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.
46 lines
No EOL
1.1 KiB
C#
46 lines
No EOL
1.1 KiB
C#
namespace Ryujinx.Graphics.Shader
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{
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public struct TextureDescriptor
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{
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public string Name { get; }
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public SamplerType Type { get; }
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public int HandleIndex { get; }
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public bool IsBindless { get; }
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public int CbufSlot { get; }
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public int CbufOffset { get; }
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public TextureUsageFlags Flags { get; set; }
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public TextureDescriptor(string name, SamplerType type, int handleIndex)
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{
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Name = name;
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Type = type;
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HandleIndex = handleIndex;
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IsBindless = false;
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CbufSlot = 0;
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CbufOffset = 0;
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Flags = TextureUsageFlags.None;
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}
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public TextureDescriptor(string name, SamplerType type, int cbufSlot, int cbufOffset)
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{
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Name = name;
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Type = type;
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HandleIndex = 0;
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IsBindless = true;
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CbufSlot = cbufSlot;
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CbufOffset = cbufOffset;
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Flags = TextureUsageFlags.None;
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}
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}
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} |