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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@ -31,7 +31,12 @@ namespace Ryujinx.Graphics.OpenGL
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private int _boundDrawFramebuffer;
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private int _boundReadFramebuffer;
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private float[] _fpRenderScale = new float[33];
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private float[] _cpRenderScale = new float[32];
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private TextureBase _unit0Texture;
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private TextureBase _rtColor0Texture;
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private TextureBase _rtDepthTexture;
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private ClipOrigin _clipOrigin;
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private ClipDepthMode _clipDepthMode;
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@ -54,6 +59,16 @@ namespace Ryujinx.Graphics.OpenGL
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{
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_componentMasks[index] = 0xf;
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}
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for (int index = 0; index < _fpRenderScale.Length; index++)
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{
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_fpRenderScale[index] = 1f;
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}
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for (int index = 0; index < _cpRenderScale.Length; index++)
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{
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_cpRenderScale[index] = 1f;
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}
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}
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public void Barrier()
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@ -685,6 +700,8 @@ namespace Ryujinx.Graphics.OpenGL
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{
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_program = (Program)program;
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_program.Bind();
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SetRenderTargetScale(_fpRenderScale[0]);
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}
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public void SetRasterizerDiscard(bool discard)
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@ -701,6 +718,16 @@ namespace Ryujinx.Graphics.OpenGL
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_rasterizerDiscard = discard;
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}
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public void SetRenderTargetScale(float scale)
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{
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_fpRenderScale[0] = scale;
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if (_program != null && _program.FragmentRenderScaleUniform != -1)
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{
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GL.Uniform1(_program.FragmentRenderScaleUniform, 1, _fpRenderScale); // Just the first element.
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}
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}
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public void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMasks)
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{
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for (int index = 0; index < componentMasks.Length; index++)
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@ -715,6 +742,9 @@ namespace Ryujinx.Graphics.OpenGL
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{
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EnsureFramebuffer();
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_rtColor0Texture = (TextureBase)colors[0];
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_rtDepthTexture = (TextureBase)depthStencil;
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for (int index = 0; index < colors.Length; index++)
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{
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TextureView color = (TextureView)colors[index];
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@ -826,6 +856,37 @@ namespace Ryujinx.Graphics.OpenGL
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{
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((TextureBase)texture).Bind(unit);
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}
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// Update scale factor for bound textures.
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switch (stage)
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{
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case ShaderStage.Fragment:
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if (_program.FragmentRenderScaleUniform != -1)
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{
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// Only update and send sampled texture scales if the shader uses them.
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bool interpolate = false;
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float scale = texture.ScaleFactor;
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if (scale != 1)
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{
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TextureBase activeTarget = _rtColor0Texture ?? _rtDepthTexture;
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if (activeTarget != null && activeTarget.Width / (float)texture.Width == activeTarget.Height / (float)texture.Height)
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{
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// If the texture's size is a multiple of the sampler size, enable interpolation using gl_FragCoord. (helps "invent" new integer values between scaled pixels)
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interpolate = true;
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}
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}
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_fpRenderScale[index + 1] = interpolate ? -scale : scale;
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}
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break;
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case ShaderStage.Compute:
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_cpRenderScale[index] = texture.ScaleFactor;
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break;
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}
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}
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}
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@ -1089,5 +1150,28 @@ namespace Ryujinx.Graphics.OpenGL
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_framebuffer?.Dispose();
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_vertexArray?.Dispose();
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}
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public void UpdateRenderScale(ShaderStage stage, int textureCount)
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{
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if (_program != null)
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{
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switch (stage)
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{
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case ShaderStage.Fragment:
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if (_program.FragmentRenderScaleUniform != -1)
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{
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GL.Uniform1(_program.FragmentRenderScaleUniform, textureCount + 1, _fpRenderScale);
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}
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break;
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case ShaderStage.Compute:
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if (_program.ComputeRenderScaleUniform != -1)
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{
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GL.Uniform1(_program.ComputeRenderScaleUniform, textureCount, _cpRenderScale);
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}
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break;
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}
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}
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}
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}
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}
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