mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-02 22:02:25 +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.
41 lines
1 KiB
C#
41 lines
1 KiB
C#
using OpenTK.Graphics.OpenGL;
|
|
using Ryujinx.Graphics.GAL;
|
|
using System;
|
|
|
|
namespace Ryujinx.Graphics.OpenGL.Image
|
|
{
|
|
class TextureBase
|
|
{
|
|
public int Handle { get; protected set; }
|
|
|
|
protected TextureCreateInfo Info { get; }
|
|
|
|
public int Width { get; }
|
|
public int Height { get; }
|
|
public float ScaleFactor { get; }
|
|
|
|
public Target Target => Info.Target;
|
|
public Format Format => Info.Format;
|
|
|
|
public TextureBase(TextureCreateInfo info, float scaleFactor = 1f)
|
|
{
|
|
Info = info;
|
|
Width = (int)Math.Ceiling(Info.Width * scaleFactor);
|
|
Height = (int)Math.Ceiling(Info.Height * scaleFactor);
|
|
ScaleFactor = scaleFactor;
|
|
|
|
Handle = GL.GenTexture();
|
|
}
|
|
|
|
public void Bind(int unit)
|
|
{
|
|
Bind(Target.Convert(), unit);
|
|
}
|
|
|
|
protected void Bind(TextureTarget target, int unit)
|
|
{
|
|
GL.ActiveTexture(TextureUnit.Texture0 + unit);
|
|
GL.BindTexture(target, Handle);
|
|
}
|
|
}
|
|
}
|