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.
95 lines
3.2 KiB
C#
95 lines
3.2 KiB
C#
using OpenTK.Graphics.OpenGL;
|
|
using Ryujinx.Common;
|
|
using Ryujinx.Graphics.GAL;
|
|
using System;
|
|
|
|
namespace Ryujinx.Graphics.OpenGL.Image
|
|
{
|
|
static class TextureCopyUnscaled
|
|
{
|
|
public static void Copy(
|
|
TextureCreateInfo srcInfo,
|
|
TextureCreateInfo dstInfo,
|
|
int srcHandle,
|
|
int dstHandle,
|
|
int srcLayer,
|
|
int dstLayer,
|
|
int srcLevel,
|
|
int dstLevel,
|
|
float scaleFactor = 1f)
|
|
{
|
|
int srcWidth = (int)Math.Ceiling(srcInfo.Width * scaleFactor);
|
|
int srcHeight = (int)Math.Ceiling(srcInfo.Height * scaleFactor);
|
|
int srcDepth = srcInfo.GetDepthOrLayers();
|
|
int srcLevels = srcInfo.Levels;
|
|
|
|
int dstWidth = (int)Math.Ceiling(dstInfo.Width * scaleFactor);
|
|
int dstHeight = (int)Math.Ceiling(dstInfo.Height * scaleFactor);
|
|
int dstDepth = dstInfo.GetDepthOrLayers();
|
|
int dstLevels = dstInfo.Levels;
|
|
|
|
dstWidth = Math.Max(1, dstWidth >> dstLevel);
|
|
dstHeight = Math.Max(1, dstHeight >> dstLevel);
|
|
|
|
if (dstInfo.Target == Target.Texture3D)
|
|
{
|
|
dstDepth = Math.Max(1, dstDepth >> dstLevel);
|
|
}
|
|
|
|
// When copying from a compressed to a non-compressed format,
|
|
// the non-compressed texture will have the size of the texture
|
|
// in blocks (not in texels), so we must adjust that size to
|
|
// match the size in texels of the compressed texture.
|
|
if (!srcInfo.IsCompressed && dstInfo.IsCompressed)
|
|
{
|
|
dstWidth = BitUtils.DivRoundUp(dstWidth, dstInfo.BlockWidth);
|
|
dstHeight = BitUtils.DivRoundUp(dstHeight, dstInfo.BlockHeight);
|
|
}
|
|
else if (srcInfo.IsCompressed && !dstInfo.IsCompressed)
|
|
{
|
|
dstWidth *= dstInfo.BlockWidth;
|
|
dstHeight *= dstInfo.BlockHeight;
|
|
}
|
|
|
|
int width = Math.Min(srcWidth, dstWidth);
|
|
int height = Math.Min(srcHeight, dstHeight);
|
|
int depth = Math.Min(srcDepth, dstDepth);
|
|
int levels = Math.Min(srcLevels, dstLevels);
|
|
|
|
for (int level = 0; level < levels; level++)
|
|
{
|
|
// Stop copy if we are already out of the levels range.
|
|
if (level >= srcInfo.Levels || dstLevel + level >= dstInfo.Levels)
|
|
{
|
|
break;
|
|
}
|
|
|
|
GL.CopyImageSubData(
|
|
srcHandle,
|
|
srcInfo.Target.ConvertToImageTarget(),
|
|
srcLevel + level,
|
|
0,
|
|
0,
|
|
srcLayer,
|
|
dstHandle,
|
|
dstInfo.Target.ConvertToImageTarget(),
|
|
dstLevel + level,
|
|
0,
|
|
0,
|
|
dstLayer,
|
|
width,
|
|
height,
|
|
depth);
|
|
|
|
width = Math.Max(1, width >> 1);
|
|
height = Math.Max(1, height >> 1);
|
|
|
|
if (srcInfo.Target == Target.Texture3D)
|
|
{
|
|
depth = Math.Max(1, depth >> 1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|