From bc4e70b6fafc333c91caf5a94e49ece339dccd80 Mon Sep 17 00:00:00 2001 From: riperiperi Date: Wed, 8 Dec 2021 21:09:36 +0000 Subject: 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. --- Ryujinx.Graphics.Gpu/Image/Sampler.cs | 24 +----------------------- 1 file changed, 1 insertion(+), 23 deletions(-) (limited to 'Ryujinx.Graphics.Gpu/Image/Sampler.cs') 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; } /// -- cgit v1.2.3