diff options
author | riperiperi <rhy3756547@hotmail.com> | 2020-07-07 03:41:07 +0100 |
---|---|---|
committer | GitHub <noreply@github.com> | 2020-07-07 04:41:07 +0200 |
commit | 484eb645ae0611f60fae845ed011ed6115352e06 (patch) | |
tree | b15972f04dae0b1b6c644cbbbdfcd98856adee15 /Ryujinx.Graphics.Gpu/Image/TexturePool.cs | |
parent | 43b78ae157eed5c9436dc19a6d498655891202d8 (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.cs | 22 |
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> |