Ryujinx/Ryujinx.Graphics.OpenGL/Window.cs
riperiperi 484eb645ae
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.
2020-07-07 04:41:07 +02:00

168 lines
5.2 KiB
C#

using OpenTK.Graphics.OpenGL;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.OpenGL.Image;
using System;
namespace Ryujinx.Graphics.OpenGL
{
class Window : IWindow, IDisposable
{
private const int NativeWidth = 1280;
private const int NativeHeight = 720;
private readonly Renderer _renderer;
private int _width;
private int _height;
private int _copyFramebufferHandle;
public Window(Renderer renderer)
{
_renderer = renderer;
_width = NativeWidth;
_height = NativeHeight;
}
public void Present(ITexture texture, ImageCrop crop)
{
GL.Disable(EnableCap.FramebufferSrgb);
CopyTextureToFrameBufferRGB(0, GetCopyFramebufferHandleLazy(), (TextureView)texture, crop);
GL.Enable(EnableCap.FramebufferSrgb);
}
public void SetSize(int width, int height)
{
_width = width;
_height = height;
}
private void CopyTextureToFrameBufferRGB(int drawFramebuffer, int readFramebuffer, TextureView view, ImageCrop crop)
{
bool[] oldFramebufferColorWritemask = new bool[4];
(int oldDrawFramebufferHandle, int oldReadFramebufferHandle) = ((Pipeline)_renderer.Pipeline).GetBoundFramebuffers();
GL.GetBoolean(GetIndexedPName.ColorWritemask, drawFramebuffer, oldFramebufferColorWritemask);
GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, drawFramebuffer);
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, readFramebuffer);
GL.FramebufferTexture(
FramebufferTarget.ReadFramebuffer,
FramebufferAttachment.ColorAttachment0,
view.Handle,
0);
GL.ReadBuffer(ReadBufferMode.ColorAttachment0);
GL.Disable(EnableCap.RasterizerDiscard);
GL.Disable(IndexedEnableCap.ScissorTest, 0);
GL.Clear(ClearBufferMask.ColorBufferBit);
int srcX0, srcX1, srcY0, srcY1;
float scale = view.ScaleFactor;
if (crop.Left == 0 && crop.Right == 0)
{
srcX0 = 0;
srcX1 = (int)(view.Width / scale);
}
else
{
srcX0 = crop.Left;
srcX1 = crop.Right;
}
if (crop.Top == 0 && crop.Bottom == 0)
{
srcY0 = 0;
srcY1 = (int)(view.Height / scale);
}
else
{
srcY0 = crop.Top;
srcY1 = crop.Bottom;
}
if (scale != 1f)
{
srcX0 = (int)(srcX0 * scale);
srcY0 = (int)(srcY0 * scale);
srcX1 = (int)Math.Ceiling(srcX1 * scale);
srcY1 = (int)Math.Ceiling(srcY1 * scale);
}
float ratioX = MathF.Min(1f, (_height * (float)NativeWidth) / ((float)NativeHeight * _width));
float ratioY = MathF.Min(1f, (_width * (float)NativeHeight) / ((float)NativeWidth * _height));
int dstWidth = (int)(_width * ratioX);
int dstHeight = (int)(_height * ratioY);
int dstPaddingX = (_width - dstWidth) / 2;
int dstPaddingY = (_height - dstHeight) / 2;
int dstX0 = crop.FlipX ? _width - dstPaddingX : dstPaddingX;
int dstX1 = crop.FlipX ? dstPaddingX : _width - dstPaddingX;
int dstY0 = crop.FlipY ? dstPaddingY : _height - dstPaddingY;
int dstY1 = crop.FlipY ? _height - dstPaddingY : dstPaddingY;
GL.BlitFramebuffer(
srcX0,
srcY0,
srcX1,
srcY1,
dstX0,
dstY0,
dstX1,
dstY1,
ClearBufferMask.ColorBufferBit,
BlitFramebufferFilter.Linear);
// Remove Alpha channel
GL.ColorMask(drawFramebuffer, false, false, false, true);
GL.ClearBuffer(ClearBuffer.Color, 0, new float[] { 0.0f, 0.0f, 0.0f, 1.0f });
GL.ColorMask(drawFramebuffer,
oldFramebufferColorWritemask[0],
oldFramebufferColorWritemask[1],
oldFramebufferColorWritemask[2],
oldFramebufferColorWritemask[3]);
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, oldReadFramebufferHandle);
GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, oldDrawFramebufferHandle);
((Pipeline)_renderer.Pipeline).RestoreScissor0Enable();
((Pipeline)_renderer.Pipeline).RestoreRasterizerDiscard();
}
private int GetCopyFramebufferHandleLazy()
{
int handle = _copyFramebufferHandle;
if (handle == 0)
{
handle = GL.GenFramebuffer();
_copyFramebufferHandle = handle;
}
return handle;
}
public void Dispose()
{
if (_copyFramebufferHandle != 0)
{
GL.DeleteFramebuffer(_copyFramebufferHandle);
_copyFramebufferHandle = 0;
}
}
}
}