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https://github.com/GreemDev/Ryujinx
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79adba4402
* Add support for render scale to vertex stage. Occasionally games read off textureSize on the vertex stage to inform the fragment shader what size a texture is without querying in there. Scales were not present in the vertex shader to correct the sizes, so games were providing the raw upscaled texture size to the fragment shader, which was incorrect. One downside is that the fragment and vertex support buffer description must be identical, so the full size scales array must be defined when used. I don't think this will have an impact though. Another is that the fragment texture count must be updated when vertex shader textures are used. I'd like to correct this so that the update is folded into the update for the scales. Also cleans up a bunch of things, like it making no sense to call CommitRenderScale for each stage. Fixes render scale causing a weird offset bloom in Super Mario Party and Clubhouse Games. Clubhouse Games still has a pixelated look in a number of its games due to something else it does in the shader. * Split out support buffer update, lazy updates. * Commit support buffer before compute dispatch * Remove unnecessary qualifier. * Address Feedback
27 lines
No EOL
747 B
C#
27 lines
No EOL
747 B
C#
namespace Ryujinx.Graphics.Shader
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{
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public enum ShaderStage : byte
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{
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Compute,
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Vertex,
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TessellationControl,
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TessellationEvaluation,
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Geometry,
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Fragment,
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Count
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}
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public static class ShaderStageExtensions
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{
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/// <summary>
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/// Checks if the shader stage supports render scale.
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/// </summary>
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/// <param name="stage">Shader stage</param>
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/// <returns>True if the shader stage supports render scale, false otherwise</returns>
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public static bool SupportsRenderScale(this ShaderStage stage)
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{
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return stage == ShaderStage.Vertex || stage == ShaderStage.Fragment || stage == ShaderStage.Compute;
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}
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}
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} |