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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@ -32,6 +32,8 @@ namespace Ryujinx.Graphics.Shader.Instructions
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Operand src = Attribute(op.AttributeOffset + index * 4);
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context.FlagAttributeRead(src.Value);
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context.Copy(Register(rd), context.LoadAttribute(src, primVertex));
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}
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}
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@ -96,6 +98,8 @@ namespace Ryujinx.Graphics.Shader.Instructions
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{
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OpCodeIpa op = (OpCodeIpa)context.CurrOp;
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context.FlagAttributeRead(op.AttributeOffset);
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Operand res = Attribute(op.AttributeOffset);
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if (op.AttributeOffset >= AttributeConsts.UserAttributeBase &&
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