mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-10-01 12:30:00 +02:00
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.
85 lines
No EOL
2.8 KiB
C#
85 lines
No EOL
2.8 KiB
C#
using Ryujinx.Graphics.GAL;
|
|
using Ryujinx.Graphics.Shader;
|
|
|
|
namespace Ryujinx.Graphics.Gpu.Image
|
|
{
|
|
/// <summary>
|
|
/// Texture binding information.
|
|
/// This is used for textures that needs to be accessed from shaders.
|
|
/// </summary>
|
|
struct TextureBindingInfo
|
|
{
|
|
/// <summary>
|
|
/// Shader sampler target type.
|
|
/// </summary>
|
|
public Target Target { get; }
|
|
|
|
/// <summary>
|
|
/// Shader texture handle.
|
|
/// This is an index into the texture constant buffer.
|
|
/// </summary>
|
|
public int Handle { get; }
|
|
|
|
/// <summary>
|
|
/// Indicates if the texture is a bindless texture.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// For those textures, Handle is ignored.
|
|
/// </remarks>
|
|
public bool IsBindless { get; }
|
|
|
|
/// <summary>
|
|
/// Constant buffer slot with the bindless texture handle, for bindless texture.
|
|
/// </summary>
|
|
public int CbufSlot { get; }
|
|
|
|
/// <summary>
|
|
/// Constant buffer offset of the bindless texture handle, for bindless texture.
|
|
/// </summary>
|
|
public int CbufOffset { get; }
|
|
|
|
/// <summary>
|
|
/// Flags from the texture descriptor that indicate how the texture is used.
|
|
/// </summary>
|
|
public TextureUsageFlags Flags { get; }
|
|
|
|
/// <summary>
|
|
/// Constructs the texture binding information structure.
|
|
/// </summary>
|
|
/// <param name="target">The shader sampler target type</param>
|
|
/// <param name="handle">The shader texture handle (read index into the texture constant buffer)</param>
|
|
/// <param name="flags">The texture's usage flags, indicating how it is used in the shader</param>
|
|
public TextureBindingInfo(Target target, int handle, TextureUsageFlags flags)
|
|
{
|
|
Target = target;
|
|
Handle = handle;
|
|
|
|
IsBindless = false;
|
|
|
|
CbufSlot = 0;
|
|
CbufOffset = 0;
|
|
|
|
Flags = flags;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Constructs the bindless texture binding information structure.
|
|
/// </summary>
|
|
/// <param name="target">The shader sampler target type</param>
|
|
/// <param name="cbufSlot">Constant buffer slot where the bindless texture handle is located</param>
|
|
/// <param name="cbufOffset">Constant buffer offset of the bindless texture handle</param>
|
|
/// <param name="flags">The texture's usage flags, indicating how it is used in the shader</param>
|
|
public TextureBindingInfo(Target target, int cbufSlot, int cbufOffset, TextureUsageFlags flags)
|
|
{
|
|
Target = target;
|
|
Handle = 0;
|
|
|
|
IsBindless = true;
|
|
|
|
CbufSlot = cbufSlot;
|
|
CbufOffset = cbufOffset;
|
|
|
|
Flags = flags;
|
|
}
|
|
}
|
|
} |