Scale texture resolution before sending to backend (#1646)
* Work * Propagate scale factor to copy temp. Not really needed, just here for consistency * PR feedback
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7 changed files with 47 additions and 52 deletions
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@ -754,7 +754,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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break;
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}
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}
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else if (overlapCompatibility == TextureViewCompatibility.CopyOnly)
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{
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// TODO: Copy rules for targets created after the container texture. See below.
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@ -833,7 +833,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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TextureInfo overlapInfo = AdjustSizes(texture, overlap.Info, oInfo.FirstLevel);
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TextureCreateInfo createInfo = GetCreateInfo(overlapInfo, _context.Capabilities);
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TextureCreateInfo createInfo = GetCreateInfo(overlapInfo, _context.Capabilities, overlap.ScaleFactor);
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if (texture.ScaleFactor != overlap.ScaleFactor)
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{
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@ -944,7 +944,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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else
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{
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// Bpp may be a mismatch between the target texture and the param.
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// Bpp may be a mismatch between the target texture and the param.
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// Due to the way linear strided and block layouts work, widths can be multiplied by Bpp for comparison.
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// Note: tex.Width is the aligned texture size. Prefer param.XCount, as the destination should be a texture with that exact size.
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@ -1054,8 +1054,9 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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/// <param name="info">Texture information</param>
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/// <param name="caps">GPU capabilities</param>
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/// <param name="scale">Texture scale factor, to be applied to the texture size</param>
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/// <returns>The texture creation information</returns>
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public static TextureCreateInfo GetCreateInfo(TextureInfo info, Capabilities caps)
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public static TextureCreateInfo GetCreateInfo(TextureInfo info, Capabilities caps, float scale)
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{
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FormatInfo formatInfo = info.FormatInfo;
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@ -1092,6 +1093,12 @@ namespace Ryujinx.Graphics.Gpu.Image
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int depth = info.GetDepth() * info.GetLayers();
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if (scale != 1f)
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{
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width = (int)MathF.Ceiling(width * scale);
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height = (int)MathF.Ceiling(height * scale);
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}
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return new TextureCreateInfo(
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width,
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height,
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