mirror of
https://git.naxdy.org/Mirror/Ryujinx.git
synced 2024-11-15 09:35:27 +00:00
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.
129 lines
3.6 KiB
C#
129 lines
3.6 KiB
C#
using OpenTK.Graphics.OpenGL;
|
|
using Ryujinx.Common.Logging;
|
|
using Ryujinx.Graphics.GAL;
|
|
using Ryujinx.Graphics.OpenGL.Image;
|
|
using Ryujinx.Graphics.OpenGL.Queries;
|
|
using Ryujinx.Graphics.Shader;
|
|
using System;
|
|
|
|
namespace Ryujinx.Graphics.OpenGL
|
|
{
|
|
public sealed class Renderer : IRenderer
|
|
{
|
|
private readonly Pipeline _pipeline;
|
|
|
|
public IPipeline Pipeline => _pipeline;
|
|
|
|
private readonly Counters _counters;
|
|
|
|
private readonly Window _window;
|
|
|
|
public IWindow Window => _window;
|
|
|
|
internal TextureCopy TextureCopy { get; }
|
|
|
|
public string GpuVendor { get; private set; }
|
|
public string GpuRenderer { get; private set; }
|
|
public string GpuVersion { get; private set; }
|
|
|
|
public Renderer()
|
|
{
|
|
_pipeline = new Pipeline();
|
|
_counters = new Counters();
|
|
_window = new Window(this);
|
|
TextureCopy = new TextureCopy(this);
|
|
}
|
|
|
|
public IShader CompileShader(ShaderProgram shader)
|
|
{
|
|
return new Shader(shader);
|
|
}
|
|
|
|
public BufferHandle CreateBuffer(int size)
|
|
{
|
|
return Buffer.Create(size);
|
|
}
|
|
|
|
public IProgram CreateProgram(IShader[] shaders)
|
|
{
|
|
return new Program(shaders);
|
|
}
|
|
|
|
public ISampler CreateSampler(SamplerCreateInfo info)
|
|
{
|
|
return new Sampler(info);
|
|
}
|
|
|
|
public ITexture CreateTexture(TextureCreateInfo info, float scaleFactor)
|
|
{
|
|
return info.Target == Target.TextureBuffer ? new TextureBuffer(info) : new TextureStorage(this, info, scaleFactor).CreateDefaultView();
|
|
}
|
|
|
|
public void DeleteBuffer(BufferHandle buffer)
|
|
{
|
|
Buffer.Delete(buffer);
|
|
}
|
|
|
|
public byte[] GetBufferData(BufferHandle buffer, int offset, int size)
|
|
{
|
|
return Buffer.GetData(buffer, offset, size);
|
|
}
|
|
|
|
public Capabilities GetCapabilities()
|
|
{
|
|
return new Capabilities(
|
|
HwCapabilities.SupportsAstcCompression,
|
|
HwCapabilities.SupportsImageLoadFormatted,
|
|
HwCapabilities.SupportsNonConstantTextureOffset,
|
|
HwCapabilities.SupportsViewportSwizzle,
|
|
HwCapabilities.MaximumComputeSharedMemorySize,
|
|
HwCapabilities.MaximumSupportedAnisotropy,
|
|
HwCapabilities.StorageBufferOffsetAlignment);
|
|
}
|
|
|
|
public void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data)
|
|
{
|
|
Buffer.SetData(buffer, offset, data);
|
|
}
|
|
|
|
public void UpdateCounters()
|
|
{
|
|
_counters.Update();
|
|
}
|
|
|
|
public ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler)
|
|
{
|
|
return _counters.QueueReport(type, resultHandler);
|
|
}
|
|
|
|
public void Initialize()
|
|
{
|
|
PrintGpuInformation();
|
|
|
|
_counters.Initialize();
|
|
}
|
|
|
|
private void PrintGpuInformation()
|
|
{
|
|
GpuVendor = GL.GetString(StringName.Vendor);
|
|
GpuRenderer = GL.GetString(StringName.Renderer);
|
|
GpuVersion = GL.GetString(StringName.Version);
|
|
|
|
Logger.PrintInfo(LogClass.Gpu, $"{GpuVendor} {GpuRenderer} ({GpuVersion})");
|
|
}
|
|
|
|
public void ResetCounter(CounterType type)
|
|
{
|
|
_counters.QueueReset(type);
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
TextureCopy.Dispose();
|
|
_pipeline.Dispose();
|
|
_window.Dispose();
|
|
_counters.Dispose();
|
|
}
|
|
}
|
|
}
|