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* 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.
19 lines
455 B
C#
19 lines
455 B
C#
using System;
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namespace Ryujinx.Graphics.Shader.Translation
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{
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/// <summary>
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/// Features used by the shader that are important for the code generator to know in advance.
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/// These typically change the declarations in the shader header.
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/// </summary>
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[Flags]
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public enum FeatureFlags
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{
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None = 0,
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// Affected by resolution scaling.
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FragCoordXY = 1 << 1,
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IntegerSampling = 1 << 0
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}
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}
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