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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.OpenGL/Image/TextureBase.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.OpenGL/Image/TextureBase.cs')
-rw-r--r--Ryujinx.Graphics.OpenGL/Image/TextureBase.cs11
1 files changed, 8 insertions, 3 deletions
diff --git a/Ryujinx.Graphics.OpenGL/Image/TextureBase.cs b/Ryujinx.Graphics.OpenGL/Image/TextureBase.cs
index a4209ea1..dfb81642 100644
--- a/Ryujinx.Graphics.OpenGL/Image/TextureBase.cs
+++ b/Ryujinx.Graphics.OpenGL/Image/TextureBase.cs
@@ -1,5 +1,6 @@
using OpenTK.Graphics.OpenGL;
using Ryujinx.Graphics.GAL;
+using System;
namespace Ryujinx.Graphics.OpenGL.Image
{
@@ -9,15 +10,19 @@ namespace Ryujinx.Graphics.OpenGL.Image
protected TextureCreateInfo Info { get; }
- public int Width => Info.Width;
- public int Height => Info.Height;
+ public int Width { get; }
+ public int Height { get; }
+ public float ScaleFactor { get; }
public Target Target => Info.Target;
public Format Format => Info.Format;
- public TextureBase(TextureCreateInfo info)
+ public TextureBase(TextureCreateInfo info, float scaleFactor = 1f)
{
Info = info;
+ Width = (int)Math.Ceiling(Info.Width * scaleFactor);
+ Height = (int)Math.Ceiling(Info.Height * scaleFactor);
+ ScaleFactor = scaleFactor;
Handle = GL.GenTexture();
}