From 484eb645ae0611f60fae845ed011ed6115352e06 Mon Sep 17 00:00:00 2001 From: riperiperi Date: Tue, 7 Jul 2020 03:41:07 +0100 Subject: 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. --- Ryujinx.Graphics.Shader/CodeGen/Glsl/CodeGenContext.cs | 17 +++++++++++++++++ 1 file changed, 17 insertions(+) (limited to 'Ryujinx.Graphics.Shader/CodeGen/Glsl/CodeGenContext.cs') 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); -- cgit v1.2.3