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surface_params: Make use of designated initializers where applicable
Provides a convenient way to avoid unnecessary zero initializing.
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@ -166,27 +166,30 @@ SurfaceParams SurfaceParams::CreateForImage(const FormatLookupTable& lookup_tabl
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SurfaceParams SurfaceParams::CreateForDepthBuffer(Core::System& system) {
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const auto& regs = system.GPU().Maxwell3D().regs;
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SurfaceParams params;
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params.is_tiled = regs.zeta.memory_layout.type ==
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Tegra::Engines::Maxwell3D::Regs::InvMemoryLayout::BlockLinear;
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params.srgb_conversion = false;
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params.block_width = std::min(regs.zeta.memory_layout.block_width.Value(), 5U);
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params.block_height = std::min(regs.zeta.memory_layout.block_height.Value(), 5U);
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params.block_depth = std::min(regs.zeta.memory_layout.block_depth.Value(), 5U);
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params.tile_width_spacing = 1;
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params.pixel_format = PixelFormatFromDepthFormat(regs.zeta.format);
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params.type = GetFormatType(params.pixel_format);
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params.width = regs.zeta_width;
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params.height = regs.zeta_height;
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params.pitch = 0;
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params.num_levels = 1;
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params.emulated_levels = 1;
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const bool is_layered = regs.zeta_layers > 1 && params.block_depth == 0;
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params.is_layered = is_layered;
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params.target = is_layered ? SurfaceTarget::Texture2DArray : SurfaceTarget::Texture2D;
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params.depth = is_layered ? regs.zeta_layers.Value() : 1U;
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return params;
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const auto block_depth = std::min(regs.zeta.memory_layout.block_depth.Value(), 5U);
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const bool is_layered = regs.zeta_layers > 1 && block_depth == 0;
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const auto pixel_format = PixelFormatFromDepthFormat(regs.zeta.format);
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return {
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.is_tiled = regs.zeta.memory_layout.type ==
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Tegra::Engines::Maxwell3D::Regs::InvMemoryLayout::BlockLinear,
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.srgb_conversion = false,
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.is_layered = is_layered,
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.block_width = std::min(regs.zeta.memory_layout.block_width.Value(), 5U),
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.block_height = std::min(regs.zeta.memory_layout.block_height.Value(), 5U),
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.block_depth = block_depth,
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.tile_width_spacing = 1,
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.width = regs.zeta_width,
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.height = regs.zeta_height,
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.depth = is_layered ? regs.zeta_layers.Value() : 1U,
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.pitch = 0,
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.num_levels = 1,
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.emulated_levels = 1,
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.pixel_format = pixel_format,
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.type = GetFormatType(pixel_format),
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.target = is_layered ? SurfaceTarget::Texture2DArray : SurfaceTarget::Texture2D,
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};
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}
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SurfaceParams SurfaceParams::CreateForFramebuffer(Core::System& system, std::size_t index) {
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@ -232,24 +235,29 @@ SurfaceParams SurfaceParams::CreateForFramebuffer(Core::System& system, std::siz
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SurfaceParams SurfaceParams::CreateForFermiCopySurface(
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const Tegra::Engines::Fermi2D::Regs::Surface& config) {
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SurfaceParams params{};
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params.is_tiled = !config.linear;
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params.srgb_conversion = config.format == Tegra::RenderTargetFormat::B8G8R8A8_SRGB ||
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config.format == Tegra::RenderTargetFormat::A8B8G8R8_SRGB;
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params.block_width = params.is_tiled ? std::min(config.BlockWidth(), 5U) : 0;
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params.block_height = params.is_tiled ? std::min(config.BlockHeight(), 5U) : 0;
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params.block_depth = params.is_tiled ? std::min(config.BlockDepth(), 5U) : 0;
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params.tile_width_spacing = 1;
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params.pixel_format = PixelFormatFromRenderTargetFormat(config.format);
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params.type = GetFormatType(params.pixel_format);
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params.width = config.width;
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params.height = config.height;
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params.pitch = config.pitch;
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// TODO(Rodrigo): Try to guess texture arrays from parameters
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params.target = SurfaceTarget::Texture2D;
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params.depth = 1;
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params.num_levels = 1;
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params.emulated_levels = 1;
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const bool is_tiled = !config.linear;
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const auto pixel_format = PixelFormatFromRenderTargetFormat(config.format);
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SurfaceParams params{
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.is_tiled = is_tiled,
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.srgb_conversion = config.format == Tegra::RenderTargetFormat::B8G8R8A8_SRGB ||
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config.format == Tegra::RenderTargetFormat::A8B8G8R8_SRGB,
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.block_width = is_tiled ? std::min(config.BlockWidth(), 5U) : 0U,
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.block_height = is_tiled ? std::min(config.BlockHeight(), 5U) : 0U,
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.block_depth = is_tiled ? std::min(config.BlockDepth(), 5U) : 0U,
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.tile_width_spacing = 1,
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.width = config.width,
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.height = config.height,
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.depth = 1,
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.pitch = config.pitch,
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.num_levels = 1,
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.emulated_levels = 1,
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.pixel_format = pixel_format,
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.type = GetFormatType(pixel_format),
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// TODO(Rodrigo): Try to guess texture arrays from parameters
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.target = SurfaceTarget::Texture2D,
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};
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params.is_layered = params.IsLayered();
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return params;
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}
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