diff options
| author | riperiperi <rhy3756547@hotmail.com> | 2020-07-07 03:41:07 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2020-07-07 04:41:07 +0200 |
| commit | 484eb645ae0611f60fae845ed011ed6115352e06 (patch) | |
| tree | b15972f04dae0b1b6c644cbbbdfcd98856adee15 /Ryujinx.Graphics.OpenGL/Window.cs | |
| parent | 43b78ae157eed5c9436dc19a6d498655891202d8 (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/Window.cs')
| -rw-r--r-- | Ryujinx.Graphics.OpenGL/Window.cs | 13 |
1 files changed, 11 insertions, 2 deletions
diff --git a/Ryujinx.Graphics.OpenGL/Window.cs b/Ryujinx.Graphics.OpenGL/Window.cs index 6da9e715..b7dc3784 100644 --- a/Ryujinx.Graphics.OpenGL/Window.cs +++ b/Ryujinx.Graphics.OpenGL/Window.cs @@ -65,11 +65,12 @@ namespace Ryujinx.Graphics.OpenGL GL.Clear(ClearBufferMask.ColorBufferBit); int srcX0, srcX1, srcY0, srcY1; + float scale = view.ScaleFactor; if (crop.Left == 0 && crop.Right == 0) { srcX0 = 0; - srcX1 = view.Width; + srcX1 = (int)(view.Width / scale); } else { @@ -80,7 +81,7 @@ namespace Ryujinx.Graphics.OpenGL if (crop.Top == 0 && crop.Bottom == 0) { srcY0 = 0; - srcY1 = view.Height; + srcY1 = (int)(view.Height / scale); } else { @@ -88,6 +89,14 @@ namespace Ryujinx.Graphics.OpenGL srcY1 = crop.Bottom; } + if (scale != 1f) + { + srcX0 = (int)(srcX0 * scale); + srcY0 = (int)(srcY0 * scale); + srcX1 = (int)Math.Ceiling(srcX1 * scale); + srcY1 = (int)Math.Ceiling(srcY1 * scale); + } + float ratioX = MathF.Min(1f, (_height * (float)NativeWidth) / ((float)NativeHeight * _width)); float ratioY = MathF.Min(1f, (_width * (float)NativeHeight) / ((float)NativeWidth * _height)); |
