <returns>The minification filter</returns>
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public MinFilter UnpackMinFilter()
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{
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SamplerMinFilter minFilter = (SamplerMinFilter)((Word1 >> 4) & 3);
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SamplerMipFilter mipFilter = (SamplerMipFilter)((Word1 >> 6) & 3);
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return ConvertFilter(minFilter, mipFilter);
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}
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/// <summary>
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/// Converts two minification and filter enum, to a single minification enum,
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/// including mipmap filtering information, as expected from the host API.
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/// </summary>
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/// <param name="minFilter">The minification filter</param>
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/// <param name="mipFilter">The mipmap level filter</param>
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/// <returns>The combined, host API compatible filter enum</returns>
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private static MinFilter ConvertFilter(SamplerMinFilter minFilter, SamplerMipFilter mipFilter)
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{
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switch (mipFilter)
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{
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case SamplerMipFilter.None:
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switch (minFilter)
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{
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case SamplerMinFilter.Nearest: return MinFilter.Nearest;
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case SamplerMinFilter.Linear: return MinFilter.Linear;
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}
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break;
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case SamplerMipFilter.Nearest:
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switch (minFilter)
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{
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case SamplerMinFilter.Nearest: return MinFilter.NearestMipmapNearest;
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case SamplerMinFilter.Linear: return MinFilter.LinearMipmapNearest;
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}
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break;
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case SamplerMipFilter.Linear:
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switch (minFilter)
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{
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case SamplerMinFilter.Nearest: return MinFilter.NearestMipmapLinear;
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case SamplerMinFilter.Linear: return MinFilter.LinearMipmapLinear;
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}
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break;
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}
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return MinFilter.Nearest;
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}
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/// <summary>
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/// Unpacks the seamless cubemap flag.
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/// </summary>
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/// <returns>The seamless cubemap flag</returns>
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public bool UnpackSeamlessCubemap()
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{
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return (Word1 & (1 << 9)) != 0;
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}
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/// <summary>
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/// Unpacks the reduction filter, used with texture minification linear filtering.
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/// This describes how the final value will be computed from neighbouring pixels.
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/// </summary>
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/// <returns>The reduction filter</returns>
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public ReductionFilter UnpackReductionFilter()
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{
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return (ReductionFilter)((Word1 >> 10) & 3);
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}
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/// <summary>
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/// Unpacks the level-of-detail bias value.
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/// This is a bias added to the level-of-detail value as computed by the GPU, used to select
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/// which mipmap level to use from a given texture.
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/// </summary>
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/// <returns>The level-of-detail bias value</returns>
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public float UnpackMipLodBias()
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{
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int fixedValue = (int)(Word1 >> 12) & 0x1fff;
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fixedValue = (fixedValue << 19) >> 19;
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return fixedValue * Frac8ToF32;
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}
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/// <summary>
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/// Unpacks the level-of-detail snap value.
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/// </summary>
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/// <returns>The level-of-detail snap value</returns>
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public float UnpackLodSnap()
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{
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return _f5ToF32ConversionLut[(Word1 >> 26) & 0x1f];
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}
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/// <summary>
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/// Unpacks the minimum level-of-detail value.
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/// </summary>
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/// <returns>The minimum level-of-detail value</returns>
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public float UnpackMinLod()
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{
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return (Word2 & 0xfff) * Frac8ToF32;
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}
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/// <summary>
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/// Unpacks the maximum level-of-detail value.
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/// </summary>
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/// <returns>The maximum level-of-detail value</returns>
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public float UnpackMaxLod()
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{
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return ((Word2 >> 12) & 0xfff) * Frac8ToF32;
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}
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/// <summary>
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/// Check if two descriptors are equal.
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/// </summary>
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/// <param name="other">The descriptor to compare against</param>
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/// <returns>True if they are equal, false otherwise</returns>
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public bool Equals(ref SamplerDescriptor other)
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{
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return Unsafe.As<SamplerDescriptor, Vector256<byte>>(ref this).Equals(Unsafe.As<SamplerDescriptor, Vector256<byte>>(ref other));
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}
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}
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}
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