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

View file

@ -1,12 +1,14 @@
using OpenTK.Graphics.OpenGL;
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using System;
namespace Ryujinx.Graphics.OpenGL.Image
{
class TextureStorage
{
public int Handle { get; private set; }
public float ScaleFactor { get; private set; }
public TextureCreateInfo Info { get; }
@ -14,12 +16,13 @@ namespace Ryujinx.Graphics.OpenGL.Image
private int _viewsCount;
public TextureStorage(Renderer renderer, TextureCreateInfo info)
public TextureStorage(Renderer renderer, TextureCreateInfo info, float scaleFactor)
{
_renderer = renderer;
Info = info;
Handle = GL.GenTexture();
ScaleFactor = scaleFactor;
CreateImmutableStorage();
}
@ -32,6 +35,9 @@ namespace Ryujinx.Graphics.OpenGL.Image
GL.BindTexture(target, Handle);
int width = (int)Math.Ceiling(Info.Width * ScaleFactor);
int height = (int)Math.Ceiling(Info.Height * ScaleFactor);
FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
SizedInternalFormat internalFormat;
@ -52,7 +58,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
TextureTarget1d.Texture1D,
Info.Levels,
internalFormat,
Info.Width);
width);
break;
case Target.Texture1DArray:
@ -60,8 +66,8 @@ namespace Ryujinx.Graphics.OpenGL.Image
TextureTarget2d.Texture1DArray,
Info.Levels,
internalFormat,
Info.Width,
Info.Height);
width,
height);
break;
case Target.Texture2D:
@ -69,8 +75,8 @@ namespace Ryujinx.Graphics.OpenGL.Image
TextureTarget2d.Texture2D,
Info.Levels,
internalFormat,
Info.Width,
Info.Height);
width,
height);
break;
case Target.Texture2DArray:
@ -78,8 +84,8 @@ namespace Ryujinx.Graphics.OpenGL.Image
TextureTarget3d.Texture2DArray,
Info.Levels,
internalFormat,
Info.Width,
Info.Height,
width,
height,
Info.Depth);
break;
@ -88,8 +94,8 @@ namespace Ryujinx.Graphics.OpenGL.Image
TextureTargetMultisample2d.Texture2DMultisample,
Info.Samples,
internalFormat,
Info.Width,
Info.Height,
width,
height,
true);
break;
@ -98,8 +104,8 @@ namespace Ryujinx.Graphics.OpenGL.Image
TextureTargetMultisample3d.Texture2DMultisampleArray,
Info.Samples,
internalFormat,
Info.Width,
Info.Height,
width,
height,
Info.Depth,
true);
break;
@ -109,8 +115,8 @@ namespace Ryujinx.Graphics.OpenGL.Image
TextureTarget3d.Texture3D,
Info.Levels,
internalFormat,
Info.Width,
Info.Height,
width,
height,
Info.Depth);
break;
@ -119,8 +125,8 @@ namespace Ryujinx.Graphics.OpenGL.Image
TextureTarget2d.TextureCubeMap,
Info.Levels,
internalFormat,
Info.Width,
Info.Height);
width,
height);
break;
case Target.CubemapArray:
@ -128,8 +134,8 @@ namespace Ryujinx.Graphics.OpenGL.Image
(TextureTarget3d)All.TextureCubeMapArray,
Info.Levels,
internalFormat,
Info.Width,
Info.Height,
width,
height,
Info.Depth);
break;