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![riperiperi](/assets/img/avatar_default.png)
* 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.
80 lines
2.5 KiB
C#
80 lines
2.5 KiB
C#
using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.State;
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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partial class Methods
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{
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/// <summary>
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/// Clears the current color and depth-stencil buffers.
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/// Which buffers should be cleared is also specified on the argument.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void Clear(GpuState state, int argument)
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{
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ConditionalRenderEnabled renderEnable = GetRenderEnable(state);
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if (renderEnable == ConditionalRenderEnabled.False)
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{
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return;
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}
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// Scissor affects clears aswell.
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if (state.QueryModified(MethodOffset.ScissorState))
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{
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UpdateScissorState(state);
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}
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int index = (argument >> 6) & 0xf;
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UpdateRenderTargetState(state, useControl: false, singleUse: index);
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TextureManager.CommitGraphicsBindings();
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bool clearDepth = (argument & 1) != 0;
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bool clearStencil = (argument & 2) != 0;
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uint componentMask = (uint)((argument >> 2) & 0xf);
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if (componentMask != 0)
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{
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var clearColor = state.Get<ClearColors>(MethodOffset.ClearColors);
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ColorF color = new ColorF(
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clearColor.Red,
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clearColor.Green,
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clearColor.Blue,
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clearColor.Alpha);
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_context.Renderer.Pipeline.ClearRenderTargetColor(index, componentMask, color);
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}
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if (clearDepth || clearStencil)
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{
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float depthValue = state.Get<float>(MethodOffset.ClearDepthValue);
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int stencilValue = state.Get<int> (MethodOffset.ClearStencilValue);
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int stencilMask = 0;
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if (clearStencil)
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{
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stencilMask = state.Get<StencilTestState>(MethodOffset.StencilTestState).FrontMask;
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}
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_context.Renderer.Pipeline.ClearRenderTargetDepthStencil(
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depthValue,
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clearDepth,
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stencilValue,
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stencilMask);
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}
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UpdateRenderTargetState(state, useControl: true);
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if (renderEnable == ConditionalRenderEnabled.Host)
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{
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_context.Renderer.Pipeline.EndHostConditionalRendering();
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}
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}
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}
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} |