mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-17 07:48:48 +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.
161 lines
No EOL
6.1 KiB
C#
161 lines
No EOL
6.1 KiB
C#
using Ryujinx.Graphics.GAL;
|
|
using Ryujinx.Graphics.Gpu.Image;
|
|
using System;
|
|
using System.Collections.Concurrent;
|
|
|
|
namespace Ryujinx.Graphics.Gpu
|
|
{
|
|
using Texture = Image.Texture;
|
|
|
|
/// <summary>
|
|
/// GPU image presentation window.
|
|
/// </summary>
|
|
public class Window
|
|
{
|
|
private readonly GpuContext _context;
|
|
|
|
/// <summary>
|
|
/// Texture presented on the window.
|
|
/// </summary>
|
|
private struct PresentationTexture
|
|
{
|
|
/// <summary>
|
|
/// Texture information.
|
|
/// </summary>
|
|
public TextureInfo Info { get; }
|
|
|
|
/// <summary>
|
|
/// Texture crop region.
|
|
/// </summary>
|
|
public ImageCrop Crop { get; }
|
|
|
|
/// <summary>
|
|
/// Texture acquire callback.
|
|
/// </summary>
|
|
public Action<GpuContext, object> AcquireCallback { get; }
|
|
|
|
/// <summary>
|
|
/// Texture release callback.
|
|
/// </summary>
|
|
public Action<object> ReleaseCallback { get; }
|
|
|
|
/// <summary>
|
|
/// User defined object, passed to the various callbacks.
|
|
/// </summary>
|
|
public object UserObj { get; }
|
|
|
|
/// <summary>
|
|
/// Creates a new instance of the presentation texture.
|
|
/// </summary>
|
|
/// <param name="info">Information of the texture to be presented</param>
|
|
/// <param name="crop">Texture crop region</param>
|
|
/// <param name="acquireCallback">Texture acquire callback</param>
|
|
/// <param name="releaseCallback">Texture release callback</param>
|
|
/// <param name="userObj">User defined object passed to the release callback, can be used to identify the texture</param>
|
|
public PresentationTexture(
|
|
TextureInfo info,
|
|
ImageCrop crop,
|
|
Action<GpuContext, object> acquireCallback,
|
|
Action<object> releaseCallback,
|
|
object userObj)
|
|
{
|
|
Info = info;
|
|
Crop = crop;
|
|
AcquireCallback = acquireCallback;
|
|
ReleaseCallback = releaseCallback;
|
|
UserObj = userObj;
|
|
}
|
|
}
|
|
|
|
private readonly ConcurrentQueue<PresentationTexture> _frameQueue;
|
|
|
|
/// <summary>
|
|
/// Creates a new instance of the GPU presentation window.
|
|
/// </summary>
|
|
/// <param name="context">GPU emulation context</param>
|
|
public Window(GpuContext context)
|
|
{
|
|
_context = context;
|
|
|
|
_frameQueue = new ConcurrentQueue<PresentationTexture>();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Enqueues a frame for presentation.
|
|
/// This method is thread safe and can be called from any thread.
|
|
/// When the texture is presented and not needed anymore, the release callback is called.
|
|
/// It's an error to modify the texture after calling this method, before the release callback is called.
|
|
/// </summary>
|
|
/// <param name="address">CPU virtual address of the texture data</param>
|
|
/// <param name="width">Texture width</param>
|
|
/// <param name="height">Texture height</param>
|
|
/// <param name="stride">Texture stride for linear texture, should be zero otherwise</param>
|
|
/// <param name="isLinear">Indicates if the texture is linear, normally false</param>
|
|
/// <param name="gobBlocksInY">GOB blocks in the Y direction, for block linear textures</param>
|
|
/// <param name="format">Texture format</param>
|
|
/// <param name="bytesPerPixel">Texture format bytes per pixel (must match the format)</param>
|
|
/// <param name="crop">Texture crop region</param>
|
|
/// <param name="acquireCallback">Texture acquire callback</param>
|
|
/// <param name="releaseCallback">Texture release callback</param>
|
|
/// <param name="userObj">User defined object passed to the release callback</param>
|
|
public void EnqueueFrameThreadSafe(
|
|
ulong address,
|
|
int width,
|
|
int height,
|
|
int stride,
|
|
bool isLinear,
|
|
int gobBlocksInY,
|
|
Format format,
|
|
int bytesPerPixel,
|
|
ImageCrop crop,
|
|
Action<GpuContext, object> acquireCallback,
|
|
Action<object> releaseCallback,
|
|
object userObj)
|
|
{
|
|
FormatInfo formatInfo = new FormatInfo(format, 1, 1, bytesPerPixel);
|
|
|
|
TextureInfo info = new TextureInfo(
|
|
address,
|
|
width,
|
|
height,
|
|
1,
|
|
1,
|
|
1,
|
|
1,
|
|
stride,
|
|
isLinear,
|
|
gobBlocksInY,
|
|
1,
|
|
1,
|
|
Target.Texture2D,
|
|
formatInfo);
|
|
|
|
_frameQueue.Enqueue(new PresentationTexture(info, crop, acquireCallback, releaseCallback, userObj));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Presents a texture on the queue.
|
|
/// If the queue is empty, then no texture is presented.
|
|
/// </summary>
|
|
/// <param name="swapBuffersCallback">Callback method to call when a new texture should be presented on the screen</param>
|
|
public void Present(Action swapBuffersCallback)
|
|
{
|
|
_context.AdvanceSequence();
|
|
|
|
if (_frameQueue.TryDequeue(out PresentationTexture pt))
|
|
{
|
|
pt.AcquireCallback(_context, pt.UserObj);
|
|
|
|
Texture texture = _context.Methods.TextureManager.FindOrCreateTexture(pt.Info, TextureSearchFlags.WithUpscale);
|
|
|
|
texture.SynchronizeMemory();
|
|
|
|
_context.Renderer.Window.Present(texture.HostTexture, pt.Crop);
|
|
|
|
swapBuffersCallback();
|
|
|
|
pt.ReleaseCallback(pt.UserObj);
|
|
}
|
|
}
|
|
}
|
|
} |