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.
21 lines
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581 B
C#
21 lines
No EOL
581 B
C#
using System;
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namespace Ryujinx.Graphics.GAL
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{
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public interface ITexture : IDisposable
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{
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int Width { get; }
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int Height { get; }
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float ScaleFactor { get; }
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void CopyTo(ITexture destination, int firstLayer, int firstLevel);
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void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter);
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ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel);
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byte[] GetData();
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void SetData(ReadOnlySpan<byte> data);
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void SetStorage(BufferRange buffer);
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}
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} |