mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-08-20 07:38:42 +02:00
* 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.
158 lines
4.9 KiB
C#
158 lines
4.9 KiB
C#
using Ryujinx.Graphics.GAL;
|
|
using OpenTK.Graphics.OpenGL;
|
|
using System;
|
|
|
|
namespace Ryujinx.Graphics.OpenGL.Image
|
|
{
|
|
class TextureCopy : IDisposable
|
|
{
|
|
private readonly Renderer _renderer;
|
|
|
|
private int _srcFramebuffer;
|
|
private int _dstFramebuffer;
|
|
|
|
public TextureCopy(Renderer renderer)
|
|
{
|
|
_renderer = renderer;
|
|
}
|
|
|
|
public void Copy(
|
|
TextureView src,
|
|
TextureView dst,
|
|
Extents2D srcRegion,
|
|
Extents2D dstRegion,
|
|
bool linearFilter)
|
|
{
|
|
(int oldDrawFramebufferHandle, int oldReadFramebufferHandle) = ((Pipeline)_renderer.Pipeline).GetBoundFramebuffers();
|
|
|
|
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, GetSrcFramebufferLazy());
|
|
GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, GetDstFramebufferLazy());
|
|
|
|
Attach(FramebufferTarget.ReadFramebuffer, src.Format, src.Handle);
|
|
Attach(FramebufferTarget.DrawFramebuffer, dst.Format, dst.Handle);
|
|
|
|
ClearBufferMask mask = GetMask(src.Format);
|
|
|
|
if ((mask & (ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit)) != 0 || src.Format.IsInteger())
|
|
{
|
|
linearFilter = false;
|
|
}
|
|
|
|
BlitFramebufferFilter filter = linearFilter
|
|
? BlitFramebufferFilter.Linear
|
|
: BlitFramebufferFilter.Nearest;
|
|
|
|
GL.ReadBuffer(ReadBufferMode.ColorAttachment0);
|
|
GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
|
|
|
|
GL.Disable(EnableCap.RasterizerDiscard);
|
|
GL.Disable(IndexedEnableCap.ScissorTest, 0);
|
|
|
|
GL.BlitFramebuffer(
|
|
srcRegion.X1,
|
|
srcRegion.Y1,
|
|
srcRegion.X2,
|
|
srcRegion.Y2,
|
|
dstRegion.X1,
|
|
dstRegion.Y1,
|
|
dstRegion.X2,
|
|
dstRegion.Y2,
|
|
mask,
|
|
filter);
|
|
|
|
Attach(FramebufferTarget.ReadFramebuffer, src.Format, 0);
|
|
Attach(FramebufferTarget.DrawFramebuffer, dst.Format, 0);
|
|
|
|
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, oldReadFramebufferHandle);
|
|
GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, oldDrawFramebufferHandle);
|
|
|
|
((Pipeline)_renderer.Pipeline).RestoreScissor0Enable();
|
|
((Pipeline)_renderer.Pipeline).RestoreRasterizerDiscard();
|
|
}
|
|
|
|
private static void Attach(FramebufferTarget target, Format format, int handle)
|
|
{
|
|
if (format == Format.D24UnormS8Uint || format == Format.D32FloatS8Uint)
|
|
{
|
|
GL.FramebufferTexture(target, FramebufferAttachment.DepthStencilAttachment, handle, 0);
|
|
}
|
|
else if (IsDepthOnly(format))
|
|
{
|
|
GL.FramebufferTexture(target, FramebufferAttachment.DepthAttachment, handle, 0);
|
|
}
|
|
else if (format == Format.S8Uint)
|
|
{
|
|
GL.FramebufferTexture(target, FramebufferAttachment.StencilAttachment, handle, 0);
|
|
}
|
|
else
|
|
{
|
|
GL.FramebufferTexture(target, FramebufferAttachment.ColorAttachment0, handle, 0);
|
|
}
|
|
}
|
|
|
|
private static ClearBufferMask GetMask(Format format)
|
|
{
|
|
if (format == Format.D24UnormS8Uint || format == Format.D32FloatS8Uint)
|
|
{
|
|
return ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit;
|
|
}
|
|
else if (IsDepthOnly(format))
|
|
{
|
|
return ClearBufferMask.DepthBufferBit;
|
|
}
|
|
else if (format == Format.S8Uint)
|
|
{
|
|
return ClearBufferMask.StencilBufferBit;
|
|
}
|
|
else
|
|
{
|
|
return ClearBufferMask.ColorBufferBit;
|
|
}
|
|
}
|
|
|
|
private static bool IsDepthOnly(Format format)
|
|
{
|
|
return format == Format.D16Unorm ||
|
|
format == Format.D24X8Unorm ||
|
|
format == Format.D32Float;
|
|
}
|
|
|
|
private int GetSrcFramebufferLazy()
|
|
{
|
|
if (_srcFramebuffer == 0)
|
|
{
|
|
_srcFramebuffer = GL.GenFramebuffer();
|
|
}
|
|
|
|
return _srcFramebuffer;
|
|
}
|
|
|
|
private int GetDstFramebufferLazy()
|
|
{
|
|
if (_dstFramebuffer == 0)
|
|
{
|
|
_dstFramebuffer = GL.GenFramebuffer();
|
|
}
|
|
|
|
return _dstFramebuffer;
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
if (_srcFramebuffer != 0)
|
|
{
|
|
GL.DeleteFramebuffer(_srcFramebuffer);
|
|
|
|
_srcFramebuffer = 0;
|
|
}
|
|
|
|
if (_dstFramebuffer != 0)
|
|
{
|
|
GL.DeleteFramebuffer(_dstFramebuffer);
|
|
|
|
_dstFramebuffer = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|