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.
This commit is contained in:
@ -271,6 +271,16 @@ namespace Ryujinx.Configuration
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/// </summary>
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public ReactiveObject<float> MaxAnisotropy { get; private set; }
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/// <summary>
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/// Resolution Scale. An integer scale applied to applicable render targets. Values 1-4, or -1 to use a custom floating point scale instead.
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/// </summary>
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public ReactiveObject<int> ResScale { get; private set; }
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/// <summary>
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/// Custom Resolution Scale. A custom floating point scale applied to applicable render targets. Only active when Resolution Scale is -1.
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/// </summary>
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public ReactiveObject<float> ResScaleCustom { get; private set; }
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/// <summary>
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/// Dumps shaders in this local directory
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/// </summary>
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@ -283,6 +293,8 @@ namespace Ryujinx.Configuration
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public GraphicsSection()
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{
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ResScale = new ReactiveObject<int>();
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ResScaleCustom = new ReactiveObject<float>();
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MaxAnisotropy = new ReactiveObject<float>();
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ShadersDumpPath = new ReactiveObject<string>();
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EnableVsync = new ReactiveObject<bool>();
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@ -354,6 +366,8 @@ namespace Ryujinx.Configuration
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ConfigurationFileFormat configurationFile = new ConfigurationFileFormat
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{
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Version = ConfigurationFileFormat.CurrentVersion,
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ResScale = Graphics.ResScale,
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ResScaleCustom = Graphics.ResScaleCustom,
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MaxAnisotropy = Graphics.MaxAnisotropy,
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GraphicsShadersDumpPath = Graphics.ShadersDumpPath,
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LoggingEnableDebug = Logger.EnableDebug,
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@ -410,6 +424,8 @@ namespace Ryujinx.Configuration
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public void LoadDefault()
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{
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Graphics.ResScale.Value = 1;
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Graphics.ResScaleCustom.Value = 1.0f;
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Graphics.MaxAnisotropy.Value = -1;
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Graphics.ShadersDumpPath.Value = "";
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Logger.EnableDebug.Value = false;
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@ -652,10 +668,22 @@ namespace Ryujinx.Configuration
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configurationFileUpdated = true;
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}
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if (configurationFileFormat.Version < 11)
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{
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Common.Logging.Logger.PrintWarning(LogClass.Application, $"Outdated configuration version {configurationFileFormat.Version}, migrating to version 11.");
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configurationFileFormat.ResScale = 1;
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configurationFileFormat.ResScaleCustom = 1.0f;
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configurationFileUpdated = true;
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}
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List<InputConfig> inputConfig = new List<InputConfig>();
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inputConfig.AddRange(configurationFileFormat.ControllerConfig);
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inputConfig.AddRange(configurationFileFormat.KeyboardConfig);
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Graphics.ResScale.Value = configurationFileFormat.ResScale;
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Graphics.ResScaleCustom.Value = configurationFileFormat.ResScaleCustom;
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Graphics.MaxAnisotropy.Value = configurationFileFormat.MaxAnisotropy;
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Graphics.ShadersDumpPath.Value = configurationFileFormat.GraphicsShadersDumpPath;
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Logger.EnableDebug.Value = configurationFileFormat.LoggingEnableDebug;
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