Implement Zero-Configuration Resolution Scaling (#1365)
* Initial implementation of Render Target Scaling Works with most games I have. No GUI option right now, it is hardcoded. Missing handling for texelFetch operation. * Realtime Configuration, refactoring. * texelFetch scaling on fragment shader (WIP) * Improve Shader-Side changes. * Fix potential crash when no color/depth bound * Workaround random uses of textures in compute. This was blacklisting textures in a few games despite causing no bugs. Will eventually add full support so this doesn't break anything. * Fix scales oscillating when changing between non-native scales. * Scaled textures on compute, cleanup, lazier uniform update. * Cleanup. * Fix stupidity * Address Thog Feedback. * Cover most of GDK's feedback (two comments remain) * Fix bad rename * Move IsDepthStencil to FormatExtensions, add docs. * Fix default config, square texture detection. * Three final fixes: - Nearest copy when texture is integer format. - Texture2D -> Texture3D copy correctly blacklists the texture before trying an unscaled copy (caused driver error) - Discount small textures. * Remove scale threshold. Not needed right now - we'll see if we run into problems. * All CPU modification blacklists scale. * Fix comment.
This commit is contained in:
parent
43b78ae157
commit
484eb645ae
49 changed files with 1163 additions and 131 deletions
|
@ -137,6 +137,14 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
|||
context.AppendLine();
|
||||
}
|
||||
|
||||
if (context.Config.Stage == ShaderStage.Fragment || context.Config.Stage == ShaderStage.Compute)
|
||||
{
|
||||
if (DeclareRenderScale(context))
|
||||
{
|
||||
context.AppendLine();
|
||||
}
|
||||
}
|
||||
|
||||
if ((info.HelperFunctionsMask & HelperFunctionsMask.MultiplyHighS32) != 0)
|
||||
{
|
||||
AppendHelperFunction(context, "Ryujinx.Graphics.Shader/CodeGen/Glsl/HelperFunctions/MultiplyHighS32.glsl");
|
||||
|
@ -219,6 +227,33 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
|||
}
|
||||
}
|
||||
|
||||
private static bool DeclareRenderScale(CodeGenContext context)
|
||||
{
|
||||
if ((context.Config.UsedFeatures & (FeatureFlags.FragCoordXY | FeatureFlags.IntegerSampling)) != 0)
|
||||
{
|
||||
string stage = OperandManager.GetShaderStagePrefix(context.Config.Stage);
|
||||
|
||||
int scaleElements = context.TextureDescriptors.Count;
|
||||
|
||||
if (context.Config.Stage == ShaderStage.Fragment)
|
||||
{
|
||||
scaleElements++; // Also includes render target scale, for gl_FragCoord.
|
||||
}
|
||||
|
||||
context.AppendLine($"uniform float {stage}_renderScale[{scaleElements}];");
|
||||
|
||||
if (context.Config.UsedFeatures.HasFlag(FeatureFlags.IntegerSampling))
|
||||
{
|
||||
context.AppendLine();
|
||||
AppendHelperFunction(context, $"Ryujinx.Graphics.Shader/CodeGen/Glsl/HelperFunctions/TexelFetchScale_{stage}.glsl");
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private static void DeclareStorages(CodeGenContext context, StructuredProgramInfo info)
|
||||
{
|
||||
string sbName = OperandManager.GetShaderStagePrefix(context.Config.Stage);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue