mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-11-25 00:40:13 +01:00
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.
112 lines
2.9 KiB
C#
112 lines
2.9 KiB
C#
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
|
|
using Ryujinx.Graphics.Shader.StructuredIr;
|
|
using Ryujinx.Graphics.Shader.Translation;
|
|
using System.Collections.Generic;
|
|
using System.Text;
|
|
|
|
namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
|
{
|
|
class CodeGenContext
|
|
{
|
|
public const string Tab = " ";
|
|
|
|
public ShaderConfig Config { get; }
|
|
|
|
public List<BufferDescriptor> CBufferDescriptors { get; }
|
|
public List<BufferDescriptor> SBufferDescriptors { get; }
|
|
public List<TextureDescriptor> TextureDescriptors { get; }
|
|
public List<TextureDescriptor> ImageDescriptors { get; }
|
|
|
|
public OperandManager OperandManager { get; }
|
|
|
|
private StringBuilder _sb;
|
|
|
|
private int _level;
|
|
|
|
private string _indentation;
|
|
|
|
public CodeGenContext(ShaderConfig config)
|
|
{
|
|
Config = config;
|
|
|
|
CBufferDescriptors = new List<BufferDescriptor>();
|
|
SBufferDescriptors = new List<BufferDescriptor>();
|
|
TextureDescriptors = new List<TextureDescriptor>();
|
|
ImageDescriptors = new List<TextureDescriptor>();
|
|
|
|
OperandManager = new OperandManager();
|
|
|
|
_sb = new StringBuilder();
|
|
}
|
|
|
|
public void AppendLine()
|
|
{
|
|
_sb.AppendLine();
|
|
}
|
|
|
|
public void AppendLine(string str)
|
|
{
|
|
_sb.AppendLine(_indentation + str);
|
|
}
|
|
|
|
public string GetCode()
|
|
{
|
|
return _sb.ToString();
|
|
}
|
|
|
|
public void EnterScope()
|
|
{
|
|
AppendLine("{");
|
|
|
|
_level++;
|
|
|
|
UpdateIndentation();
|
|
}
|
|
|
|
public void LeaveScope(string suffix = "")
|
|
{
|
|
if (_level == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
_level--;
|
|
|
|
UpdateIndentation();
|
|
|
|
AppendLine("}" + suffix);
|
|
}
|
|
|
|
public int FindTextureDescriptorIndex(AstTextureOperation texOp)
|
|
{
|
|
AstOperand operand = texOp.GetSource(0) as AstOperand;
|
|
bool bindless = (texOp.Flags & TextureFlags.Bindless) > 0;
|
|
|
|
int cBufSlot = bindless ? operand.CbufSlot : 0;
|
|
int cBufOffset = bindless ? operand.CbufOffset : 0;
|
|
|
|
return TextureDescriptors.FindIndex(descriptor =>
|
|
descriptor.Type == texOp.Type &&
|
|
descriptor.HandleIndex == texOp.Handle &&
|
|
descriptor.CbufSlot == cBufSlot &&
|
|
descriptor.CbufOffset == cBufOffset);
|
|
}
|
|
|
|
private void UpdateIndentation()
|
|
{
|
|
_indentation = GetIndentation(_level);
|
|
}
|
|
|
|
private static string GetIndentation(int level)
|
|
{
|
|
string indentation = string.Empty;
|
|
|
|
for (int index = 0; index < level; index++)
|
|
{
|
|
indentation += Tab;
|
|
}
|
|
|
|
return indentation;
|
|
}
|
|
}
|
|
} |