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.
94 lines
3.2 KiB
C#
94 lines
3.2 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using System;
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namespace Ryujinx.Graphics.OpenGL.Image
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{
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static class TextureCopyUnscaled
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{
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public static void Copy(
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TextureCreateInfo srcInfo,
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TextureCreateInfo dstInfo,
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int srcHandle,
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int dstHandle,
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int srcLayer,
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int dstLayer,
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int srcLevel,
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int dstLevel,
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float scaleFactor = 1f)
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{
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int srcWidth = (int)Math.Ceiling(srcInfo.Width * scaleFactor);
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int srcHeight = (int)Math.Ceiling(srcInfo.Height * scaleFactor);
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int srcDepth = srcInfo.GetDepthOrLayers();
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int srcLevels = srcInfo.Levels;
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int dstWidth = (int)Math.Ceiling(dstInfo.Width * scaleFactor);
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int dstHeight = (int)Math.Ceiling(dstInfo.Height * scaleFactor);
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int dstDepth = dstInfo.GetDepthOrLayers();
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int dstLevels = dstInfo.Levels;
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dstWidth = Math.Max(1, dstWidth >> dstLevel);
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dstHeight = Math.Max(1, dstHeight >> dstLevel);
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if (dstInfo.Target == Target.Texture3D)
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{
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dstDepth = Math.Max(1, dstDepth >> dstLevel);
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}
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// When copying from a compressed to a non-compressed format,
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// the non-compressed texture will have the size of the texture
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// in blocks (not in texels), so we must adjust that size to
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// match the size in texels of the compressed texture.
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if (!srcInfo.IsCompressed && dstInfo.IsCompressed)
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{
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dstWidth = BitUtils.DivRoundUp(dstWidth, dstInfo.BlockWidth);
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dstHeight = BitUtils.DivRoundUp(dstHeight, dstInfo.BlockHeight);
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}
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else if (srcInfo.IsCompressed && !dstInfo.IsCompressed)
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{
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dstWidth *= dstInfo.BlockWidth;
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dstHeight *= dstInfo.BlockHeight;
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}
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int width = Math.Min(srcWidth, dstWidth);
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int height = Math.Min(srcHeight, dstHeight);
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int depth = Math.Min(srcDepth, dstDepth);
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int levels = Math.Min(srcLevels, dstLevels);
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for (int level = 0; level < levels; level++)
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{
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// Stop copy if we are already out of the levels range.
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if (level >= srcInfo.Levels || dstLevel + level >= dstInfo.Levels)
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{
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break;
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}
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GL.CopyImageSubData(
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srcHandle,
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srcInfo.Target.ConvertToImageTarget(),
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srcLevel + level,
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0,
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0,
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srcLayer,
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dstHandle,
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dstInfo.Target.ConvertToImageTarget(),
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dstLevel + level,
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0,
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0,
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dstLayer,
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width,
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height,
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depth);
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width = Math.Max(1, width >> 1);
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height = Math.Max(1, height >> 1);
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if (srcInfo.Target == Target.Texture3D)
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{
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depth = Math.Max(1, depth >> 1);
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}
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}
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}
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}
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}
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