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:
parent
43b78ae157
commit
484eb645ae
49 changed files with 1163 additions and 131 deletions
|
@ -33,6 +33,11 @@ namespace Ryujinx.Graphics.OpenGL.Image
|
|||
|
||||
ClearBufferMask mask = GetMask(src.Format);
|
||||
|
||||
if ((mask & (ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit)) != 0 || src.Format.IsInteger())
|
||||
{
|
||||
linearFilter = false;
|
||||
}
|
||||
|
||||
BlitFramebufferFilter filter = linearFilter
|
||||
? BlitFramebufferFilter.Linear
|
||||
: BlitFramebufferFilter.Nearest;
|
||||
|
@ -55,6 +60,9 @@ namespace Ryujinx.Graphics.OpenGL.Image
|
|||
mask,
|
||||
filter);
|
||||
|
||||
Attach(FramebufferTarget.ReadFramebuffer, src.Format, 0);
|
||||
Attach(FramebufferTarget.DrawFramebuffer, dst.Format, 0);
|
||||
|
||||
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, oldReadFramebufferHandle);
|
||||
GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, oldDrawFramebufferHandle);
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue