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Ryujinx/Ryujinx.Graphics.Gpu/Image/TextureBindingInfo.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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2.8 KiB
C#

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