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Commit Description:
Add timers for Simulation and various engines...
Commit Description:
Add timers for Simulation and various engines Starting to add additional timers for different stages of the process of updating in order to get more insight into what is slowing it down. The update takes 9ms, which is much longer than it used to. Engine-specific timers are coming later.
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FNA/src/Graphics/States/SamplerState.cs
145 lines | 2.7 KiB | text/x-csharp | CSharpLexer
#region License
/* FNA - XNA4 Reimplementation for Desktop Platforms
* Copyright 2009-2020 Ethan Lee and the MonoGame Team
*
* Released under the Microsoft Public License.
* See LICENSE for details.
*/
#endregion
namespace Microsoft.Xna.Framework.Graphics
{
public class SamplerState : GraphicsResource
{
#region Public Properties
public TextureAddressMode AddressU
{
get;
set;
}
public TextureAddressMode AddressV
{
get;
set;
}
public TextureAddressMode AddressW
{
get;
set;
}
public TextureFilter Filter
{
get;
set;
}
public int MaxAnisotropy
{
get;
set;
}
public int MaxMipLevel
{
get;
set;
}
public float MipMapLevelOfDetailBias
{
get;
set;
}
#endregion
#region Public SamplerState Presets
public static readonly SamplerState AnisotropicClamp = new SamplerState(
"SamplerState.AnisotropicClamp",
TextureFilter.Anisotropic,
TextureAddressMode.Clamp,
TextureAddressMode.Clamp,
TextureAddressMode.Clamp
);
public static readonly SamplerState AnisotropicWrap = new SamplerState(
"SamplerState.AnisotropicWrap",
TextureFilter.Anisotropic,
TextureAddressMode.Wrap,
TextureAddressMode.Wrap,
TextureAddressMode.Wrap
);
public static readonly SamplerState LinearClamp = new SamplerState(
"SamplerState.LinearClamp",
TextureFilter.Linear,
TextureAddressMode.Clamp,
TextureAddressMode.Clamp,
TextureAddressMode.Clamp
);
public static readonly SamplerState LinearWrap = new SamplerState(
"SamplerState.LinearWrap",
TextureFilter.Linear,
TextureAddressMode.Wrap,
TextureAddressMode.Wrap,
TextureAddressMode.Wrap
);
public static readonly SamplerState PointClamp = new SamplerState(
"SamplerState.PointClamp",
TextureFilter.Point,
TextureAddressMode.Clamp,
TextureAddressMode.Clamp,
TextureAddressMode.Clamp
);
public static readonly SamplerState PointWrap = new SamplerState(
"SamplerState.PointWrap",
TextureFilter.Point,
TextureAddressMode.Wrap,
TextureAddressMode.Wrap,
TextureAddressMode.Wrap
);
#endregion
#region Public Constructor
public SamplerState()
{
Filter = TextureFilter.Linear;
AddressU = TextureAddressMode.Wrap;
AddressV = TextureAddressMode.Wrap;
AddressW = TextureAddressMode.Wrap;
MaxAnisotropy = 4;
MaxMipLevel = 0;
MipMapLevelOfDetailBias = 0.0f;
}
#endregion
#region Private Constructor
private SamplerState(
string name,
TextureFilter filter,
TextureAddressMode addressU,
TextureAddressMode addressV,
TextureAddressMode addressW
) : this() {
Name = name;
Filter = filter;
AddressU = addressU;
AddressV = addressV;
AddressW = addressW;
}
#endregion
}
}