diff --git a/Ryujinx.Graphics.Gpu/Image/Sampler.cs b/Ryujinx.Graphics.Gpu/Image/Sampler.cs index 52d5ccec..f8923d34 100644 --- a/Ryujinx.Graphics.Gpu/Image/Sampler.cs +++ b/Ryujinx.Graphics.Gpu/Image/Sampler.cs @@ -1,6 +1,5 @@ using Ryujinx.Graphics.GAL; using System; -using System.Numerics; namespace Ryujinx.Graphics.Gpu.Image { @@ -9,8 +8,6 @@ namespace Ryujinx.Graphics.Gpu.Image /// class Sampler : IDisposable { - private const int MinLevelsForAnisotropic = 5; - /// /// Host sampler object. /// @@ -96,26 +93,7 @@ namespace Ryujinx.Graphics.Gpu.Image /// A host sampler public ISampler GetHostSampler(Texture texture) { - return _anisoSampler != null && AllowForceAnisotropy(texture) ? _anisoSampler : _hostSampler; - } - - /// - /// Determine if the given texture can have anisotropic filtering forced. - /// Filtered textures that we might want to force anisotropy on should have a lot of mip levels. - /// - /// The texture - /// True if anisotropic filtering can be forced, false otherwise - private static bool AllowForceAnisotropy(Texture texture) - { - if (texture == null || !(texture.Target == Target.Texture2D || texture.Target == Target.Texture2DArray)) - { - return false; - } - - int maxSize = Math.Max(texture.Info.Width, texture.Info.Height); - int maxLevels = BitOperations.Log2((uint)maxSize) + 1; - - return texture.Info.Levels >= Math.Min(MinLevelsForAnisotropic, maxLevels); + return _anisoSampler != null && texture?.CanForceAnisotropy == true ? _anisoSampler : _hostSampler; } /// diff --git a/Ryujinx.Graphics.Gpu/Image/Texture.cs b/Ryujinx.Graphics.Gpu/Image/Texture.cs index 7cc8faf6..a13edc69 100644 --- a/Ryujinx.Graphics.Gpu/Image/Texture.cs +++ b/Ryujinx.Graphics.Gpu/Image/Texture.cs @@ -10,6 +10,7 @@ using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; +using System.Numerics; namespace Ryujinx.Graphics.Gpu.Image { @@ -23,6 +24,8 @@ namespace Ryujinx.Graphics.Gpu.Image // This method uses much more memory so we want to avoid it if possible. private const int ByteComparisonSwitchThreshold = 4; + private const int MinLevelsForForceAnisotropy = 5; + private struct TexturePoolOwner { public TexturePool Pool; @@ -49,6 +52,11 @@ namespace Ryujinx.Graphics.Gpu.Image /// public TextureInfo Info { get; private set; } + /// + /// Set when anisotropic filtering can be forced on the given texture. + /// + public bool CanForceAnisotropy { get; private set; } + /// /// Host scale factor. /// @@ -1129,6 +1137,24 @@ namespace Ryujinx.Graphics.Gpu.Image return null; } + /// + /// Determine if this texture can have anisotropic filtering forced. + /// Filtered textures that we might want to force anisotropy on should have a lot of mip levels. + /// + /// True if anisotropic filtering can be forced, false otherwise + private bool CanTextureForceAnisotropy() + { + if (!(Target == Target.Texture2D || Target == Target.Texture2DArray)) + { + return false; + } + + int maxSize = Math.Max(Info.Width, Info.Height); + int maxLevels = BitOperations.Log2((uint)maxSize) + 1; + + return Info.Levels >= Math.Min(MinLevelsForForceAnisotropy, maxLevels); + } + /// /// Check if this texture and the specified target have the same number of dimensions. /// For the purposes of this comparison, 2D and 2D Multisample textures are not considered to have @@ -1219,6 +1245,7 @@ namespace Ryujinx.Graphics.Gpu.Image { Info = info; Target = info.Target; + CanForceAnisotropy = CanTextureForceAnisotropy(); _depth = info.GetDepth(); _layers = info.GetLayers();