using Ryujinx.Graphics.GAL; using System; namespace Ryujinx.Graphics.Gpu.Image { /// <summary> /// Cached sampler entry for sampler pools. /// </summary> class Sampler : IDisposable { /// <summary> /// True if the sampler is disposed, false otherwise. /// </summary> public bool IsDisposed { get; private set; } /// <summary> /// Host sampler object. /// </summary> private readonly ISampler _hostSampler; /// <summary> /// Host sampler object, with anisotropy forced. /// </summary> private readonly ISampler _anisoSampler; /// <summary> /// Creates a new instance of the cached sampler. /// </summary> /// <param name="context">The GPU context the sampler belongs to</param> /// <param name="descriptor">The Maxwell sampler descriptor</param> public Sampler(GpuContext context, SamplerDescriptor descriptor) { MinFilter minFilter = descriptor.UnpackMinFilter(); MagFilter magFilter = descriptor.UnpackMagFilter(); bool seamlessCubemap = descriptor.UnpackSeamlessCubemap(); AddressMode addressU = descriptor.UnpackAddressU(); AddressMode addressV = descriptor.UnpackAddressV(); AddressMode addressP = descriptor.UnpackAddressP(); CompareMode compareMode = descriptor.UnpackCompareMode(); CompareOp compareOp = descriptor.UnpackCompareOp(); ColorF color = new ColorF( descriptor.BorderColorR, descriptor.BorderColorG, descriptor.BorderColorB, descriptor.BorderColorA); float minLod = descriptor.UnpackMinLod(); float maxLod = descriptor.UnpackMaxLod(); float mipLodBias = descriptor.UnpackMipLodBias(); float maxRequestedAnisotropy = descriptor.UnpackMaxAnisotropy(); float maxSupportedAnisotropy = context.Capabilities.MaximumSupportedAnisotropy; _hostSampler = context.Renderer.CreateSampler(new SamplerCreateInfo( minFilter, magFilter, seamlessCubemap, addressU, addressV, addressP, compareMode, compareOp, color, minLod, maxLod, mipLodBias, Math.Min(maxRequestedAnisotropy, maxSupportedAnisotropy))); if (GraphicsConfig.MaxAnisotropy >= 0 && GraphicsConfig.MaxAnisotropy <= 16 && (minFilter == MinFilter.LinearMipmapNearest || minFilter == MinFilter.LinearMipmapLinear)) { maxRequestedAnisotropy = GraphicsConfig.MaxAnisotropy; _anisoSampler = context.Renderer.CreateSampler(new SamplerCreateInfo( minFilter, magFilter, seamlessCubemap, addressU, addressV, addressP, compareMode, compareOp, color, minLod, maxLod, mipLodBias, Math.Min(maxRequestedAnisotropy, maxSupportedAnisotropy))); } } /// <summary> /// Gets a host sampler for the given texture. /// </summary> /// <param name="texture">Texture to be sampled</param> /// <returns>A host sampler</returns> public ISampler GetHostSampler(Texture texture) { return _anisoSampler != null && texture?.CanForceAnisotropy == true ? _anisoSampler : _hostSampler; } /// <summary> /// Disposes the host sampler object. /// </summary> public void Dispose() { IsDisposed = true; _hostSampler.Dispose(); _anisoSampler?.Dispose(); } } }