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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@ -283,11 +283,15 @@ namespace Ryujinx.Graphics.Shader.Instructions
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public static void Tld(EmitterContext context)
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{
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context.UsedFeatures |= FeatureFlags.IntegerSampling;
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EmitTextureSample(context, TextureFlags.IntCoords);
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}
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public static void TldB(EmitterContext context)
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{
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context.UsedFeatures |= FeatureFlags.IntegerSampling;
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EmitTextureSample(context, TextureFlags.IntCoords | TextureFlags.Bindless);
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}
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@ -428,6 +432,8 @@ namespace Ryujinx.Graphics.Shader.Instructions
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return;
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}
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context.UsedFeatures |= FeatureFlags.IntegerSampling;
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flags = ConvertTextureFlags(tldsOp.Target) | TextureFlags.IntCoords;
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if (tldsOp.Target == TexelLoadTarget.Texture1DLodZero && context.Config.GpuAccessor.QueryIsTextureBuffer(tldsOp.Immediate))
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