Ryujinx/Ryujinx.Graphics.Shader/TextureDescriptor.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

46 lines
1.1 KiB
C#

namespace Ryujinx.Graphics.Shader
{
public struct TextureDescriptor
{
public string Name { get; }
public SamplerType Type { get; }
public int HandleIndex { get; }
public bool IsBindless { get; }
public int CbufSlot { get; }
public int CbufOffset { get; }
public TextureUsageFlags Flags { get; set; }
public TextureDescriptor(string name, SamplerType type, int handleIndex)
{
Name = name;
Type = type;
HandleIndex = handleIndex;
IsBindless = false;
CbufSlot = 0;
CbufOffset = 0;
Flags = TextureUsageFlags.None;
}
public TextureDescriptor(string name, SamplerType type, int cbufSlot, int cbufOffset)
{
Name = name;
Type = type;
HandleIndex = 0;
IsBindless = true;
CbufSlot = cbufSlot;
CbufOffset = cbufOffset;
Flags = TextureUsageFlags.None;
}
}
}