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https://github.com/GreemDev/Ryujinx.git
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12d49c37d2
* Make max anisotropy configurable * Move opengl command to opengl project * Add GUI option
72 lines
No EOL
2.5 KiB
C#
72 lines
No EOL
2.5 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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public ISampler HostSampler { get; }
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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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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 = GraphicsConfig.MaxAnisotropy >= 0 && GraphicsConfig.MaxAnisotropy <= 16 ? GraphicsConfig.MaxAnisotropy : descriptor.UnpackMaxAnisotropy();
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float maxSupportedAnisotropy = context.Capabilities.MaxSupportedAnisotropy;
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if (maxRequestedAnisotropy > maxSupportedAnisotropy)
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maxRequestedAnisotropy = maxSupportedAnisotropy;
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HostSampler = context.Renderer.CreateSampler(new SamplerCreateInfo(
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minFilter,
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magFilter,
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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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maxRequestedAnisotropy));
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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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}
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}
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} |