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.Shader/CodeGen/Glsl/CodeGenContext.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.Shader/CodeGen/Glsl/CodeGenContext.cs')
| -rw-r--r-- | Ryujinx.Graphics.Shader/CodeGen/Glsl/CodeGenContext.cs | 17 |
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); |
