Add XML documentation to Ryujinx.Graphics.Gpu.Image

This commit is contained in:
gdkchan 2019-12-29 20:26:37 -03:00 committed by Thog
parent 53bbc1311f
commit 32764f9560
24 changed files with 1133 additions and 61 deletions

View file

@ -2,6 +2,10 @@ using Ryujinx.Graphics.GAL;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Maxwell sampler descriptor structure.
/// This structure defines the sampler descriptor as it is packed on the GPU sampler pool region.
/// </summary>
struct SamplerDescriptor
{
private static readonly float[] _f5ToF32ConversionLut = new float[]
@ -56,41 +60,81 @@ namespace Ryujinx.Graphics.Gpu.Image
public uint BorderColorB;
public uint BorderColorA;
/// <summary>
/// Unpacks the texture wrap mode along the X axis.
/// </summary>
/// <returns>The texture wrap mode enum</returns>
public AddressMode UnpackAddressU()
{
return (AddressMode)(Word0 & 7);
}
// <summary>
/// Unpacks the texture wrap mode along the Y axis.
/// </summary>
/// <returns>The texture wrap mode enum</returns>
public AddressMode UnpackAddressV()
{
return (AddressMode)((Word0 >> 3) & 7);
}
// <summary>
/// Unpacks the texture wrap mode along the Z axis.
/// </summary>
/// <returns>The texture wrap mode enum</returns>
public AddressMode UnpackAddressP()
{
return (AddressMode)((Word0 >> 6) & 7);
}
/// <summary>
/// Unpacks the compare mode used for depth comparison on the shader, for
/// depth buffer texture.
/// This is only relevant for shaders with shadow samplers.
/// </summary>
/// <returns>The depth comparison mode enum</returns>
public CompareMode UnpackCompareMode()
{
return (CompareMode)((Word0 >> 9) & 1);
}
/// <summary>
/// Unpacks the compare operation used for depth comparison on the shader, for
/// depth buffer texture.
/// This is only relevant for shaders with shadow samplers.
/// </summary>
/// <returns>The depth comparison operation enum</returns>
public CompareOp UnpackCompareOp()
{
return (CompareOp)(((Word0 >> 10) & 7) + 1);
}
/// <summary>
/// Unpacks and converts the maximum anisotropy value used for texture anisotropic filtering.
/// </summary>
/// <returns>The maximum anisotropy</returns>
public float UnpackMaxAnisotropy()
{
return _maxAnisotropyLut[(Word0 >> 20) & 7];
}
/// <summary>
/// Unpacks the texture magnification filter.
/// This defines the filtering used when the texture covers an area on the screen
/// that is larger than the texture size.
/// </summary>
/// <returns>The magnification filter</returns>
public MagFilter UnpackMagFilter()
{
return (MagFilter)(Word1 & 3);
}
/// <summary>
/// Unpacks the texture minification filter.
/// This defines the filtering used when the texture covers an area on the screen
/// that is smaller than the texture size.
/// </summary>
/// <returns>The minification filter</returns>
public MinFilter UnpackMinFilter()
{
SamplerMinFilter minFilter = (SamplerMinFilter)((Word1 >> 4) & 3);
@ -99,6 +143,13 @@ namespace Ryujinx.Graphics.Gpu.Image
return ConvertFilter(minFilter, mipFilter);
}
/// <summary>
/// Converts two minification and filter enum, to a single minification enum,
/// including mipmap filtering information, as expected from the host API.
/// </summary>
/// <param name="minFilter">The minification filter</param>
/// <param name="mipFilter">The mipmap level filter</param>
/// <returns>The combined, host API compatible filter enum</returns>
private static MinFilter ConvertFilter(SamplerMinFilter minFilter, SamplerMipFilter mipFilter)
{
switch (mipFilter)
@ -131,11 +182,22 @@ namespace Ryujinx.Graphics.Gpu.Image
return MinFilter.Nearest;
}
/// <summary>
/// Unpacks the reduction filter, used with texture minification linear filtering.
/// This describes how the final value will be computed from neighbouring pixels.
/// </summary>
/// <returns>The reduction filter</returns>
public ReductionFilter UnpackReductionFilter()
{
return (ReductionFilter)((Word1 >> 10) & 3);
}
/// <summary>
/// Unpacks the level-of-detail bias value.
/// This is a bias added to the level-of-detail value as computed by the GPU, used to select
/// which mipmap level to use from a given texture.
/// </summary>
/// <returns>The level-of-detail bias value</returns>
public float UnpackMipLodBias()
{
int fixedValue = (int)(Word1 >> 12) & 0x1fff;
@ -145,16 +207,28 @@ namespace Ryujinx.Graphics.Gpu.Image
return fixedValue * Frac8ToF32;
}
/// <summary>
/// Unpacks the level-of-detail snap value.
/// </summary>
/// <returns>The level-of-detail snap value</returns>
public float UnpackLodSnap()
{
return _f5ToF32ConversionLut[(Word1 >> 26) & 0x1f];
}
/// <summary>
/// Unpacks the minimum level-of-detail value.
/// </summary>
/// <returns>The minimum level-of-detail value</returns>
public float UnpackMinLod()
{
return (Word2 & 0xfff) * Frac8ToF32;
}
/// <summary>
/// Unpacks the maximum level-of-detail value.
/// </summary>
/// <returns>The maximum level-of-detail value</returns>
public float UnpackMaxLod()
{
return ((Word2 >> 12) & 0xfff) * Frac8ToF32;