Ryujinx/src/Ryujinx.Graphics.Gpu/Image/TextureTarget.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

92 lines
3.4 KiB
C#

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