mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-18 16:26:44 +00:00
112 lines
4.9 KiB
C#
112 lines
4.9 KiB
C#
|
using Ryujinx.Common.Logging;
|
|||
|
using Ryujinx.Graphics.GAL;
|
|||
|
using Ryujinx.Graphics.Shader;
|
|||
|
|
|||
|
namespace Ryujinx.Graphics.Gpu.Engine
|
|||
|
{
|
|||
|
/// <summary>
|
|||
|
/// Shader texture properties conversion methods.
|
|||
|
/// </summary>
|
|||
|
static class ShaderTexture
|
|||
|
{
|
|||
|
/// <summary>
|
|||
|
/// Gets a texture target from a sampler type.
|
|||
|
/// </summary>
|
|||
|
/// <param name="type">Sampler type</param>
|
|||
|
/// <returns>Texture target value</returns>
|
|||
|
public static Target GetTarget(SamplerType type)
|
|||
|
{
|
|||
|
type &= ~(SamplerType.Indexed | SamplerType.Shadow);
|
|||
|
|
|||
|
switch (type)
|
|||
|
{
|
|||
|
case SamplerType.Texture1D:
|
|||
|
return Target.Texture1D;
|
|||
|
|
|||
|
case SamplerType.TextureBuffer:
|
|||
|
return Target.TextureBuffer;
|
|||
|
|
|||
|
case SamplerType.Texture1D | SamplerType.Array:
|
|||
|
return Target.Texture1DArray;
|
|||
|
|
|||
|
case SamplerType.Texture2D:
|
|||
|
return Target.Texture2D;
|
|||
|
|
|||
|
case SamplerType.Texture2D | SamplerType.Array:
|
|||
|
return Target.Texture2DArray;
|
|||
|
|
|||
|
case SamplerType.Texture2D | SamplerType.Multisample:
|
|||
|
return Target.Texture2DMultisample;
|
|||
|
|
|||
|
case SamplerType.Texture2D | SamplerType.Multisample | SamplerType.Array:
|
|||
|
return Target.Texture2DMultisampleArray;
|
|||
|
|
|||
|
case SamplerType.Texture3D:
|
|||
|
return Target.Texture3D;
|
|||
|
|
|||
|
case SamplerType.TextureCube:
|
|||
|
return Target.Cubemap;
|
|||
|
|
|||
|
case SamplerType.TextureCube | SamplerType.Array:
|
|||
|
return Target.CubemapArray;
|
|||
|
}
|
|||
|
|
|||
|
Logger.Warning?.Print(LogClass.Gpu, $"Invalid sampler type \"{type}\".");
|
|||
|
|
|||
|
return Target.Texture2D;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Gets a texture format from a shader image format.
|
|||
|
/// </summary>
|
|||
|
/// <param name="format">Shader image format</param>
|
|||
|
/// <returns>Texture format</returns>
|
|||
|
public static Format GetFormat(TextureFormat format)
|
|||
|
{
|
|||
|
return format switch
|
|||
|
{
|
|||
|
TextureFormat.R8Unorm => Format.R8Unorm,
|
|||
|
TextureFormat.R8Snorm => Format.R8Snorm,
|
|||
|
TextureFormat.R8Uint => Format.R8Uint,
|
|||
|
TextureFormat.R8Sint => Format.R8Sint,
|
|||
|
TextureFormat.R16Float => Format.R16Float,
|
|||
|
TextureFormat.R16Unorm => Format.R16Unorm,
|
|||
|
TextureFormat.R16Snorm => Format.R16Snorm,
|
|||
|
TextureFormat.R16Uint => Format.R16Uint,
|
|||
|
TextureFormat.R16Sint => Format.R16Sint,
|
|||
|
TextureFormat.R32Float => Format.R32Float,
|
|||
|
TextureFormat.R32Uint => Format.R32Uint,
|
|||
|
TextureFormat.R32Sint => Format.R32Sint,
|
|||
|
TextureFormat.R8G8Unorm => Format.R8G8Unorm,
|
|||
|
TextureFormat.R8G8Snorm => Format.R8G8Snorm,
|
|||
|
TextureFormat.R8G8Uint => Format.R8G8Uint,
|
|||
|
TextureFormat.R8G8Sint => Format.R8G8Sint,
|
|||
|
TextureFormat.R16G16Float => Format.R16G16Float,
|
|||
|
TextureFormat.R16G16Unorm => Format.R16G16Unorm,
|
|||
|
TextureFormat.R16G16Snorm => Format.R16G16Snorm,
|
|||
|
TextureFormat.R16G16Uint => Format.R16G16Uint,
|
|||
|
TextureFormat.R16G16Sint => Format.R16G16Sint,
|
|||
|
TextureFormat.R32G32Float => Format.R32G32Float,
|
|||
|
TextureFormat.R32G32Uint => Format.R32G32Uint,
|
|||
|
TextureFormat.R32G32Sint => Format.R32G32Sint,
|
|||
|
TextureFormat.R8G8B8A8Unorm => Format.R8G8B8A8Unorm,
|
|||
|
TextureFormat.R8G8B8A8Snorm => Format.R8G8B8A8Snorm,
|
|||
|
TextureFormat.R8G8B8A8Uint => Format.R8G8B8A8Uint,
|
|||
|
TextureFormat.R8G8B8A8Sint => Format.R8G8B8A8Sint,
|
|||
|
TextureFormat.R16G16B16A16Float => Format.R16G16B16A16Float,
|
|||
|
TextureFormat.R16G16B16A16Unorm => Format.R16G16B16A16Unorm,
|
|||
|
TextureFormat.R16G16B16A16Snorm => Format.R16G16B16A16Snorm,
|
|||
|
TextureFormat.R16G16B16A16Uint => Format.R16G16B16A16Uint,
|
|||
|
TextureFormat.R16G16B16A16Sint => Format.R16G16B16A16Sint,
|
|||
|
TextureFormat.R32G32B32A32Float => Format.R32G32B32A32Float,
|
|||
|
TextureFormat.R32G32B32A32Uint => Format.R32G32B32A32Uint,
|
|||
|
TextureFormat.R32G32B32A32Sint => Format.R32G32B32A32Sint,
|
|||
|
TextureFormat.R10G10B10A2Unorm => Format.R10G10B10A2Unorm,
|
|||
|
TextureFormat.R10G10B10A2Uint => Format.R10G10B10A2Uint,
|
|||
|
TextureFormat.R11G11B10Float => Format.R11G11B10Float,
|
|||
|
_ => 0
|
|||
|
};
|
|||
|
}
|
|||
|
}
|
|||
|
}
|