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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.
26 lines
1.1 KiB
XML
26 lines
1.1 KiB
XML
<Project Sdk="Microsoft.NET.Sdk">
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<ItemGroup>
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<EmbeddedResource Include="CodeGen\Glsl\HelperFunctions\MultiplyHighS32.glsl" />
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<EmbeddedResource Include="CodeGen\Glsl\HelperFunctions\MultiplyHighU32.glsl" />
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<EmbeddedResource Include="CodeGen\Glsl\HelperFunctions\Shuffle.glsl" />
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<EmbeddedResource Include="CodeGen\Glsl\HelperFunctions\ShuffleDown.glsl" />
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<EmbeddedResource Include="CodeGen\Glsl\HelperFunctions\TexelFetchScale_cp.glsl" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\Ryujinx.Common\Ryujinx.Common.csproj" />
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</ItemGroup>
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</Project>
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