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.
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49 changed files with 1163 additions and 131 deletions
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@ -39,6 +39,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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private readonly HashSet<Texture> _modified;
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private readonly HashSet<Texture> _modifiedLinear;
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/// <summary>
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/// The scaling factor applied to all currently bound render targets.
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/// </summary>
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public float RenderTargetScale { get; private set; } = 1f;
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/// <summary>
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/// Constructs a new instance of the texture manager.
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/// </summary>
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@ -169,18 +174,112 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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/// <param name="index">The index of the color buffer to set (up to 8)</param>
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/// <param name="color">The color buffer texture</param>
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public void SetRenderTargetColor(int index, Texture color)
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/// <returns>True if render target scale must be updated.</returns>
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public bool SetRenderTargetColor(int index, Texture color)
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{
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bool hasValue = color != null;
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bool changesScale = (hasValue != (_rtColors[index] != null)) || (hasValue && RenderTargetScale != color.ScaleFactor);
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_rtColors[index] = color;
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return changesScale || (hasValue && color.ScaleMode != TextureScaleMode.Blacklisted && color.ScaleFactor != GraphicsConfig.ResScale);
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}
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/// <summary>
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/// Updates the Render Target scale, given the currently bound render targets.
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/// This will update scale to match the configured scale, scale textures that are eligible but not scaled,
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/// and propagate blacklisted status from one texture to the ones bound with it.
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/// </summary>
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/// <param name="singleUse">If this is not -1, it indicates that only the given indexed target will be used.</param>
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public void UpdateRenderTargetScale(int singleUse)
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{
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// Make sure all scales for render targets are at the highest they should be. Blacklisted targets should propagate their scale to the other targets.
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bool mismatch = false;
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bool blacklisted = false;
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bool hasUpscaled = false;
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float targetScale = GraphicsConfig.ResScale;
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void ConsiderTarget(Texture target)
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{
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if (target == null) return;
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float scale = target.ScaleFactor;
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switch (target.ScaleMode)
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{
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case TextureScaleMode.Blacklisted:
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mismatch |= scale != 1f;
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blacklisted = true;
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break;
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case TextureScaleMode.Eligible:
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mismatch = true; // We must make a decision.
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break;
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case TextureScaleMode.Scaled:
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hasUpscaled = true;
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mismatch |= scale != targetScale; // If the target scale has changed, reset the scale for all targets.
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break;
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}
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}
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if (singleUse != -1)
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{
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// If only one target is in use (by a clear, for example) the others do not need to be checked for mismatching scale.
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ConsiderTarget(_rtColors[singleUse]);
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}
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else
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{
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foreach (Texture color in _rtColors)
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{
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ConsiderTarget(color);
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}
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}
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ConsiderTarget(_rtDepthStencil);
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mismatch |= blacklisted && hasUpscaled;
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if (blacklisted)
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{
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targetScale = 1f;
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}
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if (mismatch)
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{
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if (blacklisted)
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{
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// Propagate the blacklisted state to the other textures.
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foreach (Texture color in _rtColors)
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{
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color?.BlacklistScale();
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}
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_rtDepthStencil?.BlacklistScale();
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}
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else
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{
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// Set the scale of the other textures.
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foreach (Texture color in _rtColors)
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{
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color?.SetScale(targetScale);
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}
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_rtDepthStencil?.SetScale(targetScale);
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}
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}
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RenderTargetScale = targetScale;
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}
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/// <summary>
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/// Sets the render target depth-stencil buffer.
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/// </summary>
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/// <param name="depthStencil">The depth-stencil buffer texture</param>
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public void SetRenderTargetDepthStencil(Texture depthStencil)
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/// <returns>True if render target scale must be updated.</returns>
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public bool SetRenderTargetDepthStencil(Texture depthStencil)
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{
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bool hasValue = depthStencil != null;
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bool changesScale = (hasValue != (_rtDepthStencil != null)) || (hasValue && RenderTargetScale != depthStencil.ScaleFactor);
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_rtDepthStencil = depthStencil;
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return changesScale || (hasValue && depthStencil.ScaleMode != TextureScaleMode.Blacklisted && depthStencil.ScaleFactor != GraphicsConfig.ResScale);
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}
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/// <summary>
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@ -262,12 +361,59 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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}
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/// <summary>
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/// Determines if a given texture is eligible for upscaling from its info.
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/// </summary>
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/// <param name="info">The texture info to check</param>
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/// <returns>True if eligible</returns>
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public bool IsUpscaleCompatible(TextureInfo info)
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{
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return (info.Target == Target.Texture2D || info.Target == Target.Texture2DArray) && info.Levels == 1 && !info.FormatInfo.IsCompressed && UpscaleSafeMode(info);
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}
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/// <summary>
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/// Determines if a given texture is "safe" for upscaling from its info.
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/// Note that this is different from being compatible - this elilinates targets that would have detrimental effects when scaled.
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/// </summary>
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/// <param name="info">The texture info to check</param>
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/// <returns>True if safe</returns>
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public bool UpscaleSafeMode(TextureInfo info)
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{
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// While upscaling works for all targets defined by IsUpscaleCompatible, we additionally blacklist targets here that
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// may have undesirable results (upscaling blur textures) or simply waste GPU resources (upscaling texture atlas).
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if (!(info.FormatInfo.Format.IsDepthOrStencil() || info.FormatInfo.Format.HasOneComponent()))
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{
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// Discount square textures that aren't depth-stencil like. (excludes game textures, cubemap faces, most 3D texture LUT, texture atlas)
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// Detect if the texture is possibly square. Widths may be aligned, so to remove the uncertainty we align both the width and height.
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int widthAlignment = (info.IsLinear ? 32 : 64) / info.FormatInfo.BytesPerPixel;
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bool possiblySquare = BitUtils.AlignUp(info.Width, widthAlignment) == BitUtils.AlignUp(info.Height, widthAlignment);
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if (possiblySquare)
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{
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return false;
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}
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}
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int aspect = (int)Math.Round((info.Width / (float)info.Height) * 9);
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if (aspect == 16 && info.Height < 360)
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{
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// Targets that are roughly 16:9 can only be rescaled if they're equal to or above 360p. (excludes blur and bloom textures)
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return false;
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}
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return true;
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}
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/// <summary>
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/// Tries to find an existing texture, or create a new one if not found.
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/// </summary>
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/// <param name="copyTexture">Copy texture to find or create</param>
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/// <param name="preferScaling">Indicates if the texture should be scaled from the start</param>
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/// <returns>The texture</returns>
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public Texture FindOrCreateTexture(CopyTexture copyTexture)
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public Texture FindOrCreateTexture(CopyTexture copyTexture, bool preferScaling = true)
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{
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ulong address = _context.MemoryManager.Translate(copyTexture.Address.Pack());
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@ -308,7 +454,14 @@ namespace Ryujinx.Graphics.Gpu.Image
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Target.Texture2D,
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formatInfo);
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Texture texture = FindOrCreateTexture(info, TextureSearchFlags.IgnoreMs);
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TextureSearchFlags flags = TextureSearchFlags.IgnoreMs;
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if (preferScaling)
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{
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flags |= TextureSearchFlags.WithUpscale;
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}
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Texture texture = FindOrCreateTexture(info, flags);
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texture.SynchronizeMemory();
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@ -391,7 +544,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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target,
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formatInfo);
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Texture texture = FindOrCreateTexture(info);
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Texture texture = FindOrCreateTexture(info, TextureSearchFlags.WithUpscale);
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texture.SynchronizeMemory();
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@ -440,7 +593,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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target,
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formatInfo);
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Texture texture = FindOrCreateTexture(info);
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Texture texture = FindOrCreateTexture(info, TextureSearchFlags.WithUpscale);
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texture.SynchronizeMemory();
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@ -457,6 +610,14 @@ namespace Ryujinx.Graphics.Gpu.Image
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{
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bool isSamplerTexture = (flags & TextureSearchFlags.Sampler) != 0;
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bool isScalable = IsUpscaleCompatible(info);
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TextureScaleMode scaleMode = TextureScaleMode.Blacklisted;
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if (isScalable)
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{
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scaleMode = (flags & TextureSearchFlags.WithUpscale) != 0 ? TextureScaleMode.Scaled : TextureScaleMode.Eligible;
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}
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// Try to find a perfect texture match, with the same address and parameters.
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int sameAddressOverlapsCount = _textures.FindOverlaps(info.Address, ref _textureOverlaps);
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// No match, create a new texture.
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if (texture == null)
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{
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texture = new Texture(_context, info, sizeInfo);
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texture = new Texture(_context, info, sizeInfo, scaleMode);
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// We need to synchronize before copying the old view data to the texture,
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// otherwise the copied data would be overwritten by a future synchronization.
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@ -572,6 +733,14 @@ namespace Ryujinx.Graphics.Gpu.Image
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TextureCreateInfo createInfo = GetCreateInfo(overlapInfo, _context.Capabilities);
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if (texture.ScaleFactor != overlap.ScaleFactor)
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{
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// A bit tricky, our new texture may need to contain an existing texture that is upscaled, but isn't itself.
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// In that case, we prefer the higher scale only if our format is render-target-like, otherwise we scale the view down before copy.
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texture.PropagateScale(overlap);
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}
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ITexture newView = texture.HostTexture.CreateView(createInfo, firstLayer, firstLevel);
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overlap.HostTexture.CopyTo(newView, 0, 0);
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CacheTextureModified(texture);
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}
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overlap.ReplaceView(texture, overlapInfo, newView);
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overlap.ReplaceView(texture, overlapInfo, newView, firstLayer, firstLevel);
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}
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}
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@ -602,6 +771,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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out int firstLayer,
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out int firstLevel))
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{
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overlap.BlacklistScale();
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overlap.HostTexture.CopyTo(texture.HostTexture, firstLayer, firstLevel);
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if (IsTextureModified(overlap))
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