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https://github.com/ryujinx-mirror/ryujinx.git
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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.
42 lines
1.0 KiB
C#
42 lines
1.0 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.GAL;
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using System;
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namespace Ryujinx.Graphics.OpenGL.Image
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{
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class TextureBase
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{
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public int Handle { get; protected set; }
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protected TextureCreateInfo Info { get; }
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public int Width { get; }
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public int Height { get; }
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public float ScaleFactor { get; }
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public Target Target => Info.Target;
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public Format Format => Info.Format;
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public TextureBase(TextureCreateInfo info, float scaleFactor = 1f)
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{
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Info = info;
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Width = (int)Math.Ceiling(Info.Width * scaleFactor);
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Height = (int)Math.Ceiling(Info.Height * scaleFactor);
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ScaleFactor = scaleFactor;
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Handle = GL.GenTexture();
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}
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public void Bind(int unit)
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{
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Bind(Target.Convert(), unit);
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}
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protected void Bind(TextureTarget target, int unit)
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{
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GL.ActiveTexture(TextureUnit.Texture0 + unit);
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GL.BindTexture(target, Handle);
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}
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}
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}
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