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.
17 lines
362 B
C#
17 lines
362 B
C#
using System;
|
|
|
|
namespace Ryujinx.Graphics.Gpu.Image
|
|
{
|
|
/// <summary>
|
|
/// Texture search flags, defines texture information comparison rules.
|
|
/// </summary>
|
|
[Flags]
|
|
enum TextureSearchFlags
|
|
{
|
|
None = 0,
|
|
IgnoreMs = 1 << 0,
|
|
Strict = 1 << 1 | Sampler,
|
|
Sampler = 1 << 2,
|
|
WithUpscale = 1 << 3
|
|
}
|
|
} |