Move texture anisotropy check to SetInfo (#2843)
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.
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2 changed files with 28 additions and 23 deletions
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@ -1,6 +1,5 @@
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using Ryujinx.Graphics.GAL;
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using System;
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using System.Numerics;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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@ -9,8 +8,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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class Sampler : IDisposable
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{
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private const int MinLevelsForAnisotropic = 5;
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/// <summary>
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/// Host sampler object.
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/// </summary>
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@ -96,26 +93,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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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 && AllowForceAnisotropy(texture) ? _anisoSampler : _hostSampler;
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}
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/// <summary>
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/// Determine if the given texture can have anisotropic filtering forced.
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/// Filtered textures that we might want to force anisotropy on should have a lot of mip levels.
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/// </summary>
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/// <param name="texture">The texture</param>
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/// <returns>True if anisotropic filtering can be forced, false otherwise</returns>
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private static bool AllowForceAnisotropy(Texture texture)
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{
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if (texture == null || !(texture.Target == Target.Texture2D || texture.Target == Target.Texture2DArray))
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{
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return false;
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}
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int maxSize = Math.Max(texture.Info.Width, texture.Info.Height);
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int maxLevels = BitOperations.Log2((uint)maxSize) + 1;
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return texture.Info.Levels >= Math.Min(MinLevelsForAnisotropic, maxLevels);
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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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