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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.
11 lines
424 B
GLSL
11 lines
424 B
GLSL
ivec2 Helper_TexelFetchScale(ivec2 inputVec, int samplerIndex) {
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float scale = fp_renderScale[1 + samplerIndex];
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if (scale == 1.0) {
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return inputVec;
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}
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if (scale < 0.0) { // If less than 0, try interpolate between texels by using the screen position.
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return ivec2(vec2(inputVec) * (-scale) + mod(gl_FragCoord.xy, -scale));
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} else {
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return ivec2(vec2(inputVec) * scale);
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}
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} |