mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-14 18:56:42 +00:00
484eb645ae
* 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.
97 lines
No EOL
3.1 KiB
C#
97 lines
No EOL
3.1 KiB
C#
using System;
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namespace Ryujinx.Graphics.Shader.Translation
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{
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struct ShaderConfig
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{
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public ShaderStage Stage { get; }
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public OutputTopology OutputTopology { get; }
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public int MaxOutputVertices { get; }
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public int LocalMemorySize { get; }
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public ImapPixelType[] ImapTypes { get; }
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public OmapTarget[] OmapTargets { get; }
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public bool OmapSampleMask { get; }
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public bool OmapDepth { get; }
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public IGpuAccessor GpuAccessor { get; }
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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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OutputTopology = OutputTopology.PointList;
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MaxOutputVertices = 0;
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LocalMemorySize = 0;
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ImapTypes = null;
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OmapTargets = null;
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OmapSampleMask = false;
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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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{
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Stage = header.Stage;
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OutputTopology = header.OutputTopology;
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MaxOutputVertices = header.MaxOutputVertexCount;
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LocalMemorySize = header.ShaderLocalMemoryLowSize + header.ShaderLocalMemoryHighSize;
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ImapTypes = header.ImapTypes;
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OmapTargets = header.OmapTargets;
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OmapSampleMask = header.OmapSampleMask;
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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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{
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int count = 0;
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for (int index = 0; index < OmapTargets.Length; index++)
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{
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for (int component = 0; component < 4; component++)
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{
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if (OmapTargets[index].ComponentEnabled(component))
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{
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count++;
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}
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}
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}
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// The depth register is always two registers after the last color output.
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return count + 1;
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}
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public TextureFormat GetTextureFormat(int handle)
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{
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// When the formatted load extension is supported, we don't need to
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// specify a format, we can just declare it without a format and the GPU will handle it.
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if (GpuAccessor.QuerySupportsImageLoadFormatted())
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{
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return TextureFormat.Unknown;
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}
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var format = GpuAccessor.QueryTextureFormat(handle);
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if (format == TextureFormat.Unknown)
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{
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GpuAccessor.Log($"Unknown format for texture {handle}.");
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format = TextureFormat.R8G8B8A8Unorm;
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}
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return format;
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}
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}
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} |