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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.Shader/CodeGen/Glsl/CodeGenContext.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.Shader/CodeGen/Glsl/CodeGenContext.cs')
-rw-r--r--Ryujinx.Graphics.Shader/CodeGen/Glsl/CodeGenContext.cs17
1 files changed, 17 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.Shader/CodeGen/Glsl/CodeGenContext.cs b/Ryujinx.Graphics.Shader/CodeGen/Glsl/CodeGenContext.cs
index 6bef8e6c..91ab7ad5 100644
--- a/Ryujinx.Graphics.Shader/CodeGen/Glsl/CodeGenContext.cs
+++ b/Ryujinx.Graphics.Shader/CodeGen/Glsl/CodeGenContext.cs
@@ -1,3 +1,5 @@
+using Ryujinx.Graphics.Shader.IntermediateRepresentation;
+using Ryujinx.Graphics.Shader.StructuredIr;
using Ryujinx.Graphics.Shader.Translation;
using System.Collections.Generic;
using System.Text;
@@ -75,6 +77,21 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
AppendLine("}" + suffix);
}
+ public int FindTextureDescriptorIndex(AstTextureOperation texOp)
+ {
+ AstOperand operand = texOp.GetSource(0) as AstOperand;
+ bool bindless = (texOp.Flags & TextureFlags.Bindless) > 0;
+
+ int cBufSlot = bindless ? operand.CbufSlot : 0;
+ int cBufOffset = bindless ? operand.CbufOffset : 0;
+
+ return TextureDescriptors.FindIndex(descriptor =>
+ descriptor.Type == texOp.Type &&
+ descriptor.HandleIndex == texOp.Handle &&
+ descriptor.CbufSlot == cBufSlot &&
+ descriptor.CbufOffset == cBufOffset);
+ }
+
private void UpdateIndentation()
{
_indentation = GetIndentation(_level);