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https://github.com/GreemDev/Ryujinx.git
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115 lines
3.6 KiB
C#
115 lines
3.6 KiB
C#
using Ryujinx.Graphics.GAL;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// Texture format compatibility checks.
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/// </summary>
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static class TextureCompatibility
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{
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private enum FormatClass
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{
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Unclassified,
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BCn64,
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BCn128,
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Bc1Rgb,
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Bc1Rgba,
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Bc2,
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Bc3,
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Bc4,
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Bc5,
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Bc6,
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Bc7
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}
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/// <summary>
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/// Checks if two formats are compatible, according to the host API copy format compatibility rules.
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/// </summary>
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/// <param name="lhs">First comparand</param>
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/// <param name="rhs">Second comparand</param>
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/// <returns>True if the formats are compatible, false otherwise</returns>
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public static bool FormatCompatible(FormatInfo lhs, FormatInfo rhs)
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{
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if (IsDsFormat(lhs.Format) || IsDsFormat(rhs.Format))
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{
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return lhs.Format == rhs.Format;
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}
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if (lhs.Format.IsAstc() || rhs.Format.IsAstc())
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{
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return lhs.Format == rhs.Format;
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}
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if (lhs.IsCompressed && rhs.IsCompressed)
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{
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FormatClass lhsClass = GetFormatClass(lhs.Format);
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FormatClass rhsClass = GetFormatClass(rhs.Format);
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return lhsClass == rhsClass;
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}
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else
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{
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return lhs.BytesPerPixel == rhs.BytesPerPixel;
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}
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}
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/// <summary>
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/// Gets the texture format class, for compressed textures, or Unclassified otherwise.
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/// </summary>
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/// <param name="format">The format</param>
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/// <returns>Format class</returns>
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private static FormatClass GetFormatClass(Format format)
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{
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switch (format)
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{
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case Format.Bc1RgbSrgb:
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case Format.Bc1RgbUnorm:
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return FormatClass.Bc1Rgb;
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case Format.Bc1RgbaSrgb:
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case Format.Bc1RgbaUnorm:
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return FormatClass.Bc1Rgba;
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case Format.Bc2Srgb:
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case Format.Bc2Unorm:
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return FormatClass.Bc2;
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case Format.Bc3Srgb:
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case Format.Bc3Unorm:
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return FormatClass.Bc3;
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case Format.Bc4Snorm:
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case Format.Bc4Unorm:
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return FormatClass.Bc4;
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case Format.Bc5Snorm:
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case Format.Bc5Unorm:
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return FormatClass.Bc5;
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case Format.Bc6HSfloat:
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case Format.Bc6HUfloat:
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return FormatClass.Bc6;
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case Format.Bc7Srgb:
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case Format.Bc7Unorm:
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return FormatClass.Bc7;
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}
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return FormatClass.Unclassified;
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}
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/// <summary>
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/// Checks if the format is a depth-stencil texture format.
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/// </summary>
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/// <param name="format">Format to check</param>
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/// <returns>True if the format is a depth-stencil format (including depth only), false otherwise</returns>
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private static bool IsDsFormat(Format format)
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{
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switch (format)
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{
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case Format.D16Unorm:
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case Format.D24X8Unorm:
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case Format.D24UnormS8Uint:
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case Format.D32Float:
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case Format.D32FloatS8Uint:
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case Format.S8Uint:
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return true;
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}
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return false;
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}
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}
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} |