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.
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@ -1,3 +1,5 @@
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.StructuredIr;
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using Ryujinx.Graphics.Shader.Translation;
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using System.Collections.Generic;
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using System.Text;
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@ -75,6 +77,21 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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AppendLine("}" + suffix);
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}
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public int FindTextureDescriptorIndex(AstTextureOperation texOp)
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{
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AstOperand operand = texOp.GetSource(0) as AstOperand;
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bool bindless = (texOp.Flags & TextureFlags.Bindless) > 0;
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int cBufSlot = bindless ? operand.CbufSlot : 0;
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int cBufOffset = bindless ? operand.CbufOffset : 0;
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return TextureDescriptors.FindIndex(descriptor =>
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descriptor.Type == texOp.Type &&
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descriptor.HandleIndex == texOp.Handle &&
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descriptor.CbufSlot == cBufSlot &&
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descriptor.CbufOffset == cBufOffset);
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}
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private void UpdateIndentation()
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{
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_indentation = GetIndentation(_level);
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@ -137,6 +137,14 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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context.AppendLine();
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}
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if (context.Config.Stage == ShaderStage.Fragment || context.Config.Stage == ShaderStage.Compute)
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{
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if (DeclareRenderScale(context))
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{
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context.AppendLine();
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}
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}
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if ((info.HelperFunctionsMask & HelperFunctionsMask.MultiplyHighS32) != 0)
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{
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AppendHelperFunction(context, "Ryujinx.Graphics.Shader/CodeGen/Glsl/HelperFunctions/MultiplyHighS32.glsl");
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@ -219,6 +227,33 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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}
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}
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private static bool DeclareRenderScale(CodeGenContext context)
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{
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if ((context.Config.UsedFeatures & (FeatureFlags.FragCoordXY | FeatureFlags.IntegerSampling)) != 0)
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{
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string stage = OperandManager.GetShaderStagePrefix(context.Config.Stage);
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int scaleElements = context.TextureDescriptors.Count;
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if (context.Config.Stage == ShaderStage.Fragment)
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{
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scaleElements++; // Also includes render target scale, for gl_FragCoord.
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}
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context.AppendLine($"uniform float {stage}_renderScale[{scaleElements}];");
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if (context.Config.UsedFeatures.HasFlag(FeatureFlags.IntegerSampling))
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{
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context.AppendLine();
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AppendHelperFunction(context, $"Ryujinx.Graphics.Shader/CodeGen/Glsl/HelperFunctions/TexelFetchScale_{stage}.glsl");
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}
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return true;
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}
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return false;
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}
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private static void DeclareStorages(CodeGenContext context, StructuredProgramInfo info)
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{
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string sbName = OperandManager.GetShaderStagePrefix(context.Config.Stage);
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@ -0,0 +1,7 @@
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ivec2 Helper_TexelFetchScale(ivec2 inputVec, int samplerIndex) {
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float scale = cp_renderScale[samplerIndex];
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if (scale == 1.0) {
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return inputVec;
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}
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return ivec2(vec2(inputVec) * scale);
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}
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@ -0,0 +1,11 @@
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ivec2 Helper_TexelFetchScale(ivec2 inputVec, int samplerIndex) {
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float scale = fp_renderScale[1 + samplerIndex];
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if (scale == 1.0) {
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return inputVec;
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}
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if (scale < 0.0) { // If less than 0, try interpolate between texels by using the screen position.
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return ivec2(vec2(inputVec) * (-scale) + mod(gl_FragCoord.xy, -scale));
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} else {
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return ivec2(vec2(inputVec) * scale);
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}
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}
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@ -390,7 +390,34 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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}
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}
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Append(AssemblePVector(pCount));
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string ApplyScaling(string vector)
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{
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if (intCoords)
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{
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int index = context.FindTextureDescriptorIndex(texOp);
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if ((context.Config.Stage == ShaderStage.Fragment || context.Config.Stage == ShaderStage.Compute) &&
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(texOp.Flags & TextureFlags.Bindless) == 0 &&
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texOp.Type != SamplerType.Indexed &&
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pCount == 2)
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{
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return "Helper_TexelFetchScale(" + vector + ", " + index + ")";
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}
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else
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{
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// Resolution scaling cannot be applied to this texture right now.
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// Flag so that we know to blacklist scaling on related textures when binding them.
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TextureDescriptor descriptor = context.TextureDescriptors[index];
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descriptor.Flags |= TextureUsageFlags.ResScaleUnsupported;
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context.TextureDescriptors[index] = descriptor;
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}
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}
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return vector;
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}
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Append(ApplyScaling(AssemblePVector(pCount)));
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string AssembleDerivativesVector(int count)
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{
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@ -185,8 +185,8 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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{
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switch (value & ~3)
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{
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case AttributeConsts.PositionX: return "gl_FragCoord.x";
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case AttributeConsts.PositionY: return "gl_FragCoord.y";
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case AttributeConsts.PositionX: return "(gl_FragCoord.x / fp_renderScale[0])";
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case AttributeConsts.PositionY: return "(gl_FragCoord.y / fp_renderScale[0])";
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case AttributeConsts.PositionZ: return "gl_FragCoord.z";
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case AttributeConsts.PositionW: return "gl_FragCoord.w";
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}
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