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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@ -65,11 +65,12 @@ namespace Ryujinx.Graphics.OpenGL
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GL.Clear(ClearBufferMask.ColorBufferBit);
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int srcX0, srcX1, srcY0, srcY1;
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float scale = view.ScaleFactor;
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if (crop.Left == 0 && crop.Right == 0)
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{
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srcX0 = 0;
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srcX1 = view.Width;
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srcX1 = (int)(view.Width / scale);
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}
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else
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{
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@ -80,7 +81,7 @@ namespace Ryujinx.Graphics.OpenGL
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if (crop.Top == 0 && crop.Bottom == 0)
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{
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srcY0 = 0;
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srcY1 = view.Height;
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srcY1 = (int)(view.Height / scale);
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}
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else
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{
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@ -88,6 +89,14 @@ namespace Ryujinx.Graphics.OpenGL
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srcY1 = crop.Bottom;
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}
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if (scale != 1f)
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{
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srcX0 = (int)(srcX0 * scale);
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srcY0 = (int)(srcY0 * scale);
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srcX1 = (int)Math.Ceiling(srcX1 * scale);
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srcY1 = (int)Math.Ceiling(srcY1 * scale);
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}
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float ratioX = MathF.Min(1f, (_height * (float)NativeWidth) / ((float)NativeHeight * _width));
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float ratioY = MathF.Min(1f, (_width * (float)NativeHeight) / ((float)NativeWidth * _height));
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