Add XML documentation to Ryujinx.Graphics.Gpu.Image
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24 changed files with 1133 additions and 61 deletions
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@ -1,5 +1,8 @@
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// Multisampled texture samples count.
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/// </summary>
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enum TextureMsaaMode
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{
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Ms1x1 = 0,
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@ -11,43 +14,55 @@ namespace Ryujinx.Graphics.Gpu.Image
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static class TextureMsaaModeConverter
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{
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/// <summary>
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/// Returns the total number of samples from the MSAA mode.
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/// </summary>
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/// <param name="msaaMode">The MSAA mode</param>
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/// <returns>The total number of samples</returns>
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public static int SamplesCount(this TextureMsaaMode msaaMode)
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{
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switch (msaaMode)
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return msaaMode switch
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{
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case TextureMsaaMode.Ms2x1: return 2;
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case TextureMsaaMode.Ms2x2: return 4;
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case TextureMsaaMode.Ms4x2: return 8;
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case TextureMsaaMode.Ms4x4: return 16;
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}
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return 1;
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TextureMsaaMode.Ms2x1 => 2,
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TextureMsaaMode.Ms2x2 => 4,
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TextureMsaaMode.Ms4x2 => 8,
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TextureMsaaMode.Ms4x4 => 16,
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_ => 1
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};
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}
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/// <summary>
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/// Returns the number of samples in the X direction from the MSAA mode.
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/// </summary>
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/// <param name="msaaMode">The MSAA mode</param>
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/// <returns>The number of samples in the X direction</returns>
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public static int SamplesInX(this TextureMsaaMode msaaMode)
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{
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switch (msaaMode)
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return msaaMode switch
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{
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case TextureMsaaMode.Ms2x1: return 2;
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case TextureMsaaMode.Ms2x2: return 2;
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case TextureMsaaMode.Ms4x2: return 4;
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case TextureMsaaMode.Ms4x4: return 4;
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}
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return 1;
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TextureMsaaMode.Ms2x1 => 2,
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TextureMsaaMode.Ms2x2 => 2,
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TextureMsaaMode.Ms4x2 => 4,
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TextureMsaaMode.Ms4x4 => 4,
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_ => 1
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};
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}
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/// <summary>
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/// Returns the number of samples in the Y direction from the MSAA mode.
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/// </summary>
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/// <param name="msaaMode">The MSAA mode</param>
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/// <returns>The number of samples in the Y direction</returns>
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public static int SamplesInY(this TextureMsaaMode msaaMode)
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{
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switch (msaaMode)
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return msaaMode switch
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{
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case TextureMsaaMode.Ms2x1: return 1;
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case TextureMsaaMode.Ms2x2: return 2;
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case TextureMsaaMode.Ms4x2: return 2;
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case TextureMsaaMode.Ms4x4: return 4;
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}
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return 1;
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TextureMsaaMode.Ms2x1 => 1,
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TextureMsaaMode.Ms2x2 => 2,
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TextureMsaaMode.Ms4x2 => 2,
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TextureMsaaMode.Ms4x4 => 4,
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_ => 1
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};
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}
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}
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}
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