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:
riperiperi 2020-07-07 03:41:07 +01:00 committed by GitHub
parent 43b78ae157
commit 484eb645ae
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
49 changed files with 1163 additions and 131 deletions

View file

@ -390,7 +390,34 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
}
}
Append(AssemblePVector(pCount));
string ApplyScaling(string vector)
{
if (intCoords)
{
int index = context.FindTextureDescriptorIndex(texOp);
if ((context.Config.Stage == ShaderStage.Fragment || context.Config.Stage == ShaderStage.Compute) &&
(texOp.Flags & TextureFlags.Bindless) == 0 &&
texOp.Type != SamplerType.Indexed &&
pCount == 2)
{
return "Helper_TexelFetchScale(" + vector + ", " + index + ")";
}
else
{
// Resolution scaling cannot be applied to this texture right now.
// Flag so that we know to blacklist scaling on related textures when binding them.
TextureDescriptor descriptor = context.TextureDescriptors[index];
descriptor.Flags |= TextureUsageFlags.ResScaleUnsupported;
context.TextureDescriptors[index] = descriptor;
}
}
return vector;
}
Append(ApplyScaling(AssemblePVector(pCount)));
string AssembleDerivativesVector(int count)
{