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.
128 lines
3.6 KiB
C#
128 lines
3.6 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.OpenGL.Image;
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using Ryujinx.Graphics.OpenGL.Queries;
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using Ryujinx.Graphics.Shader;
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using System;
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namespace Ryujinx.Graphics.OpenGL
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{
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public sealed class Renderer : IRenderer
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{
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private readonly Pipeline _pipeline;
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public IPipeline Pipeline => _pipeline;
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private readonly Counters _counters;
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private readonly Window _window;
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public IWindow Window => _window;
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internal TextureCopy TextureCopy { get; }
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public string GpuVendor { get; private set; }
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public string GpuRenderer { get; private set; }
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public string GpuVersion { get; private set; }
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public Renderer()
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{
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_pipeline = new Pipeline();
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_counters = new Counters();
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_window = new Window(this);
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TextureCopy = new TextureCopy(this);
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}
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public IShader CompileShader(ShaderProgram shader)
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{
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return new Shader(shader);
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}
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public BufferHandle CreateBuffer(int size)
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{
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return Buffer.Create(size);
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}
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public IProgram CreateProgram(IShader[] shaders)
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{
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return new Program(shaders);
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}
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public ISampler CreateSampler(SamplerCreateInfo info)
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{
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return new Sampler(info);
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}
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public ITexture CreateTexture(TextureCreateInfo info, float scaleFactor)
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{
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return info.Target == Target.TextureBuffer ? new TextureBuffer(info) : new TextureStorage(this, info, scaleFactor).CreateDefaultView();
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}
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public void DeleteBuffer(BufferHandle buffer)
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{
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Buffer.Delete(buffer);
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}
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public byte[] GetBufferData(BufferHandle buffer, int offset, int size)
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{
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return Buffer.GetData(buffer, offset, size);
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}
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public Capabilities GetCapabilities()
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{
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return new Capabilities(
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HwCapabilities.SupportsAstcCompression,
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HwCapabilities.SupportsImageLoadFormatted,
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HwCapabilities.SupportsNonConstantTextureOffset,
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HwCapabilities.SupportsViewportSwizzle,
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HwCapabilities.MaximumComputeSharedMemorySize,
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HwCapabilities.MaximumSupportedAnisotropy,
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HwCapabilities.StorageBufferOffsetAlignment);
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}
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public void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data)
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{
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Buffer.SetData(buffer, offset, data);
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}
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public void UpdateCounters()
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{
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_counters.Update();
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}
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public ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler)
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{
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return _counters.QueueReport(type, resultHandler);
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}
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public void Initialize()
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{
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PrintGpuInformation();
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_counters.Initialize();
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}
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private void PrintGpuInformation()
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{
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GpuVendor = GL.GetString(StringName.Vendor);
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GpuRenderer = GL.GetString(StringName.Renderer);
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GpuVersion = GL.GetString(StringName.Version);
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Logger.PrintInfo(LogClass.Gpu, $"{GpuVendor} {GpuRenderer} ({GpuVersion})");
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}
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public void ResetCounter(CounterType type)
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{
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_counters.QueueReset(type);
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}
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public void Dispose()
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{
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TextureCopy.Dispose();
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_pipeline.Dispose();
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_window.Dispose();
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_counters.Dispose();
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}
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}
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}
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