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
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
49 changed files with 1163 additions and 131 deletions

View file

@ -11,6 +11,8 @@ namespace Ryujinx.Graphics.Shader.Translation
public Block CurrBlock { get; set; }
public OpCode CurrOp { get; set; }
public FeatureFlags UsedFeatures { get; set; }
public ShaderConfig Config { get; }
private List<Operation> _operations;
@ -40,6 +42,20 @@ namespace Ryujinx.Graphics.Shader.Translation
_operations.Add(operation);
}
public void FlagAttributeRead(int attribute)
{
if (Config.Stage == ShaderStage.Fragment)
{
switch (attribute)
{
case AttributeConsts.PositionX:
case AttributeConsts.PositionY:
UsedFeatures |= FeatureFlags.FragCoordXY;
break;
}
}
}
public void MarkLabel(Operand label)
{
Add(Instruction.MarkLabel, label);

View file

@ -0,0 +1,18 @@
using System;
namespace Ryujinx.Graphics.Shader.Translation
{
/// <summary>
/// Features used by the shader that are important for the code generator to know in advance.
/// These typically change the declarations in the shader header.
/// </summary>
[Flags]
public enum FeatureFlags
{
None = 0,
// Affected by resolution scaling.
FragCoordXY = 1 << 1,
IntegerSampling = 1 << 0
}
}

View file

@ -22,6 +22,8 @@ namespace Ryujinx.Graphics.Shader.Translation
public TranslationFlags Flags { get; }
public FeatureFlags UsedFeatures { get; set; }
public ShaderConfig(IGpuAccessor gpuAccessor, TranslationFlags flags)
{
Stage = ShaderStage.Compute;
@ -34,6 +36,7 @@ namespace Ryujinx.Graphics.Shader.Translation
OmapDepth = false;
GpuAccessor = gpuAccessor;
Flags = flags;
UsedFeatures = FeatureFlags.None;
}
public ShaderConfig(ShaderHeader header, IGpuAccessor gpuAccessor, TranslationFlags flags)
@ -48,6 +51,7 @@ namespace Ryujinx.Graphics.Shader.Translation
OmapDepth = header.OmapDepth;
GpuAccessor = gpuAccessor;
Flags = flags;
UsedFeatures = FeatureFlags.None;
}
public int GetDepthRegister()

View file

@ -16,15 +16,19 @@ namespace Ryujinx.Graphics.Shader.Translation
public static ShaderProgram Translate(ulong address, IGpuAccessor gpuAccessor, TranslationFlags flags)
{
Operation[] ops = DecodeShader(address, gpuAccessor, flags, out ShaderConfig config, out int size);
Operation[] ops = DecodeShader(address, gpuAccessor, flags, out ShaderConfig config, out int size, out FeatureFlags featureFlags);
config.UsedFeatures = featureFlags;
return Translate(ops, config, size);
}
public static ShaderProgram Translate(ulong addressA, ulong addressB, IGpuAccessor gpuAccessor, TranslationFlags flags)
{
Operation[] opsA = DecodeShader(addressA, gpuAccessor, flags | TranslationFlags.VertexA, out _, out int sizeA);
Operation[] opsB = DecodeShader(addressB, gpuAccessor, flags, out ShaderConfig config, out int sizeB);
Operation[] opsA = DecodeShader(addressA, gpuAccessor, flags | TranslationFlags.VertexA, out _, out int sizeA, out FeatureFlags featureFlagsA);
Operation[] opsB = DecodeShader(addressB, gpuAccessor, flags, out ShaderConfig config, out int sizeB, out FeatureFlags featureFlagsB);
config.UsedFeatures = featureFlagsA | featureFlagsB;
return Translate(Combine(opsA, opsB), config, sizeB, sizeA);
}
@ -67,7 +71,8 @@ namespace Ryujinx.Graphics.Shader.Translation
IGpuAccessor gpuAccessor,
TranslationFlags flags,
out ShaderConfig config,
out int size)
out int size,
out FeatureFlags featureFlags)
{
Block[] cfg;
@ -90,6 +95,8 @@ namespace Ryujinx.Graphics.Shader.Translation
size = 0;
featureFlags = FeatureFlags.None;
return Array.Empty<Operation>();
}
@ -192,6 +199,8 @@ namespace Ryujinx.Graphics.Shader.Translation
size = (int)maxEndAddress + (((flags & TranslationFlags.Compute) != 0) ? 0 : HeaderSize);
featureFlags = context.UsedFeatures;
return context.GetOperations();
}