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.
This commit is contained in:
riperiperi 2020-07-07 03:41:07 +01:00 committed by GitHub
parent 43b78ae157
commit 484eb645ae
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
49 changed files with 1163 additions and 131 deletions

View file

@ -29,10 +29,20 @@ namespace Ryujinx.Graphics.Gpu.Image
/// </summary>
public TextureInfo Info { get; private set; }
/// <summary>
/// Host scale factor.
/// </summary>
public float ScaleFactor { get; private set; }
/// <summary>
/// Upscaling mode. Informs if a texture is scaled, or is eligible for scaling.
/// </summary>
public TextureScaleMode ScaleMode { get; private set; }
private int _depth;
private int _layers;
private readonly int _firstLayer;
private readonly int _firstLevel;
private int _firstLayer;
private int _firstLevel;
private bool _hasData;
@ -92,18 +102,25 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <param name="sizeInfo">Size information of the texture</param>
/// <param name="firstLayer">The first layer of the texture, or 0 if the texture has no parent</param>
/// <param name="firstLevel">The first mipmap level of the texture, or 0 if the texture has no parent</param>
/// <param name="scaleFactor">The floating point scale factor to initialize with</param>
/// <param name="scaleMode">The scale mode to initialize with</param>
private Texture(
GpuContext context,
TextureInfo info,
SizeInfo sizeInfo,
int firstLayer,
int firstLevel)
GpuContext context,
TextureInfo info,
SizeInfo sizeInfo,
int firstLayer,
int firstLevel,
float scaleFactor,
TextureScaleMode scaleMode)
{
InitializeTexture(context, info, sizeInfo);
_firstLayer = firstLayer;
_firstLevel = firstLevel;
ScaleFactor = scaleFactor;
ScaleMode = scaleMode;
_hasData = true;
}
@ -113,13 +130,23 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <param name="context">GPU context that the texture belongs to</param>
/// <param name="info">Texture information</param>
/// <param name="sizeInfo">Size information of the texture</param>
public Texture(GpuContext context, TextureInfo info, SizeInfo sizeInfo)
/// <param name="scaleMode">The scale mode to initialize with. If scaled, the texture's data is loaded immediately and scaled up</param>
public Texture(GpuContext context, TextureInfo info, SizeInfo sizeInfo, TextureScaleMode scaleMode)
{
ScaleFactor = 1f; // Texture is first loaded at scale 1x.
ScaleMode = scaleMode;
InitializeTexture(context, info, sizeInfo);
TextureCreateInfo createInfo = TextureManager.GetCreateInfo(info, context.Capabilities);
HostTexture = _context.Renderer.CreateTexture(createInfo);
HostTexture = _context.Renderer.CreateTexture(createInfo, ScaleFactor);
if (scaleMode == TextureScaleMode.Scaled)
{
SynchronizeMemory(); // Load the data and then scale it up.
SetScale(GraphicsConfig.ResScale);
}
}
/// <summary>
@ -162,7 +189,9 @@ namespace Ryujinx.Graphics.Gpu.Image
info,
sizeInfo,
_firstLayer + firstLayer,
_firstLevel + firstLevel);
_firstLevel + firstLevel,
ScaleFactor,
ScaleMode);
TextureCreateInfo createInfo = TextureManager.GetCreateInfo(info, _context.Capabilities);
@ -282,7 +311,7 @@ namespace Ryujinx.Graphics.Gpu.Image
}
else
{
ITexture newStorage = _context.Renderer.CreateTexture(createInfo);
ITexture newStorage = _context.Renderer.CreateTexture(createInfo, ScaleFactor);
HostTexture.CopyTo(newStorage, 0, 0);
@ -290,6 +319,149 @@ namespace Ryujinx.Graphics.Gpu.Image
}
}
/// <summary>
/// Blacklists this texture from being scaled. Resets its scale to 1 if needed.
/// </summary>
public void BlacklistScale()
{
ScaleMode = TextureScaleMode.Blacklisted;
SetScale(1f);
}
/// <summary>
/// Propagates the scale between this texture and another to ensure they have the same scale.
/// If one texture is blacklisted from scaling, the other will become blacklisted too.
/// </summary>
/// <param name="other">The other texture</param>
public void PropagateScale(Texture other)
{
if (other.ScaleMode == TextureScaleMode.Blacklisted || ScaleMode == TextureScaleMode.Blacklisted)
{
BlacklistScale();
other.BlacklistScale();
}
else
{
// Prefer the configured scale if present. If not, prefer the max.
float targetScale = GraphicsConfig.ResScale;
float sharedScale = (ScaleFactor == targetScale || other.ScaleFactor == targetScale) ? targetScale : Math.Max(ScaleFactor, other.ScaleFactor);
SetScale(sharedScale);
other.SetScale(sharedScale);
}
}
/// <summary>
/// Helper method for copying our Texture2DArray texture to the given target, with scaling.
/// This creates temporary views for each array layer on both textures, copying each one at a time.
/// </summary>
/// <param name="target">The texture array to copy to</param>
private void CopyArrayScaled(ITexture target)
{
TextureInfo viewInfo = new TextureInfo(
Info.Address,
Info.Width,
Info.Height,
1,
Info.Levels,
Info.SamplesInX,
Info.SamplesInY,
Info.Stride,
Info.IsLinear,
Info.GobBlocksInY,
Info.GobBlocksInZ,
Info.GobBlocksInTileX,
Target.Texture2D,
Info.FormatInfo,
Info.DepthStencilMode,
Info.SwizzleR,
Info.SwizzleG,
Info.SwizzleB,
Info.SwizzleA);
TextureCreateInfo createInfo = TextureManager.GetCreateInfo(viewInfo, _context.Capabilities);
for (int i = 0; i < Info.DepthOrLayers; i++)
{
ITexture from = HostTexture.CreateView(createInfo, i, 0);
ITexture to = target.CreateView(createInfo, i, 0);
from.CopyTo(to, new Extents2D(0, 0, from.Width, from.Height), new Extents2D(0, 0, to.Width, to.Height), true);
from.Dispose();
to.Dispose();
}
}
/// <summary>
/// Sets the Scale Factor on this texture, and immediately recreates it at the correct size.
/// When a texture is resized, a scaled copy is performed from the old texture to the new one, to ensure no data is lost.
/// If scale is equivalent, this only propagates the blacklisted/scaled mode.
/// If called on a view, its storage is resized instead.
/// When resizing storage, all texture views are recreated.
/// </summary>
/// <param name="scale">The new scale factor for this texture</param>
public void SetScale(float scale)
{
TextureScaleMode newScaleMode = ScaleMode == TextureScaleMode.Blacklisted ? ScaleMode : TextureScaleMode.Scaled;
if (_viewStorage != this)
{
_viewStorage.ScaleMode = newScaleMode;
_viewStorage.SetScale(scale);
return;
}
if (ScaleFactor != scale)
{
Logger.PrintDebug(LogClass.Gpu, $"Rescaling {Info.Width}x{Info.Height} {Info.FormatInfo.Format.ToString()} to ({ScaleFactor} to {scale}). ");
TextureCreateInfo createInfo = TextureManager.GetCreateInfo(Info, _context.Capabilities);
ScaleFactor = scale;
ITexture newStorage = _context.Renderer.CreateTexture(createInfo, ScaleFactor);
if (Info.Target == Target.Texture2DArray)
{
CopyArrayScaled(newStorage);
}
else
{
HostTexture.CopyTo(newStorage, new Extents2D(0, 0, HostTexture.Width, HostTexture.Height), new Extents2D(0, 0, newStorage.Width, newStorage.Height), true);
}
Logger.PrintDebug(LogClass.Gpu, $" Copy performed: {HostTexture.Width}x{HostTexture.Height} to {newStorage.Width}x{newStorage.Height}");
ReplaceStorage(newStorage);
// All views must be recreated against the new storage.
foreach (var view in _views)
{
Logger.PrintDebug(LogClass.Gpu, $" Recreating view {Info.Width}x{Info.Height} {Info.FormatInfo.Format.ToString()}.");
view.ScaleFactor = scale;
TextureCreateInfo viewCreateInfo = TextureManager.GetCreateInfo(view.Info, _context.Capabilities);
ITexture newView = HostTexture.CreateView(viewCreateInfo, view._firstLayer - _firstLayer, view._firstLevel - _firstLevel);
view.ReplaceStorage(newView);
view.ScaleMode = newScaleMode;
}
}
if (ScaleMode != newScaleMode)
{
ScaleMode = newScaleMode;
foreach (var view in _views)
{
view.ScaleMode = newScaleMode;
}
}
}
/// <summary>
/// Synchronizes guest and host memory.
/// This will overwrite the texture data with the texture data on the guest memory, if a CPU
@ -310,9 +482,14 @@ namespace Ryujinx.Graphics.Gpu.Image
int modifiedCount = _context.PhysicalMemory.QueryModified(Address, Size, ResourceName.Texture, _modifiedRanges);
if (modifiedCount == 0 && _hasData)
if (_hasData)
{
return;
if (modifiedCount == 0)
{
return;
}
BlacklistScale();
}
ReadOnlySpan<byte> data = _context.PhysicalMemory.GetSpan(Address, (int)Size);
@ -432,6 +609,7 @@ namespace Ryujinx.Graphics.Gpu.Image
/// </summary>
public void Flush()
{
BlacklistScale();
_context.PhysicalMemory.Write(Address, GetTextureDataFromGpu());
}
@ -445,6 +623,7 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <returns>Host texture data</returns>
private Span<byte> GetTextureDataFromGpu()
{
BlacklistScale();
Span<byte> data = HostTexture.GetData();
if (Info.IsLinear)
@ -980,10 +1159,14 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <param name="parent">The parent texture</param>
/// <param name="info">The new view texture information</param>
/// <param name="hostTexture">The new host texture</param>
public void ReplaceView(Texture parent, TextureInfo info, ITexture hostTexture)
/// <param name="firstLayer">The first layer of the view</param>
/// <param name="firstLevel">The first level of the view</param>
public void ReplaceView(Texture parent, TextureInfo info, ITexture hostTexture, int firstLayer, int firstLevel)
{
ReplaceStorage(hostTexture);
_firstLayer = parent._firstLayer + firstLayer;
_firstLevel = parent._firstLevel + firstLevel;
parent._viewStorage.AddView(this);
SetInfo(info);
@ -1075,7 +1258,7 @@ namespace Ryujinx.Graphics.Gpu.Image
// already deleted (views count is 0).
if (_referenceCount == 0 && _views.Count == 0)
{
DisposeTextures();
Dispose();
}
}
@ -1088,8 +1271,6 @@ namespace Ryujinx.Graphics.Gpu.Image
_arrayViewTexture?.Dispose();
_arrayViewTexture = null;
Disposed?.Invoke(this);
}
/// <summary>
@ -1098,6 +1279,8 @@ namespace Ryujinx.Graphics.Gpu.Image
public void Dispose()
{
DisposeTextures();
Disposed?.Invoke(this);
}
}
}

View file

@ -1,4 +1,5 @@
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
namespace Ryujinx.Graphics.Gpu.Image
{
@ -37,12 +38,18 @@ namespace Ryujinx.Graphics.Gpu.Image
/// </summary>
public int CbufOffset { get; }
/// <summary>
/// Flags from the texture descriptor that indicate how the texture is used.
/// </summary>
public TextureUsageFlags Flags { get; }
/// <summary>
/// Constructs the texture binding information structure.
/// </summary>
/// <param name="target">The shader sampler target type</param>
/// <param name="handle">The shader texture handle (read index into the texture constant buffer)</param>
public TextureBindingInfo(Target target, int handle)
/// <param name="flags">The texture's usage flags, indicating how it is used in the shader</param>
public TextureBindingInfo(Target target, int handle, TextureUsageFlags flags)
{
Target = target;
Handle = handle;
@ -51,6 +58,8 @@ namespace Ryujinx.Graphics.Gpu.Image
CbufSlot = 0;
CbufOffset = 0;
Flags = flags;
}
/// <summary>
@ -59,7 +68,8 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <param name="target">The shader sampler target type</param>
/// <param name="cbufSlot">Constant buffer slot where the bindless texture handle is located</param>
/// <param name="cbufOffset">Constant buffer offset of the bindless texture handle</param>
public TextureBindingInfo(Target target, int cbufSlot, int cbufOffset)
/// <param name="flags">The texture's usage flags, indicating how it is used in the shader</param>
public TextureBindingInfo(Target target, int cbufSlot, int cbufOffset, TextureUsageFlags flags)
{
Target = target;
Handle = 0;
@ -68,6 +78,8 @@ namespace Ryujinx.Graphics.Gpu.Image
CbufSlot = cbufSlot;
CbufOffset = cbufOffset;
Flags = flags;
}
}
}

View file

@ -174,6 +174,8 @@ namespace Ryujinx.Graphics.Gpu.Image
return;
}
bool changed = false;
for (int index = 0; index < _textureBindings[stageIndex].Length; index++)
{
TextureBindingInfo binding = _textureBindings[stageIndex][index];
@ -216,6 +218,11 @@ namespace Ryujinx.Graphics.Gpu.Image
Texture texture = pool.Get(textureId);
if ((binding.Flags & TextureUsageFlags.ResScaleUnsupported) != 0)
{
texture?.BlacklistScale();
}
ITexture hostTexture = texture?.GetTargetTexture(binding.Target);
if (_textureState[stageIndex][index].Texture != hostTexture || _rebind)
@ -223,6 +230,8 @@ namespace Ryujinx.Graphics.Gpu.Image
_textureState[stageIndex][index].Texture = hostTexture;
_context.Renderer.Pipeline.SetTexture(index, stage, hostTexture);
changed = true;
}
if (hostTexture != null && texture.Info.Target == Target.TextureBuffer)
@ -244,6 +253,11 @@ namespace Ryujinx.Graphics.Gpu.Image
_context.Renderer.Pipeline.SetSampler(index, stage, hostSampler);
}
}
if (changed)
{
_context.Renderer.Pipeline.UpdateRenderScale(stage, _textureBindings[stageIndex].Length);
}
}
/// <summary>
@ -269,6 +283,11 @@ namespace Ryujinx.Graphics.Gpu.Image
Texture texture = pool.Get(textureId);
if ((binding.Flags & TextureUsageFlags.ResScaleUnsupported) != 0)
{
texture?.BlacklistScale();
}
ITexture hostTexture = texture?.GetTargetTexture(binding.Target);
if (_imageState[stageIndex][index].Texture != hostTexture || _rebind)

View file

@ -39,6 +39,11 @@ namespace Ryujinx.Graphics.Gpu.Image
private readonly HashSet<Texture> _modified;
private readonly HashSet<Texture> _modifiedLinear;
/// <summary>
/// The scaling factor applied to all currently bound render targets.
/// </summary>
public float RenderTargetScale { get; private set; } = 1f;
/// <summary>
/// Constructs a new instance of the texture manager.
/// </summary>
@ -169,18 +174,112 @@ namespace Ryujinx.Graphics.Gpu.Image
/// </summary>
/// <param name="index">The index of the color buffer to set (up to 8)</param>
/// <param name="color">The color buffer texture</param>
public void SetRenderTargetColor(int index, Texture color)
/// <returns>True if render target scale must be updated.</returns>
public bool SetRenderTargetColor(int index, Texture color)
{
bool hasValue = color != null;
bool changesScale = (hasValue != (_rtColors[index] != null)) || (hasValue && RenderTargetScale != color.ScaleFactor);
_rtColors[index] = color;
return changesScale || (hasValue && color.ScaleMode != TextureScaleMode.Blacklisted && color.ScaleFactor != GraphicsConfig.ResScale);
}
/// <summary>
/// Updates the Render Target scale, given the currently bound render targets.
/// This will update scale to match the configured scale, scale textures that are eligible but not scaled,
/// and propagate blacklisted status from one texture to the ones bound with it.
/// </summary>
/// <param name="singleUse">If this is not -1, it indicates that only the given indexed target will be used.</param>
public void UpdateRenderTargetScale(int singleUse)
{
// Make sure all scales for render targets are at the highest they should be. Blacklisted targets should propagate their scale to the other targets.
bool mismatch = false;
bool blacklisted = false;
bool hasUpscaled = false;
float targetScale = GraphicsConfig.ResScale;
void ConsiderTarget(Texture target)
{
if (target == null) return;
float scale = target.ScaleFactor;
switch (target.ScaleMode)
{
case TextureScaleMode.Blacklisted:
mismatch |= scale != 1f;
blacklisted = true;
break;
case TextureScaleMode.Eligible:
mismatch = true; // We must make a decision.
break;
case TextureScaleMode.Scaled:
hasUpscaled = true;
mismatch |= scale != targetScale; // If the target scale has changed, reset the scale for all targets.
break;
}
}
if (singleUse != -1)
{
// If only one target is in use (by a clear, for example) the others do not need to be checked for mismatching scale.
ConsiderTarget(_rtColors[singleUse]);
}
else
{
foreach (Texture color in _rtColors)
{
ConsiderTarget(color);
}
}
ConsiderTarget(_rtDepthStencil);
mismatch |= blacklisted && hasUpscaled;
if (blacklisted)
{
targetScale = 1f;
}
if (mismatch)
{
if (blacklisted)
{
// Propagate the blacklisted state to the other textures.
foreach (Texture color in _rtColors)
{
color?.BlacklistScale();
}
_rtDepthStencil?.BlacklistScale();
}
else
{
// Set the scale of the other textures.
foreach (Texture color in _rtColors)
{
color?.SetScale(targetScale);
}
_rtDepthStencil?.SetScale(targetScale);
}
}
RenderTargetScale = targetScale;
}
/// <summary>
/// Sets the render target depth-stencil buffer.
/// </summary>
/// <param name="depthStencil">The depth-stencil buffer texture</param>
public void SetRenderTargetDepthStencil(Texture depthStencil)
/// <returns>True if render target scale must be updated.</returns>
public bool SetRenderTargetDepthStencil(Texture depthStencil)
{
bool hasValue = depthStencil != null;
bool changesScale = (hasValue != (_rtDepthStencil != null)) || (hasValue && RenderTargetScale != depthStencil.ScaleFactor);
_rtDepthStencil = depthStencil;
return changesScale || (hasValue && depthStencil.ScaleMode != TextureScaleMode.Blacklisted && depthStencil.ScaleFactor != GraphicsConfig.ResScale);
}
/// <summary>
@ -262,12 +361,59 @@ namespace Ryujinx.Graphics.Gpu.Image
}
}
/// <summary>
/// Determines if a given texture is eligible for upscaling from its info.
/// </summary>
/// <param name="info">The texture info to check</param>
/// <returns>True if eligible</returns>
public bool IsUpscaleCompatible(TextureInfo info)
{
return (info.Target == Target.Texture2D || info.Target == Target.Texture2DArray) && info.Levels == 1 && !info.FormatInfo.IsCompressed && UpscaleSafeMode(info);
}
/// <summary>
/// Determines if a given texture is "safe" for upscaling from its info.
/// Note that this is different from being compatible - this elilinates targets that would have detrimental effects when scaled.
/// </summary>
/// <param name="info">The texture info to check</param>
/// <returns>True if safe</returns>
public bool UpscaleSafeMode(TextureInfo info)
{
// While upscaling works for all targets defined by IsUpscaleCompatible, we additionally blacklist targets here that
// may have undesirable results (upscaling blur textures) or simply waste GPU resources (upscaling texture atlas).
if (!(info.FormatInfo.Format.IsDepthOrStencil() || info.FormatInfo.Format.HasOneComponent()))
{
// Discount square textures that aren't depth-stencil like. (excludes game textures, cubemap faces, most 3D texture LUT, texture atlas)
// Detect if the texture is possibly square. Widths may be aligned, so to remove the uncertainty we align both the width and height.
int widthAlignment = (info.IsLinear ? 32 : 64) / info.FormatInfo.BytesPerPixel;
bool possiblySquare = BitUtils.AlignUp(info.Width, widthAlignment) == BitUtils.AlignUp(info.Height, widthAlignment);
if (possiblySquare)
{
return false;
}
}
int aspect = (int)Math.Round((info.Width / (float)info.Height) * 9);
if (aspect == 16 && info.Height < 360)
{
// Targets that are roughly 16:9 can only be rescaled if they're equal to or above 360p. (excludes blur and bloom textures)
return false;
}
return true;
}
/// <summary>
/// Tries to find an existing texture, or create a new one if not found.
/// </summary>
/// <param name="copyTexture">Copy texture to find or create</param>
/// <param name="preferScaling">Indicates if the texture should be scaled from the start</param>
/// <returns>The texture</returns>
public Texture FindOrCreateTexture(CopyTexture copyTexture)
public Texture FindOrCreateTexture(CopyTexture copyTexture, bool preferScaling = true)
{
ulong address = _context.MemoryManager.Translate(copyTexture.Address.Pack());
@ -308,7 +454,14 @@ namespace Ryujinx.Graphics.Gpu.Image
Target.Texture2D,
formatInfo);
Texture texture = FindOrCreateTexture(info, TextureSearchFlags.IgnoreMs);
TextureSearchFlags flags = TextureSearchFlags.IgnoreMs;
if (preferScaling)
{
flags |= TextureSearchFlags.WithUpscale;
}
Texture texture = FindOrCreateTexture(info, flags);
texture.SynchronizeMemory();
@ -391,7 +544,7 @@ namespace Ryujinx.Graphics.Gpu.Image
target,
formatInfo);
Texture texture = FindOrCreateTexture(info);
Texture texture = FindOrCreateTexture(info, TextureSearchFlags.WithUpscale);
texture.SynchronizeMemory();
@ -440,7 +593,7 @@ namespace Ryujinx.Graphics.Gpu.Image
target,
formatInfo);
Texture texture = FindOrCreateTexture(info);
Texture texture = FindOrCreateTexture(info, TextureSearchFlags.WithUpscale);
texture.SynchronizeMemory();
@ -457,6 +610,14 @@ namespace Ryujinx.Graphics.Gpu.Image
{
bool isSamplerTexture = (flags & TextureSearchFlags.Sampler) != 0;
bool isScalable = IsUpscaleCompatible(info);
TextureScaleMode scaleMode = TextureScaleMode.Blacklisted;
if (isScalable)
{
scaleMode = (flags & TextureSearchFlags.WithUpscale) != 0 ? TextureScaleMode.Scaled : TextureScaleMode.Eligible;
}
// Try to find a perfect texture match, with the same address and parameters.
int sameAddressOverlapsCount = _textures.FindOverlaps(info.Address, ref _textureOverlaps);
@ -556,7 +717,7 @@ namespace Ryujinx.Graphics.Gpu.Image
// No match, create a new texture.
if (texture == null)
{
texture = new Texture(_context, info, sizeInfo);
texture = new Texture(_context, info, sizeInfo, scaleMode);
// We need to synchronize before copying the old view data to the texture,
// otherwise the copied data would be overwritten by a future synchronization.
@ -572,6 +733,14 @@ namespace Ryujinx.Graphics.Gpu.Image
TextureCreateInfo createInfo = GetCreateInfo(overlapInfo, _context.Capabilities);
if (texture.ScaleFactor != overlap.ScaleFactor)
{
// A bit tricky, our new texture may need to contain an existing texture that is upscaled, but isn't itself.
// In that case, we prefer the higher scale only if our format is render-target-like, otherwise we scale the view down before copy.
texture.PropagateScale(overlap);
}
ITexture newView = texture.HostTexture.CreateView(createInfo, firstLayer, firstLevel);
overlap.HostTexture.CopyTo(newView, 0, 0);
@ -583,7 +752,7 @@ namespace Ryujinx.Graphics.Gpu.Image
CacheTextureModified(texture);
}
overlap.ReplaceView(texture, overlapInfo, newView);
overlap.ReplaceView(texture, overlapInfo, newView, firstLayer, firstLevel);
}
}
@ -602,6 +771,8 @@ namespace Ryujinx.Graphics.Gpu.Image
out int firstLayer,
out int firstLevel))
{
overlap.BlacklistScale();
overlap.HostTexture.CopyTo(texture.HostTexture, firstLayer, firstLevel);
if (IsTextureModified(overlap))

View file

@ -174,7 +174,7 @@ namespace Ryujinx.Graphics.Gpu.Image
swizzleB,
swizzleA);
if (IsDepthStencil(formatInfo.Format))
if (formatInfo.Format.IsDepthOrStencil())
{
swizzleR = SwizzleComponent.Red;
swizzleG = SwizzleComponent.Red;
@ -263,26 +263,6 @@ namespace Ryujinx.Graphics.Gpu.Image
component == SwizzleComponent.Green;
}
/// <summary>
/// Checks if the texture format is a depth, stencil or depth-stencil format.
/// </summary>
/// <param name="format">Texture format</param>
/// <returns>True if the format is a depth, stencil or depth-stencil format, false otherwise</returns>
private static bool IsDepthStencil(Format format)
{
switch (format)
{
case Format.D16Unorm:
case Format.D24UnormS8Uint:
case Format.D24X8Unorm:
case Format.D32Float:
case Format.D32FloatS8Uint:
return true;
}
return false;
}
/// <summary>
/// Decrements the reference count of the texture.
/// This indicates that the texture pool is not using it anymore.

View file

@ -0,0 +1,14 @@
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// The scale mode for a given texture.
/// Blacklisted textures cannot be scaled, Eligible textures have not been scaled yet,
/// and Scaled textures have been scaled already.
/// </summary>
enum TextureScaleMode
{
Eligible = 0,
Scaled = 1,
Blacklisted = 2
}
}

View file

@ -11,6 +11,7 @@ namespace Ryujinx.Graphics.Gpu.Image
None = 0,
IgnoreMs = 1 << 0,
Strict = 1 << 1 | Sampler,
Sampler = 1 << 2
Sampler = 1 << 2,
WithUpscale = 1 << 3
}
}