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.
158 lines
4.9 KiB
C#
158 lines
4.9 KiB
C#
using Ryujinx.Graphics.GAL;
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using OpenTK.Graphics.OpenGL;
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using System;
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namespace Ryujinx.Graphics.OpenGL.Image
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{
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class TextureCopy : IDisposable
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{
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private readonly Renderer _renderer;
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private int _srcFramebuffer;
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private int _dstFramebuffer;
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public TextureCopy(Renderer renderer)
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{
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_renderer = renderer;
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}
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public void Copy(
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TextureView src,
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TextureView dst,
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Extents2D srcRegion,
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Extents2D dstRegion,
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bool linearFilter)
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{
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(int oldDrawFramebufferHandle, int oldReadFramebufferHandle) = ((Pipeline)_renderer.Pipeline).GetBoundFramebuffers();
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GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, GetSrcFramebufferLazy());
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GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, GetDstFramebufferLazy());
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Attach(FramebufferTarget.ReadFramebuffer, src.Format, src.Handle);
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Attach(FramebufferTarget.DrawFramebuffer, dst.Format, dst.Handle);
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ClearBufferMask mask = GetMask(src.Format);
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if ((mask & (ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit)) != 0 || src.Format.IsInteger())
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{
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linearFilter = false;
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}
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BlitFramebufferFilter filter = linearFilter
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? BlitFramebufferFilter.Linear
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: BlitFramebufferFilter.Nearest;
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GL.ReadBuffer(ReadBufferMode.ColorAttachment0);
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GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
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GL.Disable(EnableCap.RasterizerDiscard);
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GL.Disable(IndexedEnableCap.ScissorTest, 0);
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GL.BlitFramebuffer(
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srcRegion.X1,
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srcRegion.Y1,
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srcRegion.X2,
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srcRegion.Y2,
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dstRegion.X1,
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dstRegion.Y1,
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dstRegion.X2,
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dstRegion.Y2,
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mask,
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filter);
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Attach(FramebufferTarget.ReadFramebuffer, src.Format, 0);
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Attach(FramebufferTarget.DrawFramebuffer, dst.Format, 0);
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GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, oldReadFramebufferHandle);
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GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, oldDrawFramebufferHandle);
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((Pipeline)_renderer.Pipeline).RestoreScissor0Enable();
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((Pipeline)_renderer.Pipeline).RestoreRasterizerDiscard();
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}
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private static void Attach(FramebufferTarget target, Format format, int handle)
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{
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if (format == Format.D24UnormS8Uint || format == Format.D32FloatS8Uint)
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{
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GL.FramebufferTexture(target, FramebufferAttachment.DepthStencilAttachment, handle, 0);
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}
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else if (IsDepthOnly(format))
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{
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GL.FramebufferTexture(target, FramebufferAttachment.DepthAttachment, handle, 0);
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}
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else if (format == Format.S8Uint)
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{
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GL.FramebufferTexture(target, FramebufferAttachment.StencilAttachment, handle, 0);
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}
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else
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{
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GL.FramebufferTexture(target, FramebufferAttachment.ColorAttachment0, handle, 0);
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}
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}
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private static ClearBufferMask GetMask(Format format)
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{
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if (format == Format.D24UnormS8Uint || format == Format.D32FloatS8Uint)
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{
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return ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit;
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}
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else if (IsDepthOnly(format))
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{
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return ClearBufferMask.DepthBufferBit;
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}
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else if (format == Format.S8Uint)
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{
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return ClearBufferMask.StencilBufferBit;
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}
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else
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{
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return ClearBufferMask.ColorBufferBit;
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}
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}
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private static bool IsDepthOnly(Format format)
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{
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return format == Format.D16Unorm ||
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format == Format.D24X8Unorm ||
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format == Format.D32Float;
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}
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private int GetSrcFramebufferLazy()
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{
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if (_srcFramebuffer == 0)
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{
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_srcFramebuffer = GL.GenFramebuffer();
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}
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return _srcFramebuffer;
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}
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private int GetDstFramebufferLazy()
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{
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if (_dstFramebuffer == 0)
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{
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_dstFramebuffer = GL.GenFramebuffer();
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}
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return _dstFramebuffer;
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}
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public void Dispose()
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{
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if (_srcFramebuffer != 0)
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{
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GL.DeleteFramebuffer(_srcFramebuffer);
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_srcFramebuffer = 0;
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}
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if (_dstFramebuffer != 0)
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{
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GL.DeleteFramebuffer(_dstFramebuffer);
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_dstFramebuffer = 0;
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}
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}
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}
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}
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