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. --- .../CodeGen/Glsl/Instructions/InstGenMemory.cs | 29 +++++++++++++++++++++- 1 file changed, 28 insertions(+), 1 deletion(-) (limited to 'Ryujinx.Graphics.Shader/CodeGen/Glsl/Instructions') diff --git a/Ryujinx.Graphics.Shader/CodeGen/Glsl/Instructions/InstGenMemory.cs b/Ryujinx.Graphics.Shader/CodeGen/Glsl/Instructions/InstGenMemory.cs index d05c77df..b951798d 100644 --- a/Ryujinx.Graphics.Shader/CodeGen/Glsl/Instructions/InstGenMemory.cs +++ b/Ryujinx.Graphics.Shader/CodeGen/Glsl/Instructions/InstGenMemory.cs @@ -390,7 +390,34 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions } } - Append(AssemblePVector(pCount)); + string ApplyScaling(string vector) + { + if (intCoords) + { + int index = context.FindTextureDescriptorIndex(texOp); + + if ((context.Config.Stage == ShaderStage.Fragment || context.Config.Stage == ShaderStage.Compute) && + (texOp.Flags & TextureFlags.Bindless) == 0 && + texOp.Type != SamplerType.Indexed && + pCount == 2) + { + return "Helper_TexelFetchScale(" + vector + ", " + index + ")"; + } + else + { + // Resolution scaling cannot be applied to this texture right now. + // Flag so that we know to blacklist scaling on related textures when binding them. + + TextureDescriptor descriptor = context.TextureDescriptors[index]; + descriptor.Flags |= TextureUsageFlags.ResScaleUnsupported; + context.TextureDescriptors[index] = descriptor; + } + } + + return vector; + } + + Append(ApplyScaling(AssemblePVector(pCount))); string AssembleDerivativesVector(int count) { -- cgit v1.2.3