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authorriperiperi <rhy3756547@hotmail.com>2020-07-07 03:41:07 +0100
committerGitHub <noreply@github.com>2020-07-07 04:41:07 +0200
commit484eb645ae0611f60fae845ed011ed6115352e06 (patch)
treeb15972f04dae0b1b6c644cbbbdfcd98856adee15 /Ryujinx.Graphics.OpenGL/Image/TextureCopy.cs
parent43b78ae157eed5c9436dc19a6d498655891202d8 (diff)
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.
Diffstat (limited to 'Ryujinx.Graphics.OpenGL/Image/TextureCopy.cs')
-rw-r--r--Ryujinx.Graphics.OpenGL/Image/TextureCopy.cs8
1 files changed, 8 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.OpenGL/Image/TextureCopy.cs b/Ryujinx.Graphics.OpenGL/Image/TextureCopy.cs
index db9ff41c..e89d5614 100644
--- a/Ryujinx.Graphics.OpenGL/Image/TextureCopy.cs
+++ b/Ryujinx.Graphics.OpenGL/Image/TextureCopy.cs
@@ -33,6 +33,11 @@ namespace Ryujinx.Graphics.OpenGL.Image
ClearBufferMask mask = GetMask(src.Format);
+ if ((mask & (ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit)) != 0 || src.Format.IsInteger())
+ {
+ linearFilter = false;
+ }
+
BlitFramebufferFilter filter = linearFilter
? BlitFramebufferFilter.Linear
: BlitFramebufferFilter.Nearest;
@@ -55,6 +60,9 @@ namespace Ryujinx.Graphics.OpenGL.Image
mask,
filter);
+ Attach(FramebufferTarget.ReadFramebuffer, src.Format, 0);
+ Attach(FramebufferTarget.DrawFramebuffer, dst.Format, 0);
+
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, oldReadFramebufferHandle);
GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, oldDrawFramebufferHandle);