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.
184 lines
5.4 KiB
C#
184 lines
5.4 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Common.Logging;
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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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class TextureStorage
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{
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public int Handle { get; private set; }
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public float ScaleFactor { get; private set; }
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public TextureCreateInfo Info { get; }
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private readonly Renderer _renderer;
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private int _viewsCount;
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public TextureStorage(Renderer renderer, TextureCreateInfo info, float scaleFactor)
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{
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_renderer = renderer;
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Info = info;
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Handle = GL.GenTexture();
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ScaleFactor = scaleFactor;
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CreateImmutableStorage();
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}
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private void CreateImmutableStorage()
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{
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TextureTarget target = Info.Target.Convert();
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GL.ActiveTexture(TextureUnit.Texture0);
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GL.BindTexture(target, Handle);
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int width = (int)Math.Ceiling(Info.Width * ScaleFactor);
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int height = (int)Math.Ceiling(Info.Height * ScaleFactor);
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FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
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SizedInternalFormat internalFormat;
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if (format.IsCompressed)
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{
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internalFormat = (SizedInternalFormat)format.PixelFormat;
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}
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else
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{
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internalFormat = (SizedInternalFormat)format.PixelInternalFormat;
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}
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switch (Info.Target)
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{
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case Target.Texture1D:
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GL.TexStorage1D(
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TextureTarget1d.Texture1D,
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Info.Levels,
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internalFormat,
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width);
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break;
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case Target.Texture1DArray:
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GL.TexStorage2D(
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TextureTarget2d.Texture1DArray,
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Info.Levels,
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internalFormat,
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width,
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height);
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break;
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case Target.Texture2D:
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GL.TexStorage2D(
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TextureTarget2d.Texture2D,
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Info.Levels,
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internalFormat,
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width,
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height);
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break;
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case Target.Texture2DArray:
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GL.TexStorage3D(
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TextureTarget3d.Texture2DArray,
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Info.Levels,
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internalFormat,
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width,
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height,
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Info.Depth);
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break;
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case Target.Texture2DMultisample:
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GL.TexStorage2DMultisample(
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TextureTargetMultisample2d.Texture2DMultisample,
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Info.Samples,
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internalFormat,
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width,
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height,
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true);
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break;
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case Target.Texture2DMultisampleArray:
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GL.TexStorage3DMultisample(
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TextureTargetMultisample3d.Texture2DMultisampleArray,
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Info.Samples,
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internalFormat,
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width,
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height,
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Info.Depth,
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true);
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break;
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case Target.Texture3D:
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GL.TexStorage3D(
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TextureTarget3d.Texture3D,
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Info.Levels,
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internalFormat,
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width,
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height,
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Info.Depth);
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break;
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case Target.Cubemap:
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GL.TexStorage2D(
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TextureTarget2d.TextureCubeMap,
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Info.Levels,
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internalFormat,
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width,
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height);
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break;
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case Target.CubemapArray:
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GL.TexStorage3D(
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(TextureTarget3d)All.TextureCubeMapArray,
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Info.Levels,
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internalFormat,
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width,
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height,
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Info.Depth);
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break;
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default:
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Logger.PrintDebug(LogClass.Gpu, $"Invalid or unsupported texture target: {target}.");
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break;
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}
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}
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public ITexture CreateDefaultView()
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{
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return CreateView(Info, 0, 0);
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}
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public ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel)
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{
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IncrementViewsCount();
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return new TextureView(_renderer, this, info, firstLayer, firstLevel);
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}
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private void IncrementViewsCount()
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{
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_viewsCount++;
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}
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public void DecrementViewsCount()
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{
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// If we don't have any views, then the storage is now useless, delete it.
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if (--_viewsCount == 0)
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{
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Dispose();
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}
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}
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public void Dispose()
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{
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if (Handle != 0)
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{
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GL.DeleteTexture(Handle);
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Handle = 0;
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}
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}
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}
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}
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