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	Add support for sampler sRGB disable (#7312)
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		@@ -13,6 +13,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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        /// </summary>
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        public bool IsDisposed { get; private set; }
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        /// <summary>
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        /// True if the sampler has sRGB conversion enabled, false otherwise.
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        /// </summary>
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        public bool IsSrgb { get; }
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        /// <summary>
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        /// Host sampler object.
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        /// </summary>
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@@ -30,6 +35,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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        /// <param name="descriptor">The Maxwell sampler descriptor</param>
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        public Sampler(GpuContext context, SamplerDescriptor descriptor)
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        {
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            IsSrgb = descriptor.UnpackSrgb();
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            MinFilter minFilter = descriptor.UnpackMinFilter();
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            MagFilter magFilter = descriptor.UnpackMagFilter();
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@@ -113,6 +113,15 @@ namespace Ryujinx.Graphics.Gpu.Image
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            return (CompareOp)(((Word0 >> 10) & 7) + 1);
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        }
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        /// <summary>
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        /// Unpacks the sampler sRGB format flag.
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        /// </summary>
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        /// <returns>True if the has sampler is sRGB conversion enabled, false otherwise</returns>
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        public readonly bool UnpackSrgb()
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        {
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            return (Word0 & (1 << 13)) != 0;
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        }
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        /// <summary>
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        /// Unpacks and converts the maximum anisotropy value used for texture anisotropic filtering.
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        /// </summary>
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@@ -187,7 +187,9 @@ namespace Ryujinx.Graphics.Gpu.Image
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        {
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            (TexturePool texturePool, SamplerPool samplerPool) = GetPools();
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            return (texturePool.Get(textureId), samplerPool.Get(samplerId));
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            Sampler sampler = samplerPool?.Get(samplerId);
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            return (texturePool.Get(textureId, sampler?.IsSrgb ?? true), sampler);
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        }
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        /// <summary>
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@@ -508,12 +510,12 @@ namespace Ryujinx.Graphics.Gpu.Image
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                state.TextureHandle = textureId;
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                state.SamplerHandle = samplerId;
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                ref readonly TextureDescriptor descriptor = ref texturePool.GetForBinding(textureId, out Texture texture);
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                Sampler sampler = samplerPool?.Get(samplerId);
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                ref readonly TextureDescriptor descriptor = ref texturePool.GetForBinding(textureId, sampler?.IsSrgb ?? true, out Texture texture);
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                specStateMatches &= specState.MatchesTexture(stage, index, descriptor);
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                Sampler sampler = samplerPool?.Get(samplerId);
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                ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
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                ISampler hostSampler = sampler?.GetHostSampler(texture);
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@@ -227,6 +227,17 @@ namespace Ryujinx.Graphics.Gpu.Image
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        /// <param name="id">ID of the texture. This is effectively a zero-based index</param>
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        /// <returns>The texture with the given ID</returns>
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        public override Texture Get(int id)
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        {
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            return Get(id, srgbSampler: true);
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        }
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        /// <summary>
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        /// Gets the texture with the given ID.
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        /// </summary>
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        /// <param name="id">ID of the texture. This is effectively a zero-based index</param>
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        /// <param name="srgbSampler">Whether the texture is being accessed with a sampler that has sRGB conversion enabled</param>
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        /// <returns>The texture with the given ID</returns>
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        public Texture Get(int id, bool srgbSampler)
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        {
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            if ((uint)id >= Items.Length)
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            {
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@@ -240,7 +251,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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                SynchronizeMemory();
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            }
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            GetInternal(id, out Texture texture);
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            GetForBinding(id, srgbSampler, out Texture texture);
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            return texture;
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        }
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@@ -252,9 +263,10 @@ namespace Ryujinx.Graphics.Gpu.Image
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        /// This method assumes that the pool has been manually synchronized before doing binding.
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        /// </remarks>
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        /// <param name="id">ID of the texture. This is effectively a zero-based index</param>
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        /// <param name="srgbSampler">Whether the texture is being accessed with a sampler that has sRGB conversion enabled</param>
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        /// <param name="texture">The texture with the given ID</param>
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        /// <returns>The texture descriptor with the given ID</returns>
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        public ref readonly TextureDescriptor GetForBinding(int id, out Texture texture)
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        public ref readonly TextureDescriptor GetForBinding(int id, bool srgbSampler, out Texture texture)
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        {
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            if ((uint)id >= Items.Length)
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            {
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@@ -264,6 +276,18 @@ namespace Ryujinx.Graphics.Gpu.Image
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            // When getting for binding, assume the pool has already been synchronized.
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            if (!srgbSampler)
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            {
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                // If the sampler does not have the sRGB bit enabled, then the texture can't use a sRGB format.
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                ref readonly TextureDescriptor tempDescriptor = ref GetDescriptorRef(id);
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                if (tempDescriptor.UnpackSrgb() && FormatTable.TryGetTextureFormat(tempDescriptor.UnpackFormat(), isSrgb: false, out FormatInfo formatInfo))
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                {
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                    // Get a view of the texture with the right format.
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                    return ref GetForBinding(id, formatInfo, out texture);
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                }
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            }
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            return ref GetInternal(id, out texture);
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        }
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