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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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650cc41c02
commit
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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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@ -10,6 +10,7 @@ using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Numerics;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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@ -23,6 +24,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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// This method uses much more memory so we want to avoid it if possible.
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private const int ByteComparisonSwitchThreshold = 4;
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private const int MinLevelsForForceAnisotropy = 5;
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private struct TexturePoolOwner
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{
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public TexturePool Pool;
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@ -49,6 +52,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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public TextureInfo Info { get; private set; }
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/// <summary>
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/// Set when anisotropic filtering can be forced on the given texture.
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/// </summary>
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public bool CanForceAnisotropy { get; private set; }
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/// <summary>
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/// Host scale factor.
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/// </summary>
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@ -1129,6 +1137,24 @@ namespace Ryujinx.Graphics.Gpu.Image
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return null;
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}
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/// <summary>
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/// Determine if this 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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/// <returns>True if anisotropic filtering can be forced, false otherwise</returns>
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private bool CanTextureForceAnisotropy()
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{
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if (!(Target == Target.Texture2D || 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(Info.Width, Info.Height);
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int maxLevels = BitOperations.Log2((uint)maxSize) + 1;
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return Info.Levels >= Math.Min(MinLevelsForForceAnisotropy, maxLevels);
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}
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/// <summary>
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/// Check if this texture and the specified target have the same number of dimensions.
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/// For the purposes of this comparison, 2D and 2D Multisample textures are not considered to have
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@ -1219,6 +1245,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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{
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Info = info;
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Target = info.Target;
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CanForceAnisotropy = CanTextureForceAnisotropy();
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_depth = info.GetDepth();
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_layers = info.GetLayers();
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