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