mirror of
https://github.com/Ryujinx/Ryujinx.git
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484eb645ae
* 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.
85 lines
2.8 KiB
C#
85 lines
2.8 KiB
C#
using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// Texture binding information.
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/// This is used for textures that needs to be accessed from shaders.
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/// </summary>
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struct TextureBindingInfo
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{
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/// <summary>
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/// Shader sampler target type.
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/// </summary>
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public Target Target { get; }
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/// <summary>
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/// Shader texture handle.
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/// This is an index into the texture constant buffer.
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/// </summary>
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public int Handle { get; }
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/// <summary>
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/// Indicates if the texture is a bindless texture.
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/// </summary>
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/// <remarks>
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/// For those textures, Handle is ignored.
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/// </remarks>
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public bool IsBindless { get; }
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/// <summary>
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/// Constant buffer slot with the bindless texture handle, for bindless texture.
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/// </summary>
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public int CbufSlot { get; }
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/// <summary>
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/// Constant buffer offset of the bindless texture handle, for bindless texture.
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/// </summary>
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public int CbufOffset { get; }
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/// <summary>
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/// Flags from the texture descriptor that indicate how the texture is used.
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/// </summary>
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public TextureUsageFlags Flags { get; }
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/// <summary>
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/// Constructs the texture binding information structure.
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/// </summary>
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/// <param name="target">The shader sampler target type</param>
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/// <param name="handle">The shader texture handle (read index into the texture constant buffer)</param>
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/// <param name="flags">The texture's usage flags, indicating how it is used in the shader</param>
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public TextureBindingInfo(Target target, int handle, TextureUsageFlags flags)
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{
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Target = target;
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Handle = handle;
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IsBindless = false;
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CbufSlot = 0;
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CbufOffset = 0;
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Flags = flags;
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}
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/// <summary>
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/// Constructs the bindless texture binding information structure.
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/// </summary>
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/// <param name="target">The shader sampler target type</param>
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/// <param name="cbufSlot">Constant buffer slot where the bindless texture handle is located</param>
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/// <param name="cbufOffset">Constant buffer offset of the bindless texture handle</param>
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/// <param name="flags">The texture's usage flags, indicating how it is used in the shader</param>
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public TextureBindingInfo(Target target, int cbufSlot, int cbufOffset, TextureUsageFlags flags)
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{
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Target = target;
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Handle = 0;
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IsBindless = true;
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CbufSlot = cbufSlot;
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CbufOffset = cbufOffset;
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Flags = flags;
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}
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}
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} |