mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-30 16:13:35 +00:00
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.
185 lines
5.4 KiB
C#
185 lines
5.4 KiB
C#
using OpenTK.Graphics.OpenGL;
|
|
using Ryujinx.Common.Logging;
|
|
using Ryujinx.Graphics.GAL;
|
|
using System;
|
|
|
|
namespace Ryujinx.Graphics.OpenGL.Image
|
|
{
|
|
class TextureStorage
|
|
{
|
|
public int Handle { get; private set; }
|
|
public float ScaleFactor { get; private set; }
|
|
|
|
public TextureCreateInfo Info { get; }
|
|
|
|
private readonly Renderer _renderer;
|
|
|
|
private int _viewsCount;
|
|
|
|
public TextureStorage(Renderer renderer, TextureCreateInfo info, float scaleFactor)
|
|
{
|
|
_renderer = renderer;
|
|
Info = info;
|
|
|
|
Handle = GL.GenTexture();
|
|
ScaleFactor = scaleFactor;
|
|
|
|
CreateImmutableStorage();
|
|
}
|
|
|
|
private void CreateImmutableStorage()
|
|
{
|
|
TextureTarget target = Info.Target.Convert();
|
|
|
|
GL.ActiveTexture(TextureUnit.Texture0);
|
|
|
|
GL.BindTexture(target, Handle);
|
|
|
|
int width = (int)Math.Ceiling(Info.Width * ScaleFactor);
|
|
int height = (int)Math.Ceiling(Info.Height * ScaleFactor);
|
|
|
|
FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
|
|
|
|
SizedInternalFormat internalFormat;
|
|
|
|
if (format.IsCompressed)
|
|
{
|
|
internalFormat = (SizedInternalFormat)format.PixelFormat;
|
|
}
|
|
else
|
|
{
|
|
internalFormat = (SizedInternalFormat)format.PixelInternalFormat;
|
|
}
|
|
|
|
switch (Info.Target)
|
|
{
|
|
case Target.Texture1D:
|
|
GL.TexStorage1D(
|
|
TextureTarget1d.Texture1D,
|
|
Info.Levels,
|
|
internalFormat,
|
|
width);
|
|
break;
|
|
|
|
case Target.Texture1DArray:
|
|
GL.TexStorage2D(
|
|
TextureTarget2d.Texture1DArray,
|
|
Info.Levels,
|
|
internalFormat,
|
|
width,
|
|
height);
|
|
break;
|
|
|
|
case Target.Texture2D:
|
|
GL.TexStorage2D(
|
|
TextureTarget2d.Texture2D,
|
|
Info.Levels,
|
|
internalFormat,
|
|
width,
|
|
height);
|
|
break;
|
|
|
|
case Target.Texture2DArray:
|
|
GL.TexStorage3D(
|
|
TextureTarget3d.Texture2DArray,
|
|
Info.Levels,
|
|
internalFormat,
|
|
width,
|
|
height,
|
|
Info.Depth);
|
|
break;
|
|
|
|
case Target.Texture2DMultisample:
|
|
GL.TexStorage2DMultisample(
|
|
TextureTargetMultisample2d.Texture2DMultisample,
|
|
Info.Samples,
|
|
internalFormat,
|
|
width,
|
|
height,
|
|
true);
|
|
break;
|
|
|
|
case Target.Texture2DMultisampleArray:
|
|
GL.TexStorage3DMultisample(
|
|
TextureTargetMultisample3d.Texture2DMultisampleArray,
|
|
Info.Samples,
|
|
internalFormat,
|
|
width,
|
|
height,
|
|
Info.Depth,
|
|
true);
|
|
break;
|
|
|
|
case Target.Texture3D:
|
|
GL.TexStorage3D(
|
|
TextureTarget3d.Texture3D,
|
|
Info.Levels,
|
|
internalFormat,
|
|
width,
|
|
height,
|
|
Info.Depth);
|
|
break;
|
|
|
|
case Target.Cubemap:
|
|
GL.TexStorage2D(
|
|
TextureTarget2d.TextureCubeMap,
|
|
Info.Levels,
|
|
internalFormat,
|
|
width,
|
|
height);
|
|
break;
|
|
|
|
case Target.CubemapArray:
|
|
GL.TexStorage3D(
|
|
(TextureTarget3d)All.TextureCubeMapArray,
|
|
Info.Levels,
|
|
internalFormat,
|
|
width,
|
|
height,
|
|
Info.Depth);
|
|
break;
|
|
|
|
default:
|
|
Logger.PrintDebug(LogClass.Gpu, $"Invalid or unsupported texture target: {target}.");
|
|
break;
|
|
}
|
|
}
|
|
|
|
public ITexture CreateDefaultView()
|
|
{
|
|
return CreateView(Info, 0, 0);
|
|
}
|
|
|
|
public ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel)
|
|
{
|
|
IncrementViewsCount();
|
|
|
|
return new TextureView(_renderer, this, info, firstLayer, firstLevel);
|
|
}
|
|
|
|
private void IncrementViewsCount()
|
|
{
|
|
_viewsCount++;
|
|
}
|
|
|
|
public void DecrementViewsCount()
|
|
{
|
|
// If we don't have any views, then the storage is now useless, delete it.
|
|
if (--_viewsCount == 0)
|
|
{
|
|
Dispose();
|
|
}
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
if (Handle != 0)
|
|
{
|
|
GL.DeleteTexture(Handle);
|
|
|
|
Handle = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|