Commit graph

11 commits

Author SHA1 Message Date
riperiperi
c9c65af59e
Perform unscaled 2d engine copy on CPU if source texture isn't in cache. (#3112)
* Initial implementation of fast 2d copy

TODO: Partial copy for mismatching region/size.

* WIP

* Cleanup

* Update Ryujinx.Graphics.Gpu/Engine/Twod/TwodClass.cs

Co-authored-by: gdkchan <gab.dark.100@gmail.com>

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2022-02-22 11:21:29 -03:00
mpnico
8e1adb95cf
Add support for HLE macros and accelerate MultiDrawElementsIndirectCount #2 (#2557)
* Add support for HLE macros and accelerate MultiDrawElementsIndirectCount

* Add missing barrier

* Fix index buffer count

* Add support check for each macro hle before use

* Add missing xml doc

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2021-08-26 23:50:28 +02:00
gdkchan
8196086f7a
Revert "Calculate vertex buffer sizes from index buffer (#1663)" (#2544)
This reverts commit 10d649e6d3.
2021-08-11 22:13:48 -03:00
gdkchan
10d649e6d3
Calculate vertex buffer sizes from index buffer (#1663)
* Calculate vertex buffer size from maximum index buffer index

* Increase maximum index buffer count for it to be considered profitable for counting
2021-08-11 22:06:09 +02:00
Mary
7aed7808be
misc: Fix default value for GraphicsConfig.MaxAnisotropy (#2274)
As title say.
Doesn't change anything as the Ryujinx project set it.
2021-05-07 13:18:23 -03:00
Mary
48f6570557
Salieri: shader cache (#1701)
Here come Salieri, my implementation of a disk shader cache!

"I'm sure you know why I named it that."
"It doesn't really mean anything."

This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
2020-11-13 00:15:34 +01:00
gdkchan
60db4c3530
Implement a Macro JIT (#1445)
* Implement a Macro JIT

* Nit: space
2020-08-03 03:36:57 +02:00
riperiperi
484eb645ae
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.
2020-07-07 04:41:07 +02:00
Xpl0itR
12d49c37d2
Make max anisotropy configurable (#1043)
* Make max anisotropy configurable

* Move opengl command to opengl project

* Add GUI option
2020-03-31 08:38:52 +11:00
gdkchan
f7bcc884e4 Add XML documentation to Ryujinx.Graphics.Gpu 2020-01-09 02:13:00 +01:00
gdk
1876b346fe Initial work 2020-01-09 02:13:00 +01:00