Ryujinx/Ryujinx.Graphics.Shader/Translation/ShaderConfig.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

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C#

using System;
namespace Ryujinx.Graphics.Shader.Translation
{
struct ShaderConfig
{
public ShaderStage Stage { get; }
public OutputTopology OutputTopology { get; }
public int MaxOutputVertices { get; }
public int LocalMemorySize { get; }
public ImapPixelType[] ImapTypes { get; }
public OmapTarget[] OmapTargets { get; }
public bool OmapSampleMask { get; }
public bool OmapDepth { get; }
public IGpuAccessor GpuAccessor { get; }
public TranslationFlags Flags { get; }
public FeatureFlags UsedFeatures { get; set; }
public ShaderConfig(IGpuAccessor gpuAccessor, TranslationFlags flags)
{
Stage = ShaderStage.Compute;
OutputTopology = OutputTopology.PointList;
MaxOutputVertices = 0;
LocalMemorySize = 0;
ImapTypes = null;
OmapTargets = null;
OmapSampleMask = false;
OmapDepth = false;
GpuAccessor = gpuAccessor;
Flags = flags;
UsedFeatures = FeatureFlags.None;
}
public ShaderConfig(ShaderHeader header, IGpuAccessor gpuAccessor, TranslationFlags flags)
{
Stage = header.Stage;
OutputTopology = header.OutputTopology;
MaxOutputVertices = header.MaxOutputVertexCount;
LocalMemorySize = header.ShaderLocalMemoryLowSize + header.ShaderLocalMemoryHighSize;
ImapTypes = header.ImapTypes;
OmapTargets = header.OmapTargets;
OmapSampleMask = header.OmapSampleMask;
OmapDepth = header.OmapDepth;
GpuAccessor = gpuAccessor;
Flags = flags;
UsedFeatures = FeatureFlags.None;
}
public int GetDepthRegister()
{
int count = 0;
for (int index = 0; index < OmapTargets.Length; index++)
{
for (int component = 0; component < 4; component++)
{
if (OmapTargets[index].ComponentEnabled(component))
{
count++;
}
}
}
// The depth register is always two registers after the last color output.
return count + 1;
}
public TextureFormat GetTextureFormat(int handle)
{
// When the formatted load extension is supported, we don't need to
// specify a format, we can just declare it without a format and the GPU will handle it.
if (GpuAccessor.QuerySupportsImageLoadFormatted())
{
return TextureFormat.Unknown;
}
var format = GpuAccessor.QueryTextureFormat(handle);
if (format == TextureFormat.Unknown)
{
GpuAccessor.Log($"Unknown format for texture {handle}.");
format = TextureFormat.R8G8B8A8Unorm;
}
return format;
}
}
}