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jinx/Ryujinx.Graphics.Gpu/Image/TextureTarget.cs

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using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
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namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Texture target.
/// </summary>
enum TextureTarget : byte
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{
Texture1D,
Texture2D,
Texture3D,
Cubemap,
Texture1DArray,
Texture2DArray,
TextureBuffer,
Texture2DRect,
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CubemapArray
}
static class TextureTargetConverter
{
/// <summary>
/// Converts the texture target enum to a host compatible, Graphics Abstraction Layer enum.
/// </summary>
/// <param name="target">The target enum to convert</param>
/// <param name="isMultisample">True if the texture is a multisampled texture</param>
/// <returns>The host compatible texture target</returns>
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public static Target Convert(this TextureTarget target, bool isMultisample)
{
if (isMultisample)
{
switch (target)
{
case TextureTarget.Texture2D: return Target.Texture2DMultisample;
case TextureTarget.Texture2DArray: return Target.Texture2DMultisampleArray;
}
}
else
{
switch (target)
{
case TextureTarget.Texture1D: return Target.Texture1D;
case TextureTarget.Texture2D: return Target.Texture2D;
case TextureTarget.Texture2DRect: return Target.Texture2D;
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case TextureTarget.Texture3D: return Target.Texture3D;
case TextureTarget.Texture1DArray: return Target.Texture1DArray;
case TextureTarget.Texture2DArray: return Target.Texture2DArray;
case TextureTarget.Cubemap: return Target.Cubemap;
case TextureTarget.CubemapArray: return Target.CubemapArray;
case TextureTarget.TextureBuffer: return Target.TextureBuffer;
}
}
return Target.Texture1D;
}
/// <summary>
/// Converts the texture target enum to a shader sampler type.
/// </summary>
/// <param name="target">The target enum to convert</param>
/// <returns>The shader sampler type</returns>
public static SamplerType ConvertSamplerType(this TextureTarget target)
{
return target switch
{
TextureTarget.Texture1D => SamplerType.Texture1D,
TextureTarget.Texture2D => SamplerType.Texture2D,
TextureTarget.Texture3D => SamplerType.Texture3D,
TextureTarget.Cubemap => SamplerType.TextureCube,
TextureTarget.Texture1DArray => SamplerType.Texture1D | SamplerType.Array,
TextureTarget.Texture2DArray => SamplerType.Texture2D | SamplerType.Array,
TextureTarget.TextureBuffer => SamplerType.TextureBuffer,
TextureTarget.Texture2DRect => SamplerType.Texture2D,
TextureTarget.CubemapArray => SamplerType.TextureCube | SamplerType.Array,
_ => SamplerType.Texture2D
};
}
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}
}