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authorriperiperi <rhy3756547@hotmail.com>2020-07-07 03:41:07 +0100
committerGitHub <noreply@github.com>2020-07-07 04:41:07 +0200
commit484eb645ae0611f60fae845ed011ed6115352e06 (patch)
treeb15972f04dae0b1b6c644cbbbdfcd98856adee15 /Ryujinx.Graphics.Gpu/Image/TexturePool.cs
parent43b78ae157eed5c9436dc19a6d498655891202d8 (diff)
Implement Zero-Configuration Resolution Scaling (#1365)
* 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.
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Image/TexturePool.cs')
-rw-r--r--Ryujinx.Graphics.Gpu/Image/TexturePool.cs22
1 files changed, 1 insertions, 21 deletions
diff --git a/Ryujinx.Graphics.Gpu/Image/TexturePool.cs b/Ryujinx.Graphics.Gpu/Image/TexturePool.cs
index 639fa69d..1494a142 100644
--- a/Ryujinx.Graphics.Gpu/Image/TexturePool.cs
+++ b/Ryujinx.Graphics.Gpu/Image/TexturePool.cs
@@ -174,7 +174,7 @@ namespace Ryujinx.Graphics.Gpu.Image
swizzleB,
swizzleA);
- if (IsDepthStencil(formatInfo.Format))
+ if (formatInfo.Format.IsDepthOrStencil())
{
swizzleR = SwizzleComponent.Red;
swizzleG = SwizzleComponent.Red;
@@ -264,26 +264,6 @@ namespace Ryujinx.Graphics.Gpu.Image
}
/// <summary>
- /// Checks if the texture format is a depth, stencil or depth-stencil format.
- /// </summary>
- /// <param name="format">Texture format</param>
- /// <returns>True if the format is a depth, stencil or depth-stencil format, false otherwise</returns>
- private static bool IsDepthStencil(Format format)
- {
- switch (format)
- {
- case Format.D16Unorm:
- case Format.D24UnormS8Uint:
- case Format.D24X8Unorm:
- case Format.D32Float:
- case Format.D32FloatS8Uint:
- return true;
- }
-
- return false;
- }
-
- /// <summary>
/// Decrements the reference count of the texture.
/// This indicates that the texture pool is not using it anymore.
/// </summary>