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Rather than calculating this for every sampler, this PR calculates if a texture can force anisotropy when its info is set, and exposes the value via a public boolean. This should help texture/sampler heavy games when anisotropic filtering is not Auto, like UE4 ones (or so i hear?). There is another cost where samplers are created twice when anisotropic filtering is enabled, but I'm not sure how relevant this one is.
108 lines
3.8 KiB
C#
108 lines
3.8 KiB
C#
using Ryujinx.Graphics.GAL;
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using System;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// Cached sampler entry for sampler pools.
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/// </summary>
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class Sampler : IDisposable
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{
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/// <summary>
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/// Host sampler object.
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/// </summary>
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private readonly ISampler _hostSampler;
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/// <summary>
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/// Host sampler object, with anisotropy forced.
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/// </summary>
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private readonly ISampler _anisoSampler;
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/// <summary>
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/// Creates a new instance of the cached sampler.
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/// </summary>
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/// <param name="context">The GPU context the sampler belongs to</param>
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/// <param name="descriptor">The Maxwell sampler descriptor</param>
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public Sampler(GpuContext context, SamplerDescriptor descriptor)
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{
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MinFilter minFilter = descriptor.UnpackMinFilter();
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MagFilter magFilter = descriptor.UnpackMagFilter();
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bool seamlessCubemap = descriptor.UnpackSeamlessCubemap();
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AddressMode addressU = descriptor.UnpackAddressU();
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AddressMode addressV = descriptor.UnpackAddressV();
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AddressMode addressP = descriptor.UnpackAddressP();
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CompareMode compareMode = descriptor.UnpackCompareMode();
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CompareOp compareOp = descriptor.UnpackCompareOp();
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ColorF color = new ColorF(
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descriptor.BorderColorR,
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descriptor.BorderColorG,
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descriptor.BorderColorB,
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descriptor.BorderColorA);
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float minLod = descriptor.UnpackMinLod();
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float maxLod = descriptor.UnpackMaxLod();
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float mipLodBias = descriptor.UnpackMipLodBias();
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float maxRequestedAnisotropy = descriptor.UnpackMaxAnisotropy();
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float maxSupportedAnisotropy = context.Capabilities.MaximumSupportedAnisotropy;
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_hostSampler = context.Renderer.CreateSampler(new SamplerCreateInfo(
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minFilter,
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magFilter,
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seamlessCubemap,
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addressU,
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addressV,
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addressP,
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compareMode,
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compareOp,
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color,
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minLod,
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maxLod,
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mipLodBias,
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Math.Min(maxRequestedAnisotropy, maxSupportedAnisotropy)));
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if (GraphicsConfig.MaxAnisotropy >= 0 && GraphicsConfig.MaxAnisotropy <= 16 && (minFilter == MinFilter.LinearMipmapNearest || minFilter == MinFilter.LinearMipmapLinear))
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{
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maxRequestedAnisotropy = GraphicsConfig.MaxAnisotropy;
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_anisoSampler = context.Renderer.CreateSampler(new SamplerCreateInfo(
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minFilter,
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magFilter,
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seamlessCubemap,
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addressU,
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addressV,
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addressP,
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compareMode,
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compareOp,
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color,
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minLod,
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maxLod,
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mipLodBias,
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Math.Min(maxRequestedAnisotropy, maxSupportedAnisotropy)));
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}
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}
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/// <summary>
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/// Gets a host sampler for the given texture.
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/// </summary>
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/// <param name="texture">Texture to be sampled</param>
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/// <returns>A host sampler</returns>
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public ISampler GetHostSampler(Texture texture)
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{
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return _anisoSampler != null && texture?.CanForceAnisotropy == true ? _anisoSampler : _hostSampler;
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}
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/// <summary>
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/// Disposes the host sampler object.
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/// </summary>
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public void Dispose()
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{
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_hostSampler.Dispose();
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_anisoSampler?.Dispose();
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}
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}
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} |