3b46bb73f7
* 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
92 lines
3.4 KiB
C#
92 lines
3.4 KiB
C#
using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// Texture target.
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/// </summary>
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enum TextureTarget : byte
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{
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Texture1D,
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Texture2D,
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Texture3D,
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Cubemap,
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Texture1DArray,
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Texture2DArray,
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TextureBuffer,
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Texture2DRect,
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CubemapArray,
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}
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static class TextureTargetConverter
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{
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/// <summary>
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/// Converts the texture target enum to a host compatible, Graphics Abstraction Layer enum.
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/// </summary>
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/// <param name="target">The target enum to convert</param>
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/// <param name="isMultisample">True if the texture is a multisampled texture</param>
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/// <returns>The host compatible texture target</returns>
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public static Target Convert(this TextureTarget target, bool isMultisample)
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{
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if (isMultisample)
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{
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switch (target)
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{
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case TextureTarget.Texture2D:
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return Target.Texture2DMultisample;
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case TextureTarget.Texture2DArray:
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return Target.Texture2DMultisampleArray;
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}
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}
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else
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{
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switch (target)
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{
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case TextureTarget.Texture1D:
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return Target.Texture1D;
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case TextureTarget.Texture2D:
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return Target.Texture2D;
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case TextureTarget.Texture2DRect:
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return Target.Texture2D;
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case TextureTarget.Texture3D:
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return Target.Texture3D;
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case TextureTarget.Texture1DArray:
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return Target.Texture1DArray;
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case TextureTarget.Texture2DArray:
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return Target.Texture2DArray;
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case TextureTarget.Cubemap:
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return Target.Cubemap;
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case TextureTarget.CubemapArray:
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return Target.CubemapArray;
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case TextureTarget.TextureBuffer:
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return Target.TextureBuffer;
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}
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}
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return Target.Texture1D;
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}
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/// <summary>
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/// Converts the texture target enum to a shader sampler type.
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/// </summary>
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/// <param name="target">The target enum to convert</param>
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/// <returns>The shader sampler type</returns>
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public static SamplerType ConvertSamplerType(this TextureTarget target)
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{
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return target switch
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{
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TextureTarget.Texture1D => SamplerType.Texture1D,
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TextureTarget.Texture2D => SamplerType.Texture2D,
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TextureTarget.Texture3D => SamplerType.Texture3D,
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TextureTarget.Cubemap => SamplerType.TextureCube,
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TextureTarget.Texture1DArray => SamplerType.Texture1D | SamplerType.Array,
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TextureTarget.Texture2DArray => SamplerType.Texture2D | SamplerType.Array,
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TextureTarget.TextureBuffer => SamplerType.TextureBuffer,
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TextureTarget.Texture2DRect => SamplerType.Texture2D,
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TextureTarget.CubemapArray => SamplerType.TextureCube | SamplerType.Array,
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_ => SamplerType.Texture2D,
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};
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}
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}
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}
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