diff options
| author | gdkchan <gab.dark.100@gmail.com> | 2019-12-29 20:26:37 -0300 |
|---|---|---|
| committer | Thog <thog@protonmail.com> | 2020-01-09 02:13:00 +0100 |
| commit | 32764f95602611e9daa50362330d760e8ed83fda (patch) | |
| tree | f15d3c93714e45c88bce8bc177c3448ebaf518f8 /Ryujinx.Graphics.Gpu/Image/TextureInfo.cs | |
| parent | 53bbc1311f9819ac70fd51ae016e8c2070268086 (diff) | |
Add XML documentation to Ryujinx.Graphics.Gpu.Image
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Image/TextureInfo.cs')
| -rw-r--r-- | Ryujinx.Graphics.Gpu/Image/TextureInfo.cs | 128 |
1 files changed, 117 insertions, 11 deletions
diff --git a/Ryujinx.Graphics.Gpu/Image/TextureInfo.cs b/Ryujinx.Graphics.Gpu/Image/TextureInfo.cs index 19110dcf..784ff0e9 100644 --- a/Ryujinx.Graphics.Gpu/Image/TextureInfo.cs +++ b/Ryujinx.Graphics.Gpu/Image/TextureInfo.cs @@ -2,35 +2,131 @@ using Ryujinx.Graphics.GAL; namespace Ryujinx.Graphics.Gpu.Image { + /// <summary> + /// Texture information. + /// </summary> struct TextureInfo { + /// <summary> + /// Address of the texture in guest memory. + /// </summary> public ulong Address { get; } - public int Width { get; } - public int Height { get; } - public int DepthOrLayers { get; } - public int Levels { get; } - public int SamplesInX { get; } - public int SamplesInY { get; } - public int Stride { get; } - public bool IsLinear { get; } - public int GobBlocksInY { get; } - public int GobBlocksInZ { get; } - public int GobBlocksInTileX { get; } + /// <summary> + /// The width of the texture. + /// </summary> + public int Width { get; } + /// <summary> + /// The height of the texture, or layers count for 1D array textures. + /// </summary> + public int Height { get; } + + /// <summary> + /// The depth of the texture (for 3D textures), or layers count for array textures. + /// </summary> + public int DepthOrLayers { get; } + + /// <summary> + /// The number of mipmap levels of the texture. + /// </summary> + public int Levels { get; } + + /// <summary> + /// The number of samples in the X direction for multisampled textures. + /// </summary> + public int SamplesInX { get; } + + /// <summary> + /// The number of samples in the Y direction for multisampled textures. + /// </summary> + public int SamplesInY { get; } + + /// <summary> + /// The number of bytes per line for linear textures. + /// </summary> + public int Stride { get; } + + /// <summary> + /// Indicates whenever or not the texture is a linear texture. + /// </summary> + public bool IsLinear { get; } + + /// <summary> + /// GOB blocks in the Y direction, for block linear textures. + /// </summary> + public int GobBlocksInY { get; } + + /// <summary> + /// GOB blocks in the Z direction, for block linear textures. + /// </summary> + public int GobBlocksInZ { get; } + + /// <summary> + /// Number of GOB blocks per tile in the X direction, for block linear textures. + /// </summary> + public int GobBlocksInTileX { get; } + + /// <summary> + /// Total number of samples for multisampled textures. + /// </summary> public int Samples => SamplesInX * SamplesInY; + /// <summary> + /// Texture target type. + /// </summary> public Target Target { get; } + /// <summary> + /// Texture format information. + /// </summary> public FormatInfo FormatInfo { get; } + /// <summary> + /// Depth-stencil mode of the texture. This defines whenever the depth or stencil value is read from shaders, + /// for depth-stencil texture formats. + /// </summary> public DepthStencilMode DepthStencilMode { get; } + /// <summary> + /// Texture swizzle for the red color channel. + /// </summary> public SwizzleComponent SwizzleR { get; } + /// <summary> + /// Texture swizzle for the green color channel. + /// </summary> public SwizzleComponent SwizzleG { get; } + /// <summary> + /// Texture swizzle for the blue color channel. + /// </summary> public SwizzleComponent SwizzleB { get; } + /// <summary> + /// Texture swizzle for the alpha color channel. + /// </summary> public SwizzleComponent SwizzleA { get; } + /// <summary> + /// Constructs the texture information structure. + /// </summary> + /// <param name="address">The address of the texture</param> + /// <param name="width">The width of the texture</param> + /// <param name="height">The height or the texture</param> + /// <param name="depthOrLayers">The depth or layers count of the texture</param> + /// <param name="levels">The amount if mipmap levels of the texture</param> + /// <param name="samplesInX">The number of samples in the X direction for multisample textures, should be 1 otherwise</param> + /// <param name="samplesInY">The number of samples in the Y direction for multisample textures, should be 1 otherwise</param> + /// <param name="stride">The stride for linear textures</param> + /// <param name="isLinear">Whenever the texture is linear or block linear</param> + /// <param name="gobBlocksInY">Number of GOB blocks in the Y direction</param> + /// <param name="gobBlocksInZ">Number of GOB blocks in the Z direction</param> + /// <param name="gobBlocksInTileX">Number of GOB blocks per tile in the X direction</param> + /// <param name="target">Texture target type</param> + /// <param name="formatInfo">Texture format information</param> + /// <param name="depthStencilMode">Depth-stencil mode</param> + /// <param name="swizzleR">Swizzle for the red color channel</param> + /// <param name="swizzleG">Swizzle for the green color channel</param> + /// <param name="swizzleB">Swizzle for the blue color channel</param> + /// <param name="swizzleA">Swizzle for the alpha color channel</param> public TextureInfo( ulong address, int width, @@ -73,11 +169,21 @@ namespace Ryujinx.Graphics.Gpu.Image SwizzleA = swizzleA; } + /// <summary> + /// Gets the real texture depth. + /// Returns 1 for any target other than 3D textures. + /// </summary> + /// <returns>Texture depth</returns> public int GetDepth() { return Target == Target.Texture3D ? DepthOrLayers : 1; } + /// <summary> + /// Gets the number of layers of the texture. + /// Returns 1 for non-array textures, 6 for cubemap textures, and layer faces for cubemap array textures. + /// </summary> + /// <returns>The number of texture layers</returns> public int GetLayers() { if (Target == Target.Texture2DArray || Target == Target.Texture2DMultisampleArray) |
