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
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GPG key ID: 4AEE18F83AFDEB23
49 changed files with 1163 additions and 131 deletions

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@ -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))