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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@ -11,6 +11,8 @@ namespace Ryujinx.Graphics.Shader.Translation
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public Block CurrBlock { get; set; }
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public OpCode CurrOp { get; set; }
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public FeatureFlags UsedFeatures { get; set; }
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public ShaderConfig Config { get; }
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private List<Operation> _operations;
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@ -40,6 +42,20 @@ namespace Ryujinx.Graphics.Shader.Translation
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_operations.Add(operation);
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}
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public void FlagAttributeRead(int attribute)
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{
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if (Config.Stage == ShaderStage.Fragment)
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{
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switch (attribute)
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{
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case AttributeConsts.PositionX:
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case AttributeConsts.PositionY:
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UsedFeatures |= FeatureFlags.FragCoordXY;
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break;
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}
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}
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}
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public void MarkLabel(Operand label)
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{
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Add(Instruction.MarkLabel, label);
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18
Ryujinx.Graphics.Shader/Translation/FeatureFlags.cs
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18
Ryujinx.Graphics.Shader/Translation/FeatureFlags.cs
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@ -0,0 +1,18 @@
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using System;
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namespace Ryujinx.Graphics.Shader.Translation
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{
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/// <summary>
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/// Features used by the shader that are important for the code generator to know in advance.
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/// These typically change the declarations in the shader header.
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/// </summary>
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[Flags]
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public enum FeatureFlags
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{
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None = 0,
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// Affected by resolution scaling.
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FragCoordXY = 1 << 1,
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IntegerSampling = 1 << 0
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}
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}
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@ -22,6 +22,8 @@ namespace Ryujinx.Graphics.Shader.Translation
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public TranslationFlags Flags { get; }
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public FeatureFlags UsedFeatures { get; set; }
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public ShaderConfig(IGpuAccessor gpuAccessor, TranslationFlags flags)
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{
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Stage = ShaderStage.Compute;
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@ -34,6 +36,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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OmapDepth = false;
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GpuAccessor = gpuAccessor;
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Flags = flags;
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UsedFeatures = FeatureFlags.None;
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}
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public ShaderConfig(ShaderHeader header, IGpuAccessor gpuAccessor, TranslationFlags flags)
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@ -48,6 +51,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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OmapDepth = header.OmapDepth;
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GpuAccessor = gpuAccessor;
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Flags = flags;
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UsedFeatures = FeatureFlags.None;
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}
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public int GetDepthRegister()
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@ -16,15 +16,19 @@ namespace Ryujinx.Graphics.Shader.Translation
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public static ShaderProgram Translate(ulong address, IGpuAccessor gpuAccessor, TranslationFlags flags)
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{
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Operation[] ops = DecodeShader(address, gpuAccessor, flags, out ShaderConfig config, out int size);
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Operation[] ops = DecodeShader(address, gpuAccessor, flags, out ShaderConfig config, out int size, out FeatureFlags featureFlags);
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config.UsedFeatures = featureFlags;
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return Translate(ops, config, size);
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}
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public static ShaderProgram Translate(ulong addressA, ulong addressB, IGpuAccessor gpuAccessor, TranslationFlags flags)
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{
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Operation[] opsA = DecodeShader(addressA, gpuAccessor, flags | TranslationFlags.VertexA, out _, out int sizeA);
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Operation[] opsB = DecodeShader(addressB, gpuAccessor, flags, out ShaderConfig config, out int sizeB);
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Operation[] opsA = DecodeShader(addressA, gpuAccessor, flags | TranslationFlags.VertexA, out _, out int sizeA, out FeatureFlags featureFlagsA);
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Operation[] opsB = DecodeShader(addressB, gpuAccessor, flags, out ShaderConfig config, out int sizeB, out FeatureFlags featureFlagsB);
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config.UsedFeatures = featureFlagsA | featureFlagsB;
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return Translate(Combine(opsA, opsB), config, sizeB, sizeA);
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}
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@ -67,7 +71,8 @@ namespace Ryujinx.Graphics.Shader.Translation
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IGpuAccessor gpuAccessor,
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TranslationFlags flags,
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out ShaderConfig config,
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out int size)
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out int size,
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out FeatureFlags featureFlags)
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{
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Block[] cfg;
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@ -90,6 +95,8 @@ namespace Ryujinx.Graphics.Shader.Translation
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size = 0;
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featureFlags = FeatureFlags.None;
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return Array.Empty<Operation>();
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}
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@ -192,6 +199,8 @@ namespace Ryujinx.Graphics.Shader.Translation
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size = (int)maxEndAddress + (((flags & TranslationFlags.Compute) != 0) ? 0 : HeaderSize);
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featureFlags = context.UsedFeatures;
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return context.GetOperations();
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}
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