mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-11-27 08:05:41 +00:00
GPU: Implement support for multisample antialiasing
This commit is contained in:
parent
61a4960380
commit
2eaebd8921
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@ -4,7 +4,7 @@ Log_SetChannel(D3D11);
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namespace D3D11 {
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Texture::Texture() : m_width(0), m_height(0) {}
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Texture::Texture() : m_width(0), m_height(0), m_samples(0) {}
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Texture::Texture(ComPtr<ID3D11Texture2D> texture, ComPtr<ID3D11ShaderResourceView> srv,
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ComPtr<ID3D11RenderTargetView> rtv)
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@ -13,6 +13,7 @@ Texture::Texture(ComPtr<ID3D11Texture2D> texture, ComPtr<ID3D11ShaderResourceVie
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const D3D11_TEXTURE2D_DESC desc = GetDesc();
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m_width = desc.Width;
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m_height = desc.Height;
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m_samples = desc.SampleDesc.Count;
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}
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Texture::~Texture()
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@ -27,10 +28,10 @@ D3D11_TEXTURE2D_DESC Texture::GetDesc() const
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return desc;
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}
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bool Texture::Create(ID3D11Device* device, u32 width, u32 height, DXGI_FORMAT format, u32 bind_flags,
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const void* initial_data, u32 initial_data_stride)
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bool Texture::Create(ID3D11Device* device, u32 width, u32 height, u32 samples, DXGI_FORMAT format, u32 bind_flags,
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const void* initial_data /* = nullptr */, u32 initial_data_stride /* = 0 */)
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{
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CD3D11_TEXTURE2D_DESC desc(format, width, height, 1, 1, bind_flags, D3D11_USAGE_DEFAULT, 0, 1, 0, 0);
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CD3D11_TEXTURE2D_DESC desc(format, width, height, 1, 1, bind_flags, D3D11_USAGE_DEFAULT, 0, samples, 0, 0);
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D3D11_SUBRESOURCE_DATA srd;
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srd.pSysMem = initial_data;
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@ -48,8 +49,9 @@ bool Texture::Create(ID3D11Device* device, u32 width, u32 height, DXGI_FORMAT fo
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ComPtr<ID3D11ShaderResourceView> srv;
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if (bind_flags & D3D11_BIND_SHADER_RESOURCE)
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{
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const CD3D11_SHADER_RESOURCE_VIEW_DESC srv_desc(D3D11_SRV_DIMENSION_TEXTURE2D, desc.Format, 0, desc.MipLevels, 0,
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desc.ArraySize);
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const D3D11_SRV_DIMENSION srv_dimension =
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(desc.SampleDesc.Count > 1) ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D;
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const CD3D11_SHADER_RESOURCE_VIEW_DESC srv_desc(srv_dimension, desc.Format, 0, desc.MipLevels, 0, desc.ArraySize);
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const HRESULT hr = device->CreateShaderResourceView(texture.Get(), &srv_desc, srv.GetAddressOf());
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if (FAILED(hr))
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{
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@ -61,7 +63,9 @@ bool Texture::Create(ID3D11Device* device, u32 width, u32 height, DXGI_FORMAT fo
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ComPtr<ID3D11RenderTargetView> rtv;
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if (bind_flags & D3D11_BIND_RENDER_TARGET)
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{
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const CD3D11_RENDER_TARGET_VIEW_DESC rtv_desc(D3D11_RTV_DIMENSION_TEXTURE2D, desc.Format, 0, 0, desc.ArraySize);
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const D3D11_RTV_DIMENSION rtv_dimension =
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(desc.SampleDesc.Count > 1) ? D3D11_RTV_DIMENSION_TEXTURE2DMS : D3D11_RTV_DIMENSION_TEXTURE2D;
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const CD3D11_RENDER_TARGET_VIEW_DESC rtv_desc(rtv_dimension, desc.Format, 0, 0, desc.ArraySize);
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const HRESULT hr = device->CreateRenderTargetView(texture.Get(), &rtv_desc, rtv.GetAddressOf());
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if (FAILED(hr))
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{
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@ -75,6 +79,7 @@ bool Texture::Create(ID3D11Device* device, u32 width, u32 height, DXGI_FORMAT fo
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m_rtv = std::move(rtv);
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m_width = desc.Width;
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m_height = desc.Height;
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m_samples = desc.SampleDesc.Count;
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return true;
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}
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@ -86,8 +91,9 @@ bool Texture::Adopt(ID3D11Device* device, ComPtr<ID3D11Texture2D> texture)
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ComPtr<ID3D11ShaderResourceView> srv;
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if (desc.BindFlags & D3D11_BIND_SHADER_RESOURCE)
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{
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const CD3D11_SHADER_RESOURCE_VIEW_DESC srv_desc(D3D11_SRV_DIMENSION_TEXTURE2D, desc.Format, 0, desc.MipLevels, 0,
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desc.ArraySize);
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const D3D11_SRV_DIMENSION srv_dimension =
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(desc.SampleDesc.Count > 1) ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D;
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const CD3D11_SHADER_RESOURCE_VIEW_DESC srv_desc(srv_dimension, desc.Format, 0, desc.MipLevels, 0, desc.ArraySize);
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const HRESULT hr = device->CreateShaderResourceView(texture.Get(), &srv_desc, srv.ReleaseAndGetAddressOf());
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if (FAILED(hr))
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{
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@ -99,7 +105,9 @@ bool Texture::Adopt(ID3D11Device* device, ComPtr<ID3D11Texture2D> texture)
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ComPtr<ID3D11RenderTargetView> rtv;
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if (desc.BindFlags & D3D11_BIND_RENDER_TARGET)
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{
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const CD3D11_RENDER_TARGET_VIEW_DESC rtv_desc(D3D11_RTV_DIMENSION_TEXTURE2D, desc.Format, 0, 0, desc.ArraySize);
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const D3D11_RTV_DIMENSION rtv_dimension =
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(desc.SampleDesc.Count > 1) ? D3D11_RTV_DIMENSION_TEXTURE2DMS : D3D11_RTV_DIMENSION_TEXTURE2D;
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const CD3D11_RENDER_TARGET_VIEW_DESC rtv_desc(rtv_dimension, desc.Format, 0, 0, desc.ArraySize);
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const HRESULT hr = device->CreateRenderTargetView(texture.Get(), &rtv_desc, rtv.ReleaseAndGetAddressOf());
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if (FAILED(hr))
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{
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@ -113,6 +121,7 @@ bool Texture::Adopt(ID3D11Device* device, ComPtr<ID3D11Texture2D> texture)
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m_rtv = std::move(rtv);
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m_width = desc.Width;
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m_height = desc.Height;
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m_samples = desc.SampleDesc.Count;
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return true;
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}
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@ -123,6 +132,7 @@ void Texture::Destroy()
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m_texture.Reset();
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m_width = 0;
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m_height = 0;
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m_samples = 0;
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}
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} // namespace D3D11
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@ -23,6 +23,8 @@ public:
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ALWAYS_INLINE u32 GetWidth() const { return m_width; }
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ALWAYS_INLINE u32 GetHeight() const { return m_height; }
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ALWAYS_INLINE u32 GetSamples() const { return m_samples; }
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ALWAYS_INLINE bool IsMultisampled() const { return m_samples > 1; }
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ALWAYS_INLINE DXGI_FORMAT GetFormat() const { return GetDesc().Format; }
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D3D11_TEXTURE2D_DESC GetDesc() const;
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@ -31,7 +33,7 @@ public:
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ALWAYS_INLINE operator ID3D11RenderTargetView*() const { return m_rtv.Get(); }
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ALWAYS_INLINE operator bool() const { return static_cast<bool>(m_texture); }
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bool Create(ID3D11Device* device, u32 width, u32 height, DXGI_FORMAT format, u32 bind_flags,
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bool Create(ID3D11Device* device, u32 width, u32 height, u32 samples, DXGI_FORMAT format, u32 bind_flags,
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const void* initial_data = nullptr, u32 initial_data_stride = 0);
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bool Adopt(ID3D11Device* device, ComPtr<ID3D11Texture2D> texture);
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@ -43,5 +45,6 @@ private:
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ComPtr<ID3D11RenderTargetView> m_rtv;
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u32 m_width;
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u32 m_height;
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u32 m_samples;
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};
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} // namespace D3D11
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@ -8,11 +8,13 @@ namespace GL {
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Texture::Texture() = default;
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Texture::Texture(Texture&& moved)
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: m_id(moved.m_id), m_width(moved.m_width), m_height(moved.m_height), m_fbo_id(moved.m_fbo_id)
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: m_id(moved.m_id), m_width(moved.m_width), m_height(moved.m_height), m_samples(moved.m_samples),
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m_fbo_id(moved.m_fbo_id)
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{
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moved.m_id = 0;
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moved.m_width = 0;
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moved.m_height = 0;
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moved.m_samples = 0;
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moved.m_fbo_id = 0;
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}
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@ -21,20 +23,32 @@ Texture::~Texture()
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Destroy();
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}
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bool Texture::Create(u32 width, u32 height, GLenum internal_format, GLenum format, GLenum type, const void* data,
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bool linear_filter, bool wrap)
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bool Texture::Create(u32 width, u32 height, u32 samples, GLenum internal_format, GLenum format, GLenum type,
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const void* data, bool linear_filter, bool wrap)
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{
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glGetError();
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const GLenum target = (samples > 1) ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D;
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GLuint id;
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glGenTextures(1, &id);
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glBindTexture(GL_TEXTURE_2D, id);
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glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, type, data);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, linear_filter ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, linear_filter ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap ? GL_REPEAT : GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap ? GL_REPEAT : GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
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glBindTexture(target, id);
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if (samples > 1)
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{
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glTexImage2DMultisample(target, samples, internal_format, width, height, GL_FALSE);
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}
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else
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{
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glTexImage2D(target, 0, internal_format, width, height, 0, format, type, data);
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, linear_filter ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, linear_filter ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(target, GL_TEXTURE_WRAP_S, wrap ? GL_REPEAT : GL_CLAMP_TO_EDGE);
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glTexParameteri(target, GL_TEXTURE_WRAP_T, wrap ? GL_REPEAT : GL_CLAMP_TO_EDGE);
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}
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glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, 1);
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GLenum error = glGetError();
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if (error != GL_NO_ERROR)
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@ -50,15 +64,19 @@ bool Texture::Create(u32 width, u32 height, GLenum internal_format, GLenum forma
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m_id = id;
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m_width = width;
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m_height = height;
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m_samples = samples;
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return true;
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}
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void Texture::SetLinearFilter(bool enabled)
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{
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Assert(!IsMultisampled());
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Bind();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, enabled ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, enabled ? GL_LINEAR : GL_NEAREST);
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const GLenum target = GetGLTarget();
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, enabled ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, enabled ? GL_LINEAR : GL_NEAREST);
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}
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bool Texture::CreateFramebuffer()
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m_width = 0;
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m_height = 0;
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m_samples = 0;
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}
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void Texture::Bind()
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{
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glBindTexture(GL_TEXTURE_2D, m_id);
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glBindTexture(GetGLTarget(), m_id);
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}
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void Texture::BindFramebuffer(GLenum target /*= GL_DRAW_FRAMEBUFFER*/)
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m_id = moved.m_id;
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m_width = moved.m_width;
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m_height = moved.m_height;
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m_samples = moved.m_samples;
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m_fbo_id = moved.m_fbo_id;
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moved.m_id = 0;
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moved.m_width = 0;
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moved.m_height = 0;
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moved.m_samples = 0;
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moved.m_fbo_id = 0;
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return *this;
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}
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@ -10,8 +10,8 @@ public:
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Texture(Texture&& moved);
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~Texture();
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bool Create(u32 width, u32 height, GLenum internal_format, GLenum format, GLenum type, const void* data = nullptr,
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bool linear_filter = false, bool wrap = false);
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bool Create(u32 width, u32 height, u32 samples, GLenum internal_format, GLenum format, GLenum type,
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const void* data = nullptr, bool linear_filter = false, bool wrap = false);
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bool CreateFramebuffer();
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void Destroy();
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void SetLinearFilter(bool enabled);
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bool IsValid() const { return m_id != 0; }
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bool IsMultisampled() const { return m_samples > 1; }
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GLuint GetGLId() const { return m_id; }
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u32 GetWidth() const { return m_width; }
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u32 GetHeight() const { return m_height; }
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u32 GetSamples() const { return m_samples; }
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GLuint GetGLFramebufferID() const { return m_fbo_id; }
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GLenum GetGLTarget() const { return IsMultisampled() ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D; }
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void Bind();
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void BindFramebuffer(GLenum target = GL_DRAW_FRAMEBUFFER);
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GLuint m_id = 0;
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u32 m_width = 0;
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u32 m_height = 0;
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u32 m_samples = 0;
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GLuint m_fbo_id = 0;
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};
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@ -248,6 +248,13 @@ void GraphicsPipelineBuilder::SetLineWidth(float width)
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m_rasterization_state.lineWidth = width;
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}
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void GraphicsPipelineBuilder::SetMultisamples(u32 multisamples, bool per_sample_shading)
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{
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m_multisample_state.rasterizationSamples = static_cast<VkSampleCountFlagBits>(multisamples);
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m_multisample_state.sampleShadingEnable = per_sample_shading;
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m_multisample_state.minSampleShading = (multisamples > 1) ? 0.0f : 1.0f;
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}
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void GraphicsPipelineBuilder::SetNoCullRasterizationState()
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{
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SetRasterizationState(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE, VK_FRONT_FACE_CLOCKWISE);
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@ -81,6 +81,7 @@ public:
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void SetRasterizationState(VkPolygonMode polygon_mode, VkCullModeFlags cull_mode, VkFrontFace front_face);
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void SetLineWidth(float width);
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void SetMultisamples(u32 multisamples, bool per_sample_shading);
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void SetNoCullRasterizationState();
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void SetDepthState(bool depth_test, bool depth_write, VkCompareOp compare_op);
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@ -472,6 +472,7 @@ bool Context::SelectDeviceFeatures(const VkPhysicalDeviceFeatures* required_feat
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// Enable the features we use.
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m_device_features.dualSrcBlend = available_features.dualSrcBlend;
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m_device_features.sampleRateShading = available_features.sampleRateShading;
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return true;
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}
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@ -47,12 +47,27 @@ bool GPU_HW::Initialize(HostDisplay* host_display)
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return false;
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m_resolution_scale = CalculateResolutionScale();
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m_multisamples = std::min(g_settings.gpu_multisamples, m_max_multisamples);
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m_render_api = host_display->GetRenderAPI();
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m_per_sample_shading = g_settings.gpu_per_sample_shading && m_supports_per_sample_shading;
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m_true_color = g_settings.gpu_true_color;
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m_scaled_dithering = g_settings.gpu_scaled_dithering;
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m_texture_filtering = g_settings.gpu_texture_filter;
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m_using_uv_limits = ShouldUseUVLimits();
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PrintSettingsToLog();
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if (m_multisamples != g_settings.gpu_multisamples)
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{
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g_host_interface->AddFormattedOSDMessage(
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20.0f, g_host_interface->TranslateString("OSDMessage", "%ux MSAA is not supported, using %ux instead."),
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g_settings.gpu_multisamples, m_multisamples);
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}
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if (!m_per_sample_shading && g_settings.gpu_per_sample_shading)
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{
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g_host_interface->AddOSDMessage(
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g_host_interface->TranslateStdString("OSDMessage", "SSAA is not supported, using MSAA instead."), 20.0f);
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}
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return true;
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}
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@ -91,12 +106,15 @@ bool GPU_HW::DoState(StateWrapper& sw)
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void GPU_HW::UpdateHWSettings(bool* framebuffer_changed, bool* shaders_changed)
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{
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const u32 resolution_scale = CalculateResolutionScale();
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const u32 multisamples = std::min(m_max_multisamples, g_settings.gpu_multisamples);
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const bool use_uv_limits = ShouldUseUVLimits();
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*framebuffer_changed = (m_resolution_scale != resolution_scale);
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*shaders_changed = (m_resolution_scale != resolution_scale || m_true_color != g_settings.gpu_true_color ||
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m_scaled_dithering != g_settings.gpu_scaled_dithering ||
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m_texture_filtering != g_settings.gpu_texture_filter || m_using_uv_limits != use_uv_limits);
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*framebuffer_changed = (m_resolution_scale != resolution_scale || m_multisamples != multisamples);
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*shaders_changed =
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(m_resolution_scale != resolution_scale || m_multisamples != multisamples ||
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m_true_color != g_settings.gpu_true_color || m_per_sample_shading != g_settings.gpu_per_sample_shading ||
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m_scaled_dithering != g_settings.gpu_scaled_dithering || m_texture_filtering != g_settings.gpu_texture_filter ||
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m_using_uv_limits != use_uv_limits);
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if (m_resolution_scale != resolution_scale)
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{
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@ -107,7 +125,24 @@ void GPU_HW::UpdateHWSettings(bool* framebuffer_changed, bool* shaders_changed)
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VRAM_HEIGHT * resolution_scale);
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}
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if (m_multisamples != multisamples || m_per_sample_shading != g_settings.gpu_per_sample_shading)
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{
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if (g_settings.gpu_per_sample_shading)
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{
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g_host_interface->AddFormattedOSDMessage(
|
||||
10.0f, g_host_interface->TranslateString("OSDMessage", "Multisample anti-aliasing set to %ux (SSAA)."),
|
||||
multisamples);
|
||||
}
|
||||
else
|
||||
{
|
||||
g_host_interface->AddFormattedOSDMessage(
|
||||
10.0f, g_host_interface->TranslateString("OSDMessage", "Multisample anti-aliasing set to %ux."), multisamples);
|
||||
}
|
||||
}
|
||||
|
||||
m_resolution_scale = resolution_scale;
|
||||
m_multisamples = multisamples;
|
||||
m_per_sample_shading = g_settings.gpu_per_sample_shading;
|
||||
m_true_color = g_settings.gpu_true_color;
|
||||
m_scaled_dithering = g_settings.gpu_scaled_dithering;
|
||||
m_texture_filtering = g_settings.gpu_texture_filter;
|
||||
|
@ -147,6 +182,7 @@ void GPU_HW::PrintSettingsToLog()
|
|||
{
|
||||
Log_InfoPrintf("Resolution Scale: %u (%ux%u), maximum %u", m_resolution_scale, VRAM_WIDTH * m_resolution_scale,
|
||||
VRAM_HEIGHT * m_resolution_scale, m_max_resolution_scale);
|
||||
Log_InfoPrintf("Multisampling: %ux%s", m_multisamples, m_per_sample_shading ? " (per sample shading)" : "");
|
||||
Log_InfoPrintf("Dithering: %s%s", m_true_color ? "Disabled" : "Enabled",
|
||||
(!m_true_color && m_scaled_dithering) ? " (Scaled)" : "");
|
||||
Log_InfoPrintf("Texture Filtering: %s", Settings::GetTextureFilterDisplayName(m_texture_filtering));
|
||||
|
|
|
@ -34,7 +34,7 @@ public:
|
|||
virtual bool Initialize(HostDisplay* host_display) override;
|
||||
virtual void Reset() override;
|
||||
virtual bool DoState(StateWrapper& sw) override;
|
||||
|
||||
|
||||
void UpdateResolutionScale() override final;
|
||||
std::tuple<u32, u32> GetEffectiveDisplayResolution() override final;
|
||||
|
||||
|
@ -187,6 +187,8 @@ protected:
|
|||
|
||||
u32 CalculateResolutionScale() const;
|
||||
|
||||
ALWAYS_INLINE bool IsUsingMultisampling() const { return m_multisamples > 1; }
|
||||
|
||||
void SetFullVRAMDirtyRectangle()
|
||||
{
|
||||
m_vram_dirty_rect.Set(0, 0, VRAM_WIDTH, VRAM_HEIGHT);
|
||||
|
@ -266,11 +268,15 @@ protected:
|
|||
s32 m_current_depth = 0;
|
||||
|
||||
u32 m_resolution_scale = 1;
|
||||
u32 m_multisamples = 1;
|
||||
u32 m_max_resolution_scale = 1;
|
||||
u32 m_max_multisamples = 1;
|
||||
HostDisplay::RenderAPI m_render_api = HostDisplay::RenderAPI::None;
|
||||
bool m_per_sample_shading = false;
|
||||
bool m_true_color = true;
|
||||
bool m_scaled_dithering = false;
|
||||
GPUTextureFilter m_texture_filtering = GPUTextureFilter::Nearest;
|
||||
bool m_supports_per_sample_shading = false;
|
||||
bool m_supports_dual_source_blend = false;
|
||||
bool m_using_uv_limits = false;
|
||||
|
||||
|
|
|
@ -16,7 +16,8 @@ GPU_HW_D3D11::~GPU_HW_D3D11()
|
|||
if (m_host_display)
|
||||
m_host_display->ClearDisplayTexture();
|
||||
|
||||
m_context->ClearState();
|
||||
if (m_context)
|
||||
m_context->ClearState();
|
||||
|
||||
DestroyShaders();
|
||||
DestroyStateObjects();
|
||||
|
@ -30,16 +31,16 @@ bool GPU_HW_D3D11::Initialize(HostDisplay* host_display)
|
|||
return false;
|
||||
}
|
||||
|
||||
SetCapabilities();
|
||||
|
||||
if (!GPU_HW::Initialize(host_display))
|
||||
return false;
|
||||
|
||||
m_device = static_cast<ID3D11Device*>(host_display->GetRenderDevice());
|
||||
m_context = static_cast<ID3D11DeviceContext*>(host_display->GetRenderContext());
|
||||
if (!m_device || !m_context)
|
||||
return false;
|
||||
|
||||
SetCapabilities();
|
||||
|
||||
if (!GPU_HW::Initialize(host_display))
|
||||
return false;
|
||||
|
||||
if (!CreateFramebuffer())
|
||||
{
|
||||
Log_ErrorPrintf("Failed to create framebuffer");
|
||||
|
@ -123,6 +124,9 @@ void GPU_HW_D3D11::UpdateSettings()
|
|||
|
||||
if (framebuffer_changed)
|
||||
{
|
||||
RestoreGraphicsAPIState();
|
||||
ReadVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT);
|
||||
ResetGraphicsAPIState();
|
||||
m_host_display->ClearDisplayTexture();
|
||||
CreateFramebuffer();
|
||||
}
|
||||
|
@ -138,6 +142,7 @@ void GPU_HW_D3D11::UpdateSettings()
|
|||
if (framebuffer_changed)
|
||||
{
|
||||
RestoreGraphicsAPIState();
|
||||
UpdateVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT, m_vram_ptr);
|
||||
UpdateDepthBufferFromMaskBit();
|
||||
UpdateDisplay();
|
||||
ResetGraphicsAPIState();
|
||||
|
@ -173,54 +178,54 @@ void GPU_HW_D3D11::SetCapabilities()
|
|||
|
||||
m_max_resolution_scale = max_texture_scale;
|
||||
m_supports_dual_source_blend = true;
|
||||
m_supports_per_sample_shading = (m_device->GetFeatureLevel() >= D3D_FEATURE_LEVEL_10_1);
|
||||
|
||||
m_max_multisamples = 1;
|
||||
for (u32 multisamples = 2; multisamples < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; multisamples++)
|
||||
{
|
||||
UINT num_quality_levels;
|
||||
if (SUCCEEDED(
|
||||
m_device->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, multisamples, &num_quality_levels)) &&
|
||||
num_quality_levels > 0)
|
||||
{
|
||||
m_max_multisamples = multisamples;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool GPU_HW_D3D11::CreateFramebuffer()
|
||||
{
|
||||
// save old vram texture/fbo, in case we're changing scale
|
||||
auto old_vram_texture = std::move(m_vram_texture);
|
||||
DestroyFramebuffer();
|
||||
|
||||
// scale vram size to internal resolution
|
||||
const u32 texture_width = VRAM_WIDTH * m_resolution_scale;
|
||||
const u32 texture_height = VRAM_HEIGHT * m_resolution_scale;
|
||||
const u32 multisamples = m_multisamples;
|
||||
const DXGI_FORMAT texture_format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
const DXGI_FORMAT depth_format = DXGI_FORMAT_D16_UNORM;
|
||||
|
||||
if (!m_vram_texture.Create(m_device.Get(), texture_width, texture_height, texture_format,
|
||||
if (!m_vram_texture.Create(m_device.Get(), texture_width, texture_height, multisamples, texture_format,
|
||||
D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET) ||
|
||||
!m_vram_depth_texture.Create(m_device.Get(), texture_width, texture_height, depth_format,
|
||||
!m_vram_depth_texture.Create(m_device.Get(), texture_width, texture_height, multisamples, depth_format,
|
||||
D3D11_BIND_DEPTH_STENCIL) ||
|
||||
!m_vram_read_texture.Create(m_device.Get(), texture_width, texture_height, texture_format,
|
||||
!m_vram_read_texture.Create(m_device.Get(), texture_width, texture_height, 1, texture_format,
|
||||
D3D11_BIND_SHADER_RESOURCE) ||
|
||||
!m_display_texture.Create(m_device.Get(), texture_width, texture_height, texture_format,
|
||||
!m_display_texture.Create(m_device.Get(), texture_width, texture_height, 1, texture_format,
|
||||
D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET) ||
|
||||
!m_vram_encoding_texture.Create(m_device.Get(), VRAM_WIDTH, VRAM_HEIGHT, texture_format,
|
||||
!m_vram_encoding_texture.Create(m_device.Get(), VRAM_WIDTH, VRAM_HEIGHT, 1, texture_format,
|
||||
D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET) ||
|
||||
!m_vram_readback_texture.Create(m_device.Get(), VRAM_WIDTH, VRAM_HEIGHT, texture_format, false))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
const CD3D11_DEPTH_STENCIL_VIEW_DESC depth_view_desc(D3D11_DSV_DIMENSION_TEXTURE2D, depth_format);
|
||||
const CD3D11_DEPTH_STENCIL_VIEW_DESC depth_view_desc(
|
||||
multisamples > 1 ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D, depth_format);
|
||||
HRESULT hr =
|
||||
m_device->CreateDepthStencilView(m_vram_depth_texture, &depth_view_desc, m_vram_depth_view.GetAddressOf());
|
||||
if (FAILED(hr))
|
||||
return false;
|
||||
|
||||
// do we need to restore the framebuffer after a size change?
|
||||
if (old_vram_texture)
|
||||
{
|
||||
const bool linear_filter = old_vram_texture.GetWidth() > m_vram_texture.GetWidth();
|
||||
Log_DevPrintf("Scaling %ux%u VRAM texture to %ux%u using %s filter", old_vram_texture.GetWidth(),
|
||||
old_vram_texture.GetHeight(), m_vram_texture.GetWidth(), m_vram_texture.GetHeight(),
|
||||
linear_filter ? "linear" : "nearest");
|
||||
|
||||
BlitTexture(m_vram_texture.GetD3DRTV(), 0, 0, m_vram_texture.GetWidth(), m_vram_texture.GetHeight(),
|
||||
old_vram_texture.GetD3DSRV(), 0, 0, old_vram_texture.GetWidth(), old_vram_texture.GetHeight(),
|
||||
old_vram_texture.GetWidth(), old_vram_texture.GetHeight(), linear_filter);
|
||||
}
|
||||
|
||||
m_context->OMSetRenderTargets(1, m_vram_texture.GetD3DRTVArray(), nullptr);
|
||||
SetFullVRAMDirtyRectangle();
|
||||
return true;
|
||||
|
@ -281,9 +286,21 @@ bool GPU_HW_D3D11::CreateStateObjects()
|
|||
CD3D11_RASTERIZER_DESC rs_desc = CD3D11_RASTERIZER_DESC(CD3D11_DEFAULT());
|
||||
rs_desc.CullMode = D3D11_CULL_NONE;
|
||||
rs_desc.ScissorEnable = TRUE;
|
||||
rs_desc.MultisampleEnable = IsUsingMultisampling();
|
||||
hr = m_device->CreateRasterizerState(&rs_desc, m_cull_none_rasterizer_state.ReleaseAndGetAddressOf());
|
||||
if (FAILED(hr))
|
||||
return false;
|
||||
if (IsUsingMultisampling())
|
||||
{
|
||||
rs_desc.MultisampleEnable = FALSE;
|
||||
hr = m_device->CreateRasterizerState(&rs_desc, m_cull_none_rasterizer_state_no_msaa.ReleaseAndGetAddressOf());
|
||||
if (FAILED(hr))
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_cull_none_rasterizer_state_no_msaa = m_cull_none_rasterizer_state;
|
||||
}
|
||||
|
||||
CD3D11_DEPTH_STENCIL_DESC ds_desc = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT());
|
||||
ds_desc.DepthEnable = FALSE;
|
||||
|
@ -364,6 +381,7 @@ void GPU_HW_D3D11::DestroyStateObjects()
|
|||
m_depth_test_always_state.Reset();
|
||||
m_depth_disabled_state.Reset();
|
||||
m_cull_none_rasterizer_state.Reset();
|
||||
m_cull_none_rasterizer_state_no_msaa.Reset();
|
||||
}
|
||||
|
||||
bool GPU_HW_D3D11::CompileShaders()
|
||||
|
@ -372,8 +390,9 @@ bool GPU_HW_D3D11::CompileShaders()
|
|||
shader_cache.Open(g_host_interface->GetShaderCacheBasePath(), m_device->GetFeatureLevel(),
|
||||
g_settings.gpu_use_debug_device);
|
||||
|
||||
GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_true_color, m_scaled_dithering,
|
||||
m_texture_filtering, m_using_uv_limits, m_supports_dual_source_blend);
|
||||
GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_multisamples, m_per_sample_shading,
|
||||
m_true_color, m_scaled_dithering, m_texture_filtering, m_using_uv_limits,
|
||||
m_supports_dual_source_blend);
|
||||
|
||||
Common::Timer compile_time;
|
||||
const int progress_total = 1 + 1 + 2 + (4 * 9 * 2 * 2) + 7 + (2 * 3);
|
||||
|
@ -572,25 +591,6 @@ void GPU_HW_D3D11::SetViewportAndScissor(u32 x, u32 y, u32 width, u32 height)
|
|||
SetScissor(x, y, width, height);
|
||||
}
|
||||
|
||||
void GPU_HW_D3D11::BlitTexture(ID3D11RenderTargetView* dst, u32 dst_x, u32 dst_y, u32 dst_width, u32 dst_height,
|
||||
ID3D11ShaderResourceView* src, u32 src_x, u32 src_y, u32 src_width, u32 src_height,
|
||||
u32 src_texture_width, u32 src_texture_height, bool linear_filter)
|
||||
{
|
||||
const float uniforms[4] = {static_cast<float>(src_x) / static_cast<float>(src_texture_width),
|
||||
static_cast<float>(src_y) / static_cast<float>(src_texture_height),
|
||||
static_cast<float>(src_width) / static_cast<float>(src_texture_width),
|
||||
static_cast<float>(src_height) / static_cast<float>(src_texture_height)};
|
||||
|
||||
m_context->OMSetRenderTargets(1, &dst, nullptr);
|
||||
m_context->OMSetDepthStencilState(m_depth_disabled_state.Get(), 0);
|
||||
m_context->PSSetShaderResources(0, 1, &src);
|
||||
m_context->PSSetSamplers(
|
||||
0, 1, linear_filter ? m_linear_sampler_state.GetAddressOf() : m_point_sampler_state.GetAddressOf());
|
||||
SetViewport(dst_x, dst_y, dst_width, dst_height);
|
||||
SetScissor(dst_x, dst_y, dst_width, dst_height);
|
||||
DrawUtilityShader(m_copy_pixel_shader.Get(), uniforms, sizeof(uniforms));
|
||||
}
|
||||
|
||||
void GPU_HW_D3D11::DrawUtilityShader(ID3D11PixelShader* shader, const void* uniforms, u32 uniforms_size)
|
||||
{
|
||||
if (uniforms)
|
||||
|
@ -650,8 +650,20 @@ void GPU_HW_D3D11::UpdateDisplay()
|
|||
|
||||
if (g_settings.debugging.show_vram)
|
||||
{
|
||||
m_host_display->SetDisplayTexture(m_vram_texture.GetD3DSRV(), m_vram_texture.GetWidth(), m_vram_texture.GetHeight(),
|
||||
0, 0, m_vram_texture.GetWidth(), m_vram_texture.GetHeight());
|
||||
if (IsUsingMultisampling())
|
||||
{
|
||||
UpdateVRAMReadTexture();
|
||||
m_host_display->SetDisplayTexture(m_vram_read_texture.GetD3DSRV(), m_vram_read_texture.GetWidth(),
|
||||
m_vram_read_texture.GetHeight(), 0, 0, m_vram_read_texture.GetWidth(),
|
||||
m_vram_read_texture.GetHeight());
|
||||
}
|
||||
else
|
||||
{
|
||||
m_host_display->SetDisplayTexture(m_vram_texture.GetD3DSRV(), m_vram_texture.GetWidth(),
|
||||
m_vram_texture.GetHeight(), 0, 0, m_vram_texture.GetWidth(),
|
||||
m_vram_texture.GetHeight());
|
||||
}
|
||||
|
||||
m_host_display->SetDisplayParameters(VRAM_WIDTH, VRAM_HEIGHT, 0, 0, VRAM_WIDTH, VRAM_HEIGHT,
|
||||
static_cast<float>(VRAM_WIDTH) / static_cast<float>(VRAM_HEIGHT));
|
||||
}
|
||||
|
@ -672,7 +684,7 @@ void GPU_HW_D3D11::UpdateDisplay()
|
|||
m_host_display->ClearDisplayTexture();
|
||||
}
|
||||
else if (!m_GPUSTAT.display_area_color_depth_24 && interlaced == InterlacedRenderMode::None &&
|
||||
(scaled_vram_offset_x + scaled_display_width) <= m_vram_texture.GetWidth() &&
|
||||
!IsUsingMultisampling() && (scaled_vram_offset_x + scaled_display_width) <= m_vram_texture.GetWidth() &&
|
||||
(scaled_vram_offset_y + scaled_display_height) <= m_vram_texture.GetHeight())
|
||||
{
|
||||
m_host_display->SetDisplayTexture(m_vram_texture.GetD3DSRV(), m_vram_texture.GetWidth(),
|
||||
|
@ -681,6 +693,7 @@ void GPU_HW_D3D11::UpdateDisplay()
|
|||
}
|
||||
else
|
||||
{
|
||||
m_context->RSSetState(m_cull_none_rasterizer_state_no_msaa.Get());
|
||||
m_context->OMSetRenderTargets(1, m_display_texture.GetD3DRTVArray(), nullptr);
|
||||
m_context->OMSetDepthStencilState(m_depth_disabled_state.Get(), 0);
|
||||
m_context->PSSetShaderResources(0, 1, m_vram_texture.GetD3DSRVArray());
|
||||
|
@ -719,6 +732,7 @@ void GPU_HW_D3D11::ReadVRAM(u32 x, u32 y, u32 width, u32 height)
|
|||
|
||||
// Encode the 24-bit texture as 16-bit.
|
||||
const u32 uniforms[4] = {copy_rect.left, copy_rect.top, copy_rect.GetWidth(), copy_rect.GetHeight()};
|
||||
m_context->RSSetState(m_cull_none_rasterizer_state_no_msaa.Get());
|
||||
m_context->OMSetRenderTargets(1, m_vram_encoding_texture.GetD3DRTVArray(), nullptr);
|
||||
m_context->OMSetDepthStencilState(m_depth_disabled_state.Get(), 0);
|
||||
m_context->PSSetShaderResources(0, 1, m_vram_texture.GetD3DSRVArray());
|
||||
|
@ -796,7 +810,7 @@ void GPU_HW_D3D11::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* d
|
|||
|
||||
void GPU_HW_D3D11::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height)
|
||||
{
|
||||
if (UseVRAMCopyShader(src_x, src_y, dst_x, dst_y, width, height))
|
||||
if (UseVRAMCopyShader(src_x, src_y, dst_x, dst_y, width, height) || IsUsingMultisampling())
|
||||
{
|
||||
const Common::Rectangle<u32> src_bounds = GetVRAMTransferBounds(src_x, src_y, width, height);
|
||||
const Common::Rectangle<u32> dst_bounds = GetVRAMTransferBounds(dst_x, dst_y, width, height);
|
||||
|
@ -844,8 +858,17 @@ void GPU_HW_D3D11::UpdateVRAMReadTexture()
|
|||
{
|
||||
const auto scaled_rect = m_vram_dirty_rect * m_resolution_scale;
|
||||
const CD3D11_BOX src_box(scaled_rect.left, scaled_rect.top, 0, scaled_rect.right, scaled_rect.bottom, 1);
|
||||
m_context->CopySubresourceRegion(m_vram_read_texture, 0, scaled_rect.left, scaled_rect.top, 0, m_vram_texture, 0,
|
||||
&src_box);
|
||||
|
||||
if (m_vram_texture.IsMultisampled())
|
||||
{
|
||||
m_context->ResolveSubresource(m_vram_read_texture.GetD3DTexture(), 0, m_vram_texture.GetD3DTexture(), 0,
|
||||
m_vram_texture.GetFormat());
|
||||
}
|
||||
else
|
||||
{
|
||||
m_context->CopySubresourceRegion(m_vram_read_texture, 0, scaled_rect.left, scaled_rect.top, 0, m_vram_texture, 0,
|
||||
&src_box);
|
||||
}
|
||||
|
||||
GPU_HW::UpdateVRAMReadTexture();
|
||||
}
|
||||
|
|
|
@ -65,11 +65,6 @@ private:
|
|||
void SetScissor(u32 x, u32 y, u32 width, u32 height);
|
||||
void SetViewportAndScissor(u32 x, u32 y, u32 width, u32 height);
|
||||
|
||||
/// Blits from src to dst, downscaling or upscaling in the process.
|
||||
void BlitTexture(ID3D11RenderTargetView* dst, u32 dst_x, u32 dst_y, u32 dst_width, u32 dst_height,
|
||||
ID3D11ShaderResourceView* src, u32 src_x, u32 src_y, u32 src_width, u32 src_height,
|
||||
u32 src_texture_width, u32 src_texture_height, bool linear_filter);
|
||||
|
||||
void DrawUtilityShader(ID3D11PixelShader* shader, const void* uniforms, u32 uniforms_size);
|
||||
|
||||
ComPtr<ID3D11Device> m_device;
|
||||
|
@ -94,6 +89,7 @@ private:
|
|||
ComPtr<ID3D11ShaderResourceView> m_texture_stream_buffer_srv_r16ui;
|
||||
|
||||
ComPtr<ID3D11RasterizerState> m_cull_none_rasterizer_state;
|
||||
ComPtr<ID3D11RasterizerState> m_cull_none_rasterizer_state_no_msaa;
|
||||
|
||||
ComPtr<ID3D11DepthStencilState> m_depth_disabled_state;
|
||||
ComPtr<ID3D11DepthStencilState> m_depth_test_always_state;
|
||||
|
|
|
@ -128,6 +128,9 @@ void GPU_HW_OpenGL::UpdateSettings()
|
|||
|
||||
if (framebuffer_changed)
|
||||
{
|
||||
RestoreGraphicsAPIState();
|
||||
ReadVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT);
|
||||
ResetGraphicsAPIState();
|
||||
m_host_display->ClearDisplayTexture();
|
||||
CreateFramebuffer();
|
||||
}
|
||||
|
@ -137,6 +140,7 @@ void GPU_HW_OpenGL::UpdateSettings()
|
|||
if (framebuffer_changed)
|
||||
{
|
||||
RestoreGraphicsAPIState();
|
||||
UpdateVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT, m_vram_ptr);
|
||||
UpdateDepthBufferFromMaskBit();
|
||||
UpdateDisplay();
|
||||
ResetGraphicsAPIState();
|
||||
|
@ -179,6 +183,15 @@ void GPU_HW_OpenGL::SetCapabilities(HostDisplay* host_display)
|
|||
Log_InfoPrintf("Max texture size: %dx%d", max_texture_size, max_texture_size);
|
||||
m_max_resolution_scale = static_cast<u32>(max_texture_size / VRAM_WIDTH);
|
||||
|
||||
m_max_multisamples = 1;
|
||||
glGetIntegerv(GL_MAX_SAMPLES, reinterpret_cast<GLint*>(&m_max_multisamples));
|
||||
if (m_max_multisamples == 0)
|
||||
m_max_multisamples = 1;
|
||||
|
||||
m_supports_per_sample_shading = GLAD_GL_ARB_sample_shading;
|
||||
Log_InfoPrintf("Per-sample shading: %s", m_supports_per_sample_shading ? "supported" : "not supported");
|
||||
Log_InfoPrintf("Max multisamples: %u", m_max_multisamples);
|
||||
|
||||
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, reinterpret_cast<GLint*>(&m_uniform_buffer_alignment));
|
||||
Log_InfoPrintf("Uniform buffer offset alignment: %u", m_uniform_buffer_alignment);
|
||||
|
||||
|
@ -212,9 +225,16 @@ void GPU_HW_OpenGL::SetCapabilities(HostDisplay* host_display)
|
|||
Log_InfoPrintf("Max shader storage buffer size: %u", max_ssbo_size);
|
||||
m_use_ssbo_for_vram_writes = (max_ssbo_size >= (VRAM_WIDTH * VRAM_HEIGHT * sizeof(u16)));
|
||||
if (m_use_ssbo_for_vram_writes)
|
||||
{
|
||||
Log_InfoPrintf("Using shader storage buffers for VRAM writes.");
|
||||
}
|
||||
else
|
||||
Log_WarningPrintf("Texture buffers are not supported, VRAM writes will be slower.");
|
||||
{
|
||||
Log_WarningPrintf(
|
||||
"Texture buffers are not supported, VRAM writes will be slower and multisampling will be unavailable.");
|
||||
m_max_multisamples = 1;
|
||||
m_supports_per_sample_shading = false;
|
||||
}
|
||||
}
|
||||
|
||||
int max_dual_source_draw_buffers = 0;
|
||||
|
@ -240,24 +260,23 @@ void GPU_HW_OpenGL::SetCapabilities(HostDisplay* host_display)
|
|||
|
||||
bool GPU_HW_OpenGL::CreateFramebuffer()
|
||||
{
|
||||
// save old vram texture/fbo, in case we're changing scale
|
||||
GL::Texture old_vram_texture = std::move(m_vram_texture);
|
||||
GLuint old_vram_fbo = m_vram_fbo_id;
|
||||
|
||||
// scale vram size to internal resolution
|
||||
const u32 texture_width = VRAM_WIDTH * m_resolution_scale;
|
||||
const u32 texture_height = VRAM_HEIGHT * m_resolution_scale;
|
||||
const u32 multisamples = m_multisamples;
|
||||
|
||||
if (!m_vram_texture.Create(texture_width, texture_height, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false,
|
||||
true) ||
|
||||
!m_vram_depth_texture.Create(texture_width, texture_height, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT,
|
||||
GL_UNSIGNED_SHORT, nullptr, false) ||
|
||||
!m_vram_read_texture.Create(texture_width, texture_height, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false,
|
||||
if (!m_vram_texture.Create(texture_width, texture_height, multisamples, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, nullptr,
|
||||
false, true) ||
|
||||
!m_vram_depth_texture.Create(texture_width, texture_height, multisamples, GL_DEPTH_COMPONENT16,
|
||||
GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, nullptr, false) ||
|
||||
!m_vram_read_texture.Create(texture_width, texture_height, 1, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false,
|
||||
true) ||
|
||||
!m_vram_read_texture.CreateFramebuffer() ||
|
||||
!m_vram_encoding_texture.Create(VRAM_WIDTH, VRAM_HEIGHT, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false) ||
|
||||
!m_vram_encoding_texture.Create(VRAM_WIDTH, VRAM_HEIGHT, 1, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, nullptr,
|
||||
false) ||
|
||||
!m_vram_encoding_texture.CreateFramebuffer() ||
|
||||
!m_display_texture.Create(texture_width, texture_height, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false) ||
|
||||
!m_display_texture.Create(texture_width, texture_height, 1, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, nullptr,
|
||||
false) ||
|
||||
!m_display_texture.CreateFramebuffer())
|
||||
{
|
||||
return false;
|
||||
|
@ -265,28 +284,12 @@ bool GPU_HW_OpenGL::CreateFramebuffer()
|
|||
|
||||
glGenFramebuffers(1, &m_vram_fbo_id);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_vram_fbo_id);
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_vram_texture.GetGLId(), 0);
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_vram_depth_texture.GetGLId(), 0);
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_vram_texture.GetGLTarget(),
|
||||
m_vram_texture.GetGLId(), 0);
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_vram_depth_texture.GetGLTarget(),
|
||||
m_vram_depth_texture.GetGLId(), 0);
|
||||
Assert(glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
|
||||
|
||||
// do we need to restore the framebuffer after a size change?
|
||||
if (old_vram_fbo != 0)
|
||||
{
|
||||
const bool linear_filter = old_vram_texture.GetWidth() > m_vram_texture.GetWidth();
|
||||
Log_DevPrintf("Scaling %ux%u VRAM texture to %ux%u using %s filter", old_vram_texture.GetWidth(),
|
||||
old_vram_texture.GetHeight(), m_vram_texture.GetWidth(), m_vram_texture.GetHeight(),
|
||||
linear_filter ? "linear" : "nearest");
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, old_vram_fbo);
|
||||
glBlitFramebuffer(0, 0, old_vram_texture.GetWidth(), old_vram_texture.GetHeight(), 0, 0, m_vram_texture.GetWidth(),
|
||||
m_vram_texture.GetHeight(), GL_COLOR_BUFFER_BIT, linear_filter ? GL_LINEAR : GL_NEAREST);
|
||||
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
old_vram_texture.Destroy();
|
||||
glDeleteFramebuffers(1, &old_vram_fbo);
|
||||
}
|
||||
|
||||
SetFullVRAMDirtyRectangle();
|
||||
return true;
|
||||
}
|
||||
|
@ -366,8 +369,9 @@ bool GPU_HW_OpenGL::CompilePrograms()
|
|||
shader_cache.Open(IsGLES(), g_host_interface->GetShaderCacheBasePath());
|
||||
|
||||
const bool use_binding_layout = GPU_HW_ShaderGen::UseGLSLBindingLayout();
|
||||
GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_true_color, m_scaled_dithering,
|
||||
m_texture_filtering, m_using_uv_limits, m_supports_dual_source_blend);
|
||||
GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_multisamples, m_per_sample_shading,
|
||||
m_true_color, m_scaled_dithering, m_texture_filtering, m_using_uv_limits,
|
||||
m_supports_dual_source_blend);
|
||||
|
||||
Common::Timer compile_time;
|
||||
const int progress_total = (4 * 9 * 2 * 2) + (2 * 3) + 5;
|
||||
|
@ -630,10 +634,22 @@ void GPU_HW_OpenGL::UpdateDisplay()
|
|||
|
||||
if (g_settings.debugging.show_vram)
|
||||
{
|
||||
m_host_display->SetDisplayTexture(reinterpret_cast<void*>(static_cast<uintptr_t>(m_vram_texture.GetGLId())),
|
||||
m_vram_texture.GetWidth(), static_cast<s32>(m_vram_texture.GetHeight()), 0,
|
||||
m_vram_texture.GetHeight(), m_vram_texture.GetWidth(),
|
||||
-static_cast<s32>(m_vram_texture.GetHeight()));
|
||||
if (IsUsingMultisampling())
|
||||
{
|
||||
UpdateVRAMReadTexture();
|
||||
|
||||
m_host_display->SetDisplayTexture(
|
||||
reinterpret_cast<void*>(static_cast<uintptr_t>(m_vram_read_texture.GetGLId())), m_vram_read_texture.GetWidth(),
|
||||
static_cast<s32>(m_vram_read_texture.GetHeight()), 0, m_vram_read_texture.GetHeight(),
|
||||
m_vram_read_texture.GetWidth(), -static_cast<s32>(m_vram_read_texture.GetHeight()));
|
||||
}
|
||||
else
|
||||
{
|
||||
m_host_display->SetDisplayTexture(reinterpret_cast<void*>(static_cast<uintptr_t>(m_vram_texture.GetGLId())),
|
||||
m_vram_texture.GetWidth(), static_cast<s32>(m_vram_texture.GetHeight()), 0,
|
||||
m_vram_texture.GetHeight(), m_vram_texture.GetWidth(),
|
||||
-static_cast<s32>(m_vram_texture.GetHeight()));
|
||||
}
|
||||
m_host_display->SetDisplayParameters(VRAM_WIDTH, VRAM_HEIGHT, 0, 0, VRAM_WIDTH, VRAM_HEIGHT,
|
||||
static_cast<float>(VRAM_WIDTH) / static_cast<float>(VRAM_HEIGHT));
|
||||
}
|
||||
|
@ -654,7 +670,7 @@ void GPU_HW_OpenGL::UpdateDisplay()
|
|||
m_host_display->ClearDisplayTexture();
|
||||
}
|
||||
else if (!m_GPUSTAT.display_area_color_depth_24 && interlaced == GPU_HW::InterlacedRenderMode::None &&
|
||||
(scaled_vram_offset_x + scaled_display_width) <= m_vram_texture.GetWidth() &&
|
||||
!IsUsingMultisampling() && (scaled_vram_offset_x + scaled_display_width) <= m_vram_texture.GetWidth() &&
|
||||
(scaled_vram_offset_y + scaled_display_height) <= m_vram_texture.GetHeight())
|
||||
{
|
||||
m_host_display->SetDisplayTexture(reinterpret_cast<void*>(static_cast<uintptr_t>(m_vram_texture.GetGLId())),
|
||||
|
@ -868,7 +884,7 @@ void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void*
|
|||
const u32 flipped_y = VRAM_HEIGHT - y - height;
|
||||
|
||||
// update texture data
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, x, flipped_y, width, height, GL_RGBA, GL_UNSIGNED_BYTE,
|
||||
glTexSubImage2D(m_vram_texture.GetGLTarget(), 0, x, flipped_y, width, height, GL_RGBA, GL_UNSIGNED_BYTE,
|
||||
reinterpret_cast<void*>(static_cast<uintptr_t>(map_result.buffer_offset)));
|
||||
m_texture_stream_buffer->Unbind();
|
||||
|
||||
|
@ -939,13 +955,13 @@ void GPU_HW_OpenGL::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 wid
|
|||
|
||||
if (GLAD_GL_VERSION_4_3)
|
||||
{
|
||||
glCopyImageSubData(m_vram_texture.GetGLId(), GL_TEXTURE_2D, 0, src_x, src_y, 0, m_vram_texture.GetGLId(),
|
||||
GL_TEXTURE_2D, 0, dst_x, dst_y, 0, width, height, 1);
|
||||
glCopyImageSubData(m_vram_texture.GetGLId(), m_vram_texture.GetGLTarget(), 0, src_x, src_y, 0,
|
||||
m_vram_texture.GetGLId(), m_vram_texture.GetGLTarget(), 0, dst_x, dst_y, 0, width, height, 1);
|
||||
}
|
||||
else if (GLAD_GL_EXT_copy_image)
|
||||
{
|
||||
glCopyImageSubDataEXT(m_vram_texture.GetGLId(), GL_TEXTURE_2D, 0, src_x, src_y, 0, m_vram_texture.GetGLId(),
|
||||
GL_TEXTURE_2D, 0, dst_x, dst_y, 0, width, height, 1);
|
||||
glCopyImageSubDataEXT(m_vram_texture.GetGLId(), m_vram_texture.GetGLTarget(), 0, src_x, src_y, 0,
|
||||
m_vram_texture.GetGLId(), m_vram_texture.GetGLTarget(), 0, dst_x, dst_y, 0, width, height, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -964,16 +980,17 @@ void GPU_HW_OpenGL::UpdateVRAMReadTexture()
|
|||
const u32 height = scaled_rect.GetHeight();
|
||||
const u32 x = scaled_rect.left;
|
||||
const u32 y = m_vram_texture.GetHeight() - scaled_rect.top - height;
|
||||
const bool multisampled = m_vram_texture.IsMultisampled();
|
||||
|
||||
if (GLAD_GL_VERSION_4_3)
|
||||
if (!multisampled && GLAD_GL_VERSION_4_3)
|
||||
{
|
||||
glCopyImageSubData(m_vram_texture.GetGLId(), GL_TEXTURE_2D, 0, x, y, 0, m_vram_read_texture.GetGLId(),
|
||||
GL_TEXTURE_2D, 0, x, y, 0, width, height, 1);
|
||||
glCopyImageSubData(m_vram_texture.GetGLId(), m_vram_texture.GetGLTarget(), 0, x, y, 0,
|
||||
m_vram_read_texture.GetGLId(), m_vram_texture.GetGLTarget(), 0, x, y, 0, width, height, 1);
|
||||
}
|
||||
else if (GLAD_GL_EXT_copy_image)
|
||||
else if (!multisampled && GLAD_GL_EXT_copy_image)
|
||||
{
|
||||
glCopyImageSubDataEXT(m_vram_texture.GetGLId(), GL_TEXTURE_2D, 0, x, y, 0, m_vram_read_texture.GetGLId(),
|
||||
GL_TEXTURE_2D, 0, x, y, 0, width, height, 1);
|
||||
glCopyImageSubDataEXT(m_vram_texture.GetGLId(), m_vram_texture.GetGLTarget(), 0, x, y, 0,
|
||||
m_vram_read_texture.GetGLId(), m_vram_texture.GetGLTarget(), 0, x, y, 0, width, height, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -3,9 +3,11 @@
|
|||
#include <cstdio>
|
||||
#include <glad.h>
|
||||
|
||||
GPU_HW_ShaderGen::GPU_HW_ShaderGen(HostDisplay::RenderAPI render_api, u32 resolution_scale, bool true_color, bool scaled_dithering, GPUTextureFilter texture_filtering, bool uv_limits, bool supports_dual_source_blend) :
|
||||
ShaderGen(render_api, supports_dual_source_blend),
|
||||
m_resolution_scale(resolution_scale), m_true_color(true_color),
|
||||
GPU_HW_ShaderGen::GPU_HW_ShaderGen(HostDisplay::RenderAPI render_api, u32 resolution_scale, u32 multisamples,
|
||||
bool per_sample_shading, bool true_color, bool scaled_dithering,
|
||||
GPUTextureFilter texture_filtering, bool uv_limits, bool supports_dual_source_blend)
|
||||
: ShaderGen(render_api, supports_dual_source_blend), m_resolution_scale(resolution_scale),
|
||||
m_multisamples(multisamples), m_true_color(true_color), m_per_sample_shading(per_sample_shading),
|
||||
m_scaled_dithering(scaled_dithering), m_texture_filter(texture_filtering), m_uv_limits(uv_limits)
|
||||
{
|
||||
}
|
||||
|
@ -14,9 +16,13 @@ GPU_HW_ShaderGen::~GPU_HW_ShaderGen() = default;
|
|||
|
||||
void GPU_HW_ShaderGen::WriteCommonFunctions(std::stringstream& ss)
|
||||
{
|
||||
DefineMacro(ss, "MULTISAMPLING", UsingMSAA());
|
||||
|
||||
ss << "CONSTANT uint RESOLUTION_SCALE = " << m_resolution_scale << "u;\n";
|
||||
ss << "CONSTANT uint2 VRAM_SIZE = uint2(" << GPU::VRAM_WIDTH << ", " << GPU::VRAM_HEIGHT << ") * RESOLUTION_SCALE;\n";
|
||||
ss << "CONSTANT float2 RCP_VRAM_SIZE = float2(1.0, 1.0) / float2(VRAM_SIZE);\n";
|
||||
ss << "CONSTANT uint MULTISAMPLES = " << m_multisamples << "u;\n";
|
||||
ss << "CONSTANT bool PER_SAMPLE_SHADING = " << (m_per_sample_shading ? "true" : "false") << ";\n";
|
||||
ss << R"(
|
||||
|
||||
float fixYCoord(float y)
|
||||
|
@ -90,17 +96,20 @@ std::string GPU_HW_ShaderGen::GenerateBatchVertexShader(bool textured)
|
|||
{
|
||||
DeclareVertexEntryPoint(
|
||||
ss, {"float4 a_pos", "float4 a_col0", "uint a_texcoord", "uint a_texpage", "float4 a_uv_limits"}, 1, 1,
|
||||
{{"nointerpolation", "uint4 v_texpage"}, {"nointerpolation", "float4 v_uv_limits"}}, false);
|
||||
{{"nointerpolation", "uint4 v_texpage"}, {"nointerpolation", "float4 v_uv_limits"}}, false, "", UsingMSAA(),
|
||||
UsingPerSampleShading());
|
||||
}
|
||||
else
|
||||
{
|
||||
DeclareVertexEntryPoint(ss, {"float4 a_pos", "float4 a_col0", "uint a_texcoord", "uint a_texpage"}, 1, 1,
|
||||
{{"nointerpolation", "uint4 v_texpage"}}, false);
|
||||
{{"nointerpolation", "uint4 v_texpage"}}, false, "", UsingMSAA(),
|
||||
UsingPerSampleShading());
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
DeclareVertexEntryPoint(ss, {"float4 a_pos", "float4 a_col0"}, 1, 0, {}, false);
|
||||
DeclareVertexEntryPoint(ss, {"float4 a_pos", "float4 a_col0"}, 1, 0, {}, false, "", UsingMSAA(),
|
||||
UsingPerSampleShading());
|
||||
}
|
||||
|
||||
ss << R"(
|
||||
|
@ -767,17 +776,17 @@ float4 SampleFromVRAM(uint4 texpage, float2 coords)
|
|||
{
|
||||
DeclareFragmentEntryPoint(ss, 1, 1,
|
||||
{{"nointerpolation", "uint4 v_texpage"}, {"nointerpolation", "float4 v_uv_limits"}},
|
||||
true, use_dual_source ? 2 : 1, true);
|
||||
true, use_dual_source ? 2 : 1, true, UsingMSAA(), UsingPerSampleShading());
|
||||
}
|
||||
else
|
||||
{
|
||||
DeclareFragmentEntryPoint(ss, 1, 1, {{"nointerpolation", "uint4 v_texpage"}}, true, use_dual_source ? 2 : 1,
|
||||
true);
|
||||
DeclareFragmentEntryPoint(ss, 1, 1, {{"nointerpolation", "uint4 v_texpage"}}, true, use_dual_source ? 2 : 1, true,
|
||||
UsingMSAA(), UsingPerSampleShading());
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
DeclareFragmentEntryPoint(ss, 1, 0, {}, true, use_dual_source ? 2 : 1, true);
|
||||
DeclareFragmentEntryPoint(ss, 1, 0, {}, true, use_dual_source ? 2 : 1, true, UsingMSAA(), UsingPerSampleShading());
|
||||
}
|
||||
|
||||
ss << R"(
|
||||
|
@ -976,7 +985,22 @@ std::string GPU_HW_ShaderGen::GenerateDisplayFragmentShader(bool depth_24bit,
|
|||
|
||||
WriteCommonFunctions(ss);
|
||||
DeclareUniformBuffer(ss, {"uint2 u_vram_offset", "uint u_crop_left", "uint u_field_offset"}, true);
|
||||
DeclareTexture(ss, "samp0", 0);
|
||||
DeclareTexture(ss, "samp0", 0, UsingMSAA());
|
||||
|
||||
ss << R"(
|
||||
float4 LoadVRAM(int2 coords)
|
||||
{
|
||||
#if MULTISAMPLING
|
||||
float4 value = LOAD_TEXTURE_MS(samp0, coords, 0u);
|
||||
for (uint sample_index = 1u; sample_index < MULTISAMPLES; sample_index++)
|
||||
value += LOAD_TEXTURE_MS(samp0, coords, sample_index);
|
||||
value /= float(MULTISAMPLES);
|
||||
return value;
|
||||
#else
|
||||
return LOAD_TEXTURE(samp0, coords, 0);
|
||||
#endif
|
||||
}
|
||||
)";
|
||||
|
||||
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1);
|
||||
ss << R"(
|
||||
|
@ -1000,8 +1024,8 @@ std::string GPU_HW_ShaderGen::GenerateDisplayFragmentShader(bool depth_24bit,
|
|||
uint2 vram_coords = u_vram_offset + uint2(((relative_x * 3u) / 2u) * RESOLUTION_SCALE, icoords.y);
|
||||
|
||||
// load adjacent 16-bit texels
|
||||
uint s0 = RGBA8ToRGBA5551(LOAD_TEXTURE(samp0, int2(vram_coords % VRAM_SIZE), 0));
|
||||
uint s1 = RGBA8ToRGBA5551(LOAD_TEXTURE(samp0, int2((vram_coords + uint2(RESOLUTION_SCALE, 0)) % VRAM_SIZE), 0));
|
||||
uint s0 = RGBA8ToRGBA5551(LoadVRAM(int2(vram_coords % VRAM_SIZE)));
|
||||
uint s1 = RGBA8ToRGBA5551(LoadVRAM(int2((vram_coords + uint2(RESOLUTION_SCALE, 0)) % VRAM_SIZE)));
|
||||
|
||||
// select which part of the combined 16-bit texels we are currently shading
|
||||
uint s1s0 = ((s1 << 16) | s0) >> ((relative_x & 1u) * 8u);
|
||||
|
@ -1012,7 +1036,7 @@ std::string GPU_HW_ShaderGen::GenerateDisplayFragmentShader(bool depth_24bit,
|
|||
#else
|
||||
// load and return
|
||||
uint2 vram_coords = u_vram_offset + uint2(icoords.x + u_crop_left, icoords.y);
|
||||
o_col0 = LOAD_TEXTURE(samp0, int2(vram_coords % VRAM_SIZE), 0);
|
||||
o_col0 = LoadVRAM(int2(vram_coords % VRAM_SIZE));
|
||||
#endif
|
||||
}
|
||||
)";
|
||||
|
@ -1027,13 +1051,26 @@ std::string GPU_HW_ShaderGen::GenerateVRAMReadFragmentShader()
|
|||
WriteCommonFunctions(ss);
|
||||
DeclareUniformBuffer(ss, {"uint2 u_base_coords", "uint2 u_size"}, true);
|
||||
|
||||
DeclareTexture(ss, "samp0", 0);
|
||||
DeclareTexture(ss, "samp0", 0, UsingMSAA());
|
||||
|
||||
ss << R"(
|
||||
float4 LoadVRAM(int2 coords)
|
||||
{
|
||||
#if MULTISAMPLING
|
||||
float4 value = LOAD_TEXTURE_MS(samp0, coords, 0u);
|
||||
for (uint sample_index = 1u; sample_index < MULTISAMPLES; sample_index++)
|
||||
value += LOAD_TEXTURE_MS(samp0, coords, sample_index);
|
||||
value /= float(MULTISAMPLES);
|
||||
return value;
|
||||
#else
|
||||
return LOAD_TEXTURE(samp0, coords, 0);
|
||||
#endif
|
||||
}
|
||||
|
||||
uint SampleVRAM(uint2 coords)
|
||||
{
|
||||
if (RESOLUTION_SCALE == 1u)
|
||||
return RGBA8ToRGBA5551(LOAD_TEXTURE(samp0, int2(coords), 0));
|
||||
return RGBA8ToRGBA5551(LoadVRAM(int2(coords)));
|
||||
|
||||
// Box filter for downsampling.
|
||||
float4 value = float4(0.0, 0.0, 0.0, 0.0);
|
||||
|
@ -1041,7 +1078,7 @@ uint SampleVRAM(uint2 coords)
|
|||
for (uint offset_x = 0u; offset_x < RESOLUTION_SCALE; offset_x++)
|
||||
{
|
||||
for (uint offset_y = 0u; offset_y < RESOLUTION_SCALE; offset_y++)
|
||||
value += LOAD_TEXTURE(samp0, int2(base_coords + uint2(offset_x, offset_y)), 0);
|
||||
value += LoadVRAM(int2(base_coords + uint2(offset_x, offset_y)));
|
||||
}
|
||||
value /= float(RESOLUTION_SCALE * RESOLUTION_SCALE);
|
||||
return RGBA8ToRGBA5551(value);
|
||||
|
@ -1133,6 +1170,9 @@ std::string GPU_HW_ShaderGen::GenerateVRAMWriteFragmentShader(bool use_ssbo)
|
|||
|
||||
std::string GPU_HW_ShaderGen::GenerateVRAMCopyFragmentShader()
|
||||
{
|
||||
// TODO: This won't currently work because we can't bind the texture to both the shader and framebuffer.
|
||||
const bool msaa = false;
|
||||
|
||||
std::stringstream ss;
|
||||
WriteHeader(ss);
|
||||
WriteCommonFunctions(ss);
|
||||
|
@ -1141,8 +1181,9 @@ std::string GPU_HW_ShaderGen::GenerateVRAMCopyFragmentShader()
|
|||
"bool u_set_mask_bit", "float u_depth_value"},
|
||||
true);
|
||||
|
||||
DeclareTexture(ss, "samp0", 0);
|
||||
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1, true);
|
||||
DeclareTexture(ss, "samp0", 0, msaa);
|
||||
DefineMacro(ss, "MSAA_COPY", msaa);
|
||||
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1, true, false, false, msaa);
|
||||
ss << R"(
|
||||
{
|
||||
uint2 dst_coords = uint2(v_pos.xy);
|
||||
|
@ -1163,7 +1204,11 @@ std::string GPU_HW_ShaderGen::GenerateVRAMCopyFragmentShader()
|
|||
uint2 src_coords = (u_src_coords + offset) % VRAM_SIZE;
|
||||
|
||||
// sample and apply mask bit
|
||||
#if MSAA_COPY
|
||||
float4 color = LOAD_TEXTURE_MS(samp0, int2(src_coords), f_sample_index);
|
||||
#else
|
||||
float4 color = LOAD_TEXTURE(samp0, int2(src_coords), 0);
|
||||
#endif
|
||||
o_col0 = float4(color.xyz, u_set_mask_bit ? 1.0 : color.a);
|
||||
o_depth = (u_set_mask_bit ? 1.0f : ((o_col0.a == 1.0) ? u_depth_value : 0.0));
|
||||
})";
|
||||
|
@ -1175,12 +1220,17 @@ std::string GPU_HW_ShaderGen::GenerateVRAMUpdateDepthFragmentShader()
|
|||
{
|
||||
std::stringstream ss;
|
||||
WriteHeader(ss);
|
||||
DeclareTexture(ss, "samp0", 0);
|
||||
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 0, true);
|
||||
WriteCommonFunctions(ss);
|
||||
DeclareTexture(ss, "samp0", 0, UsingMSAA());
|
||||
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 0, true, false, false, UsingMSAA());
|
||||
|
||||
ss << R"(
|
||||
{
|
||||
#if MULTISAMPLING
|
||||
o_depth = LOAD_TEXTURE_MS(samp0, int2(v_pos.xy), f_sample_index).a;
|
||||
#else
|
||||
o_depth = LOAD_TEXTURE(samp0, int2(v_pos.xy), 0).a;
|
||||
#endif
|
||||
}
|
||||
)";
|
||||
|
||||
|
|
|
@ -5,8 +5,9 @@
|
|||
class GPU_HW_ShaderGen : public ShaderGen
|
||||
{
|
||||
public:
|
||||
GPU_HW_ShaderGen(HostDisplay::RenderAPI render_api, u32 resolution_scale, bool true_color, bool scaled_dithering,
|
||||
GPUTextureFilter texture_filtering, bool uv_limits, bool supports_dual_source_blend);
|
||||
GPU_HW_ShaderGen(HostDisplay::RenderAPI render_api, u32 resolution_scale, u32 multisamples, bool per_sample_shading,
|
||||
bool true_color, bool scaled_dithering, GPUTextureFilter texture_filtering, bool uv_limits,
|
||||
bool supports_dual_source_blend);
|
||||
~GPU_HW_ShaderGen();
|
||||
|
||||
std::string GenerateBatchVertexShader(bool textured);
|
||||
|
@ -20,11 +21,16 @@ public:
|
|||
std::string GenerateVRAMUpdateDepthFragmentShader();
|
||||
|
||||
private:
|
||||
ALWAYS_INLINE bool UsingMSAA() const { return m_multisamples > 1; }
|
||||
ALWAYS_INLINE bool UsingPerSampleShading() const { return m_multisamples > 1 && m_per_sample_shading; }
|
||||
|
||||
void WriteCommonFunctions(std::stringstream& ss);
|
||||
void WriteBatchUniformBuffer(std::stringstream& ss);
|
||||
void WriteBatchTextureFilter(std::stringstream& ss, GPUTextureFilter texture_filter);
|
||||
|
||||
u32 m_resolution_scale;
|
||||
u32 m_multisamples;
|
||||
bool m_per_sample_shading;
|
||||
bool m_true_color;
|
||||
bool m_scaled_dithering;
|
||||
GPUTextureFilter m_texture_filter;
|
||||
|
|
|
@ -119,19 +119,26 @@ void GPU_HW_Vulkan::UpdateSettings()
|
|||
{
|
||||
GPU_HW::UpdateSettings();
|
||||
|
||||
// Everything should be finished executing before recreating resources.
|
||||
g_vulkan_context->ExecuteCommandBuffer(true);
|
||||
|
||||
bool framebuffer_changed, shaders_changed;
|
||||
UpdateHWSettings(&framebuffer_changed, &shaders_changed);
|
||||
|
||||
if (framebuffer_changed)
|
||||
{
|
||||
RestoreGraphicsAPIState();
|
||||
ReadVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT);
|
||||
ResetGraphicsAPIState();
|
||||
}
|
||||
|
||||
if (framebuffer_changed)
|
||||
CreateFramebuffer();
|
||||
|
||||
// Everything should be finished executing before recreating resources.
|
||||
m_host_display->ClearDisplayTexture();
|
||||
g_vulkan_context->ExecuteCommandBuffer(true);
|
||||
|
||||
if (shaders_changed)
|
||||
{
|
||||
// clear it since we draw a loading screen and it's not in the correct state
|
||||
m_host_display->ClearDisplayTexture();
|
||||
DestroyPipelines();
|
||||
CompilePipelines();
|
||||
}
|
||||
|
@ -140,6 +147,7 @@ void GPU_HW_Vulkan::UpdateSettings()
|
|||
if (framebuffer_changed)
|
||||
{
|
||||
RestoreGraphicsAPIState();
|
||||
UpdateVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT, m_vram_ptr);
|
||||
UpdateDepthBufferFromMaskBit();
|
||||
UpdateDisplay();
|
||||
ResetGraphicsAPIState();
|
||||
|
@ -203,11 +211,41 @@ void GPU_HW_Vulkan::SetCapabilities()
|
|||
{
|
||||
const u32 max_texture_size = g_vulkan_context->GetDeviceLimits().maxImageDimension2D;
|
||||
const u32 max_texture_scale = max_texture_size / VRAM_WIDTH;
|
||||
|
||||
Log_InfoPrintf("Max texture size: %ux%u", max_texture_size, max_texture_size);
|
||||
|
||||
m_max_resolution_scale = max_texture_scale;
|
||||
|
||||
VkImageFormatProperties color_properties = {};
|
||||
vkGetPhysicalDeviceImageFormatProperties(g_vulkan_context->GetPhysicalDevice(), VK_FORMAT_R8G8B8A8_UNORM,
|
||||
VK_IMAGE_TYPE_2D, VK_IMAGE_TILING_OPTIMAL,
|
||||
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, 0, &color_properties);
|
||||
VkImageFormatProperties depth_properties = {};
|
||||
vkGetPhysicalDeviceImageFormatProperties(g_vulkan_context->GetPhysicalDevice(), VK_FORMAT_D32_SFLOAT,
|
||||
VK_IMAGE_TYPE_2D, VK_IMAGE_TILING_OPTIMAL,
|
||||
VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT, 0, &depth_properties);
|
||||
const VkSampleCountFlags combined_properties =
|
||||
g_vulkan_context->GetDeviceProperties().limits.framebufferColorSampleCounts &
|
||||
g_vulkan_context->GetDeviceProperties().limits.framebufferDepthSampleCounts & color_properties.sampleCounts &
|
||||
depth_properties.sampleCounts;
|
||||
if (combined_properties & VK_SAMPLE_COUNT_64_BIT)
|
||||
m_max_multisamples = 64;
|
||||
else if (combined_properties & VK_SAMPLE_COUNT_32_BIT)
|
||||
m_max_multisamples = 32;
|
||||
else if (combined_properties & VK_SAMPLE_COUNT_16_BIT)
|
||||
m_max_multisamples = 16;
|
||||
else if (combined_properties & VK_SAMPLE_COUNT_8_BIT)
|
||||
m_max_multisamples = 8;
|
||||
else if (combined_properties & VK_SAMPLE_COUNT_4_BIT)
|
||||
m_max_multisamples = 4;
|
||||
else if (combined_properties & VK_SAMPLE_COUNT_2_BIT)
|
||||
m_max_multisamples = 2;
|
||||
else
|
||||
m_max_multisamples = 1;
|
||||
|
||||
m_supports_dual_source_blend = g_vulkan_context->GetDeviceFeatures().dualSrcBlend;
|
||||
m_supports_per_sample_shading = g_vulkan_context->GetDeviceFeatures().sampleRateShading;
|
||||
Log_InfoPrintf("Dual-source blend: %s", m_supports_dual_source_blend ? "supported" : "not supported");
|
||||
Log_InfoPrintf("Per-sample shading: %s", m_supports_per_sample_shading ? "supported" : "not supported");
|
||||
Log_InfoPrintf("Max multisamples: %u", m_max_multisamples);
|
||||
|
||||
#ifdef __APPLE__
|
||||
// Partial texture buffer uploads appear to be broken in macOS/MoltenVK.
|
||||
|
@ -360,8 +398,6 @@ bool GPU_HW_Vulkan::CreateSamplers()
|
|||
|
||||
bool GPU_HW_Vulkan::CreateFramebuffer()
|
||||
{
|
||||
// save old vram texture/fbo, in case we're changing scale
|
||||
auto old_vram_texture = std::move(m_vram_texture);
|
||||
DestroyFramebuffer();
|
||||
|
||||
// scale vram size to internal resolution
|
||||
|
@ -369,7 +405,7 @@ bool GPU_HW_Vulkan::CreateFramebuffer()
|
|||
const u32 texture_height = VRAM_HEIGHT * m_resolution_scale;
|
||||
const VkFormat texture_format = VK_FORMAT_R8G8B8A8_UNORM;
|
||||
const VkFormat depth_format = VK_FORMAT_D16_UNORM;
|
||||
const VkSampleCountFlagBits samples = VK_SAMPLE_COUNT_1_BIT;
|
||||
const VkSampleCountFlagBits samples = static_cast<VkSampleCountFlagBits>(m_multisamples);
|
||||
|
||||
if (!m_vram_texture.Create(texture_width, texture_height, 1, 1, texture_format, samples, VK_IMAGE_VIEW_TYPE_2D,
|
||||
VK_IMAGE_TILING_OPTIMAL,
|
||||
|
@ -378,15 +414,15 @@ bool GPU_HW_Vulkan::CreateFramebuffer()
|
|||
!m_vram_depth_texture.Create(texture_width, texture_height, 1, 1, depth_format, samples, VK_IMAGE_VIEW_TYPE_2D,
|
||||
VK_IMAGE_TILING_OPTIMAL,
|
||||
VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT) ||
|
||||
!m_vram_read_texture.Create(texture_width, texture_height, 1, 1, texture_format, samples, VK_IMAGE_VIEW_TYPE_2D,
|
||||
VK_IMAGE_TILING_OPTIMAL,
|
||||
!m_vram_read_texture.Create(texture_width, texture_height, 1, 1, texture_format, VK_SAMPLE_COUNT_1_BIT,
|
||||
VK_IMAGE_VIEW_TYPE_2D, VK_IMAGE_TILING_OPTIMAL,
|
||||
VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT) ||
|
||||
!m_display_texture.Create(texture_width, texture_height, 1, 1, texture_format, samples, VK_IMAGE_VIEW_TYPE_2D,
|
||||
VK_IMAGE_TILING_OPTIMAL,
|
||||
!m_display_texture.Create(texture_width, texture_height, 1, 1, texture_format, VK_SAMPLE_COUNT_1_BIT,
|
||||
VK_IMAGE_VIEW_TYPE_2D, VK_IMAGE_TILING_OPTIMAL,
|
||||
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT |
|
||||
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT) ||
|
||||
!m_vram_readback_texture.Create(VRAM_WIDTH, VRAM_HEIGHT, 1, 1, texture_format, samples, VK_IMAGE_VIEW_TYPE_2D,
|
||||
VK_IMAGE_TILING_OPTIMAL,
|
||||
!m_vram_readback_texture.Create(VRAM_WIDTH, VRAM_HEIGHT, 1, 1, texture_format, VK_SAMPLE_COUNT_1_BIT,
|
||||
VK_IMAGE_VIEW_TYPE_2D, VK_IMAGE_TILING_OPTIMAL,
|
||||
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT) ||
|
||||
!m_vram_readback_staging_texture.Create(Vulkan::StagingBuffer::Type::Readback, texture_format, VRAM_WIDTH / 2,
|
||||
VRAM_HEIGHT))
|
||||
|
@ -457,30 +493,6 @@ bool GPU_HW_Vulkan::CreateFramebuffer()
|
|||
m_point_sampler, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
||||
dsubuilder.Update(g_vulkan_context->GetDevice());
|
||||
|
||||
if (old_vram_texture.IsValid())
|
||||
{
|
||||
const bool linear_filter = old_vram_texture.GetWidth() > m_vram_texture.GetWidth();
|
||||
Log_DevPrintf("Scaling %ux%u VRAM texture to %ux%u using %s filter", old_vram_texture.GetWidth(),
|
||||
old_vram_texture.GetHeight(), m_vram_texture.GetWidth(), m_vram_texture.GetHeight(),
|
||||
linear_filter ? "linear" : "nearest");
|
||||
|
||||
m_vram_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
|
||||
old_vram_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
|
||||
|
||||
const VkImageBlit blit{
|
||||
{VK_IMAGE_ASPECT_COLOR_BIT, 0u, 0u, 1u},
|
||||
{{0, 0, 0}, {static_cast<s32>(old_vram_texture.GetWidth()), static_cast<s32>(old_vram_texture.GetHeight()), 1}},
|
||||
{VK_IMAGE_ASPECT_COLOR_BIT, 0u, 0u, 1u},
|
||||
{{0, 0, 0}, {static_cast<s32>(m_vram_texture.GetWidth()), static_cast<s32>(m_vram_texture.GetHeight()), 1}}};
|
||||
vkCmdBlitImage(cmdbuf, old_vram_texture.GetImage(), old_vram_texture.GetLayout(), m_vram_texture.GetImage(),
|
||||
m_vram_texture.GetLayout(), 1, &blit, linear_filter ? VK_FILTER_LINEAR : VK_FILTER_NEAREST);
|
||||
|
||||
m_vram_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
|
||||
|
||||
// Can't immediately destroy because we're blitting in the current command buffer.
|
||||
old_vram_texture.Destroy(true);
|
||||
}
|
||||
|
||||
ClearDisplay();
|
||||
SetFullVRAMDirtyRectangle();
|
||||
return true;
|
||||
|
@ -583,8 +595,9 @@ bool GPU_HW_Vulkan::CompilePipelines()
|
|||
VkDevice device = g_vulkan_context->GetDevice();
|
||||
VkPipelineCache pipeline_cache = g_vulkan_shader_cache->GetPipelineCache();
|
||||
|
||||
GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_true_color, m_scaled_dithering,
|
||||
m_texture_filtering, m_using_uv_limits, m_supports_dual_source_blend);
|
||||
GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_multisamples, m_per_sample_shading,
|
||||
m_true_color, m_scaled_dithering, m_texture_filtering, m_using_uv_limits,
|
||||
m_supports_dual_source_blend);
|
||||
|
||||
Common::Timer compile_time;
|
||||
const int progress_total = 2 + (4 * 9 * 2 * 2) + (2 * 4 * 5 * 9 * 2 * 2) + 1 + 2 + 2 + 2 + 2 + (2 * 3);
|
||||
|
@ -682,6 +695,7 @@ bool GPU_HW_Vulkan::CompilePipelines()
|
|||
gpbuilder.SetDepthState(true, true,
|
||||
(depth_test != 0) ? VK_COMPARE_OP_GREATER_OR_EQUAL : VK_COMPARE_OP_ALWAYS);
|
||||
gpbuilder.SetNoBlendingState();
|
||||
gpbuilder.SetMultisamples(m_multisamples, m_per_sample_shading);
|
||||
|
||||
if ((static_cast<TransparencyMode>(transparency_mode) != TransparencyMode::Disabled &&
|
||||
(static_cast<BatchRenderMode>(render_mode) != BatchRenderMode::TransparencyDisabled &&
|
||||
|
@ -736,6 +750,7 @@ bool GPU_HW_Vulkan::CompilePipelines()
|
|||
gpbuilder.SetNoBlendingState();
|
||||
gpbuilder.SetDynamicViewportAndScissorState();
|
||||
gpbuilder.SetVertexShader(fullscreen_quad_vertex_shader);
|
||||
gpbuilder.SetMultisamples(m_multisamples, false);
|
||||
|
||||
// VRAM fill
|
||||
{
|
||||
|
@ -957,10 +972,20 @@ void GPU_HW_Vulkan::UpdateDisplay()
|
|||
|
||||
if (g_settings.debugging.show_vram)
|
||||
{
|
||||
m_vram_texture.TransitionToLayout(g_vulkan_context->GetCurrentCommandBuffer(),
|
||||
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
||||
m_host_display->SetDisplayTexture(&m_vram_texture, m_vram_texture.GetWidth(), m_vram_texture.GetHeight(), 0, 0,
|
||||
m_vram_texture.GetWidth(), m_vram_texture.GetHeight());
|
||||
if (IsUsingMultisampling())
|
||||
{
|
||||
UpdateVRAMReadTexture();
|
||||
m_host_display->SetDisplayTexture(&m_vram_read_texture, m_vram_read_texture.GetWidth(),
|
||||
m_vram_read_texture.GetHeight(), 0, 0, m_vram_read_texture.GetWidth(),
|
||||
m_vram_read_texture.GetHeight());
|
||||
}
|
||||
else
|
||||
{
|
||||
m_vram_texture.TransitionToLayout(g_vulkan_context->GetCurrentCommandBuffer(),
|
||||
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
||||
m_host_display->SetDisplayTexture(&m_vram_texture, m_vram_texture.GetWidth(), m_vram_texture.GetHeight(), 0, 0,
|
||||
m_vram_texture.GetWidth(), m_vram_texture.GetHeight());
|
||||
}
|
||||
m_host_display->SetDisplayParameters(VRAM_WIDTH, VRAM_HEIGHT, 0, 0, VRAM_WIDTH, VRAM_HEIGHT,
|
||||
static_cast<float>(VRAM_WIDTH) / static_cast<float>(VRAM_HEIGHT));
|
||||
}
|
||||
|
@ -981,7 +1006,7 @@ void GPU_HW_Vulkan::UpdateDisplay()
|
|||
m_host_display->ClearDisplayTexture();
|
||||
}
|
||||
else if (!m_GPUSTAT.display_area_color_depth_24 && interlaced == InterlacedRenderMode::None &&
|
||||
(scaled_vram_offset_x + scaled_display_width) <= m_vram_texture.GetWidth() &&
|
||||
!IsUsingMultisampling() && (scaled_vram_offset_x + scaled_display_width) <= m_vram_texture.GetWidth() &&
|
||||
(scaled_vram_offset_y + scaled_display_height) <= m_vram_texture.GetHeight())
|
||||
{
|
||||
m_vram_texture.TransitionToLayout(g_vulkan_context->GetCurrentCommandBuffer(),
|
||||
|
@ -1158,7 +1183,7 @@ void GPU_HW_Vulkan::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void*
|
|||
|
||||
void GPU_HW_Vulkan::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height)
|
||||
{
|
||||
if (UseVRAMCopyShader(src_x, src_y, dst_x, dst_y, width, height))
|
||||
if (UseVRAMCopyShader(src_x, src_y, dst_x, dst_y, width, height) || IsUsingMultisampling())
|
||||
{
|
||||
const Common::Rectangle<u32> src_bounds = GetVRAMTransferBounds(src_x, src_y, width, height);
|
||||
const Common::Rectangle<u32> dst_bounds = GetVRAMTransferBounds(dst_x, dst_y, width, height);
|
||||
|
@ -1224,14 +1249,28 @@ void GPU_HW_Vulkan::UpdateVRAMReadTexture()
|
|||
m_vram_read_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
|
||||
|
||||
const auto scaled_rect = m_vram_dirty_rect * m_resolution_scale;
|
||||
const VkImageCopy copy{{VK_IMAGE_ASPECT_COLOR_BIT, 0u, 0u, 1u},
|
||||
{static_cast<s32>(scaled_rect.left), static_cast<s32>(scaled_rect.top), 0},
|
||||
{VK_IMAGE_ASPECT_COLOR_BIT, 0u, 0u, 1u},
|
||||
{static_cast<s32>(scaled_rect.left), static_cast<s32>(scaled_rect.top), 0},
|
||||
{scaled_rect.GetWidth(), scaled_rect.GetHeight(), 1u}};
|
||||
|
||||
vkCmdCopyImage(cmdbuf, m_vram_texture.GetImage(), m_vram_texture.GetLayout(), m_vram_read_texture.GetImage(),
|
||||
m_vram_read_texture.GetLayout(), 1u, ©);
|
||||
if (m_vram_texture.GetSamples() > VK_SAMPLE_COUNT_1_BIT)
|
||||
{
|
||||
const VkImageResolve resolve{{VK_IMAGE_ASPECT_COLOR_BIT, 0u, 0u, 1u},
|
||||
{static_cast<s32>(scaled_rect.left), static_cast<s32>(scaled_rect.top), 0},
|
||||
{VK_IMAGE_ASPECT_COLOR_BIT, 0u, 0u, 1u},
|
||||
{static_cast<s32>(scaled_rect.left), static_cast<s32>(scaled_rect.top), 0},
|
||||
{scaled_rect.GetWidth(), scaled_rect.GetHeight(), 1u}};
|
||||
vkCmdResolveImage(cmdbuf, m_vram_texture.GetImage(), m_vram_texture.GetLayout(), m_vram_read_texture.GetImage(),
|
||||
m_vram_read_texture.GetLayout(), 1, &resolve);
|
||||
}
|
||||
else
|
||||
{
|
||||
const VkImageCopy copy{{VK_IMAGE_ASPECT_COLOR_BIT, 0u, 0u, 1u},
|
||||
{static_cast<s32>(scaled_rect.left), static_cast<s32>(scaled_rect.top), 0},
|
||||
{VK_IMAGE_ASPECT_COLOR_BIT, 0u, 0u, 1u},
|
||||
{static_cast<s32>(scaled_rect.left), static_cast<s32>(scaled_rect.top), 0},
|
||||
{scaled_rect.GetWidth(), scaled_rect.GetHeight(), 1u}};
|
||||
|
||||
vkCmdCopyImage(cmdbuf, m_vram_texture.GetImage(), m_vram_texture.GetLayout(), m_vram_read_texture.GetImage(),
|
||||
m_vram_read_texture.GetLayout(), 1u, ©);
|
||||
}
|
||||
|
||||
m_vram_read_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
||||
m_vram_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
|
||||
|
|
|
@ -429,7 +429,9 @@ void HostInterface::SetDefaultSettings(SettingsInterface& si)
|
|||
|
||||
si.SetStringValue("GPU", "Renderer", Settings::GetRendererName(Settings::DEFAULT_GPU_RENDERER));
|
||||
si.SetIntValue("GPU", "ResolutionScale", 1);
|
||||
si.SetIntValue("GPU", "Multisamples", 1);
|
||||
si.SetBoolValue("GPU", "UseDebugDevice", false);
|
||||
si.SetBoolValue("GPU", "PerSampleShading", false);
|
||||
si.SetBoolValue("GPU", "TrueColor", false);
|
||||
si.SetBoolValue("GPU", "ScaledDithering", true);
|
||||
si.SetStringValue("GPU", "TextureFilter", Settings::GetTextureFilterName(Settings::DEFAULT_GPU_TEXTURE_FILTER));
|
||||
|
@ -623,6 +625,8 @@ void HostInterface::CheckForSettingsChanges(const Settings& old_settings)
|
|||
m_audio_stream->SetOutputVolume(g_settings.audio_output_muted ? 0 : g_settings.audio_output_volume);
|
||||
|
||||
if (g_settings.gpu_resolution_scale != old_settings.gpu_resolution_scale ||
|
||||
g_settings.gpu_multisamples != old_settings.gpu_multisamples ||
|
||||
g_settings.gpu_per_sample_shading != old_settings.gpu_per_sample_shading ||
|
||||
g_settings.gpu_fifo_size != old_settings.gpu_fifo_size ||
|
||||
g_settings.gpu_max_run_ahead != old_settings.gpu_max_run_ahead ||
|
||||
g_settings.gpu_true_color != old_settings.gpu_true_color ||
|
||||
|
|
|
@ -135,7 +135,9 @@ void Settings::Load(SettingsInterface& si)
|
|||
.value_or(DEFAULT_GPU_RENDERER);
|
||||
gpu_adapter = si.GetStringValue("GPU", "Adapter", "");
|
||||
gpu_resolution_scale = static_cast<u32>(si.GetIntValue("GPU", "ResolutionScale", 1));
|
||||
gpu_multisamples = static_cast<u32>(si.GetIntValue("GPU", "Multisamples", 1));
|
||||
gpu_use_debug_device = si.GetBoolValue("GPU", "UseDebugDevice", false);
|
||||
gpu_per_sample_shading = si.GetBoolValue("GPU", "PerSampleShading", false);
|
||||
gpu_true_color = si.GetBoolValue("GPU", "TrueColor", true);
|
||||
gpu_scaled_dithering = si.GetBoolValue("GPU", "ScaledDithering", false);
|
||||
gpu_texture_filter =
|
||||
|
@ -265,7 +267,9 @@ void Settings::Save(SettingsInterface& si) const
|
|||
si.SetStringValue("GPU", "Renderer", GetRendererName(gpu_renderer));
|
||||
si.SetStringValue("GPU", "Adapter", gpu_adapter.c_str());
|
||||
si.SetIntValue("GPU", "ResolutionScale", static_cast<long>(gpu_resolution_scale));
|
||||
si.SetIntValue("GPU", "Multisamples", static_cast<long>(gpu_multisamples));
|
||||
si.SetBoolValue("GPU", "UseDebugDevice", gpu_use_debug_device);
|
||||
si.SetBoolValue("GPU", "PerSampleShading", gpu_per_sample_shading);
|
||||
si.SetBoolValue("GPU", "TrueColor", gpu_true_color);
|
||||
si.SetBoolValue("GPU", "ScaledDithering", gpu_scaled_dithering);
|
||||
si.SetStringValue("GPU", "TextureFilter", GetTextureFilterName(gpu_texture_filter));
|
||||
|
|
|
@ -93,7 +93,9 @@ struct Settings
|
|||
std::string gpu_adapter;
|
||||
std::string display_post_process_chain;
|
||||
u32 gpu_resolution_scale = 1;
|
||||
u32 gpu_multisamples = 1;
|
||||
bool gpu_use_debug_device = false;
|
||||
bool gpu_per_sample_shading = false;
|
||||
bool gpu_true_color = true;
|
||||
bool gpu_scaled_dithering = false;
|
||||
GPUTextureFilter gpu_texture_filter = GPUTextureFilter::Nearest;
|
||||
|
|
|
@ -153,6 +153,7 @@ void ShaderGen::WriteHeader(std::stringstream& ss)
|
|||
ss << "#define VECTOR_COMP_NEQ(a, b) notEqual((a), (b))\n";
|
||||
ss << "#define SAMPLE_TEXTURE(name, coords) texture(name, coords)\n";
|
||||
ss << "#define LOAD_TEXTURE(name, coords, mip) texelFetch(name, coords, mip)\n";
|
||||
ss << "#define LOAD_TEXTURE_MS(name, coords, sample) texelFetch(name, coords, int(sample))\n";
|
||||
ss << "#define LOAD_TEXTURE_OFFSET(name, coords, mip, offset) texelFetchOffset(name, coords, mip, offset)\n";
|
||||
ss << "#define LOAD_TEXTURE_BUFFER(name, index) texelFetch(name, index)\n";
|
||||
ss << "#define BEGIN_ARRAY(type, size) type[size](\n";
|
||||
|
@ -161,7 +162,8 @@ void ShaderGen::WriteHeader(std::stringstream& ss)
|
|||
ss << "float saturate(float value) { return clamp(value, 0.0, 1.0); }\n";
|
||||
ss << "float2 saturate(float2 value) { return clamp(value, float2(0.0, 0.0), float2(1.0, 1.0)); }\n";
|
||||
ss << "float3 saturate(float3 value) { return clamp(value, float3(0.0, 0.0, 0.0), float3(1.0, 1.0, 1.0)); }\n";
|
||||
ss << "float4 saturate(float4 value) { return clamp(value, float4(0.0, 0.0, 0.0, 0.0), float4(1.0, 1.0, 1.0, 1.0)); }\n";
|
||||
ss << "float4 saturate(float4 value) { return clamp(value, float4(0.0, 0.0, 0.0, 0.0), float4(1.0, 1.0, 1.0, "
|
||||
"1.0)); }\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -189,6 +191,7 @@ void ShaderGen::WriteHeader(std::stringstream& ss)
|
|||
ss << "#define VECTOR_COMP_NEQ(a, b) ((a) != (b))\n";
|
||||
ss << "#define SAMPLE_TEXTURE(name, coords) name.Sample(name##_ss, coords)\n";
|
||||
ss << "#define LOAD_TEXTURE(name, coords, mip) name.Load(int3(coords, mip))\n";
|
||||
ss << "#define LOAD_TEXTURE_MS(name, coords, sample) name.Load(coords, sample)\n";
|
||||
ss << "#define LOAD_TEXTURE_OFFSET(name, coords, mip, offset) name.Load(int3(coords, mip), offset)\n";
|
||||
ss << "#define LOAD_TEXTURE_BUFFER(name, index) name.Load(index)\n";
|
||||
ss << "#define BEGIN_ARRAY(type, size) {\n";
|
||||
|
@ -231,7 +234,7 @@ void ShaderGen::DeclareUniformBuffer(std::stringstream& ss, const std::initializ
|
|||
ss << "};\n\n";
|
||||
}
|
||||
|
||||
void ShaderGen::DeclareTexture(std::stringstream& ss, const char* name, u32 index)
|
||||
void ShaderGen::DeclareTexture(std::stringstream& ss, const char* name, u32 index, bool multisampled /* = false */)
|
||||
{
|
||||
if (m_glsl)
|
||||
{
|
||||
|
@ -240,11 +243,11 @@ void ShaderGen::DeclareTexture(std::stringstream& ss, const char* name, u32 inde
|
|||
else if (m_use_glsl_binding_layout)
|
||||
ss << "layout(binding = " << index << ") ";
|
||||
|
||||
ss << "uniform sampler2D " << name << ";\n";
|
||||
ss << "uniform " << (multisampled ? "sampler2DMS " : "sampler2D ") << name << ";\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
ss << "Texture2D " << name << " : register(t" << index << ");\n";
|
||||
ss << (multisampled ? "Texture2DMS<float4> " : "Texture2D ") << name << " : register(t" << index << ");\n";
|
||||
ss << "SamplerState " << name << "_ss : register(s" << index << ");\n";
|
||||
}
|
||||
}
|
||||
|
@ -267,10 +270,20 @@ void ShaderGen::DeclareTextureBuffer(std::stringstream& ss, const char* name, u3
|
|||
}
|
||||
}
|
||||
|
||||
static const char* GetInterpolationQualifier(bool glsl, bool vulkan, bool interface_block, bool centroid_interpolation,
|
||||
bool sample_interpolation)
|
||||
{
|
||||
if (glsl && interface_block && (!vulkan && !GLAD_GL_ARB_shading_language_420pack))
|
||||
return (sample_interpolation ? "sample out " : (centroid_interpolation ? "centroid out " : ""));
|
||||
else
|
||||
return (sample_interpolation ? "sample " : (centroid_interpolation ? "centroid " : ""));
|
||||
}
|
||||
|
||||
void ShaderGen::DeclareVertexEntryPoint(
|
||||
std::stringstream& ss, const std::initializer_list<const char*>& attributes, u32 num_color_outputs,
|
||||
u32 num_texcoord_outputs, const std::initializer_list<std::pair<const char*, const char*>>& additional_outputs,
|
||||
bool declare_vertex_id, const char* output_block_suffix)
|
||||
bool declare_vertex_id /* = false */, const char* output_block_suffix /* = "" */,
|
||||
bool centroid_interpolation /* = false */, bool sample_interpolation /* = false */)
|
||||
{
|
||||
if (m_glsl)
|
||||
{
|
||||
|
@ -291,30 +304,42 @@ void ShaderGen::DeclareVertexEntryPoint(
|
|||
|
||||
if (m_use_glsl_interface_blocks)
|
||||
{
|
||||
const char* qualifier =
|
||||
GetInterpolationQualifier(m_glsl, IsVulkan(), true, centroid_interpolation, sample_interpolation);
|
||||
|
||||
if (IsVulkan())
|
||||
ss << "layout(location = 0) ";
|
||||
|
||||
ss << "out VertexData" << output_block_suffix << " {\n";
|
||||
for (u32 i = 0; i < num_color_outputs; i++)
|
||||
ss << " float4 v_col" << i << ";\n";
|
||||
ss << " " << qualifier << "float4 v_col" << i << ";\n";
|
||||
|
||||
for (u32 i = 0; i < num_texcoord_outputs; i++)
|
||||
ss << " float2 v_tex" << i << ";\n";
|
||||
ss << " " << qualifier << "float2 v_tex" << i << ";\n";
|
||||
|
||||
for (const auto [qualifiers, name] : additional_outputs)
|
||||
ss << " " << qualifiers << " " << name << ";\n";
|
||||
{
|
||||
const char* qualifier_to_use = (std::strlen(qualifiers) > 0) ? qualifiers : qualifier;
|
||||
ss << " " << qualifier_to_use << " " << name << ";\n";
|
||||
}
|
||||
ss << "};\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
const char* qualifier =
|
||||
GetInterpolationQualifier(m_glsl, IsVulkan(), false, centroid_interpolation, sample_interpolation);
|
||||
|
||||
for (u32 i = 0; i < num_color_outputs; i++)
|
||||
ss << "out float4 v_col" << i << ";\n";
|
||||
ss << qualifier << "out float4 v_col" << i << ";\n";
|
||||
|
||||
for (u32 i = 0; i < num_texcoord_outputs; i++)
|
||||
ss << "out float2 v_tex" << i << ";\n";
|
||||
ss << qualifier << "out float2 v_tex" << i << ";\n";
|
||||
|
||||
for (const auto [qualifiers, name] : additional_outputs)
|
||||
ss << qualifiers << " out " << name << ";\n";
|
||||
{
|
||||
const char* qualifier_to_use = (std::strlen(qualifiers) > 0) ? qualifiers : qualifier;
|
||||
ss << qualifier_to_use << " out " << name << ";\n";
|
||||
}
|
||||
}
|
||||
|
||||
ss << "#define v_pos gl_Position\n\n";
|
||||
|
@ -331,6 +356,9 @@ void ShaderGen::DeclareVertexEntryPoint(
|
|||
}
|
||||
else
|
||||
{
|
||||
const char* qualifier =
|
||||
GetInterpolationQualifier(false, false, false, centroid_interpolation, sample_interpolation);
|
||||
|
||||
ss << "void main(\n";
|
||||
|
||||
if (declare_vertex_id)
|
||||
|
@ -344,15 +372,16 @@ void ShaderGen::DeclareVertexEntryPoint(
|
|||
}
|
||||
|
||||
for (u32 i = 0; i < num_color_outputs; i++)
|
||||
ss << " out float4 v_col" << i << " : COLOR" << i << ",\n";
|
||||
ss << " " << qualifier << "out float4 v_col" << i << " : COLOR" << i << ",\n";
|
||||
|
||||
for (u32 i = 0; i < num_texcoord_outputs; i++)
|
||||
ss << " out float2 v_tex" << i << " : TEXCOORD" << i << ",\n";
|
||||
ss << " " << qualifier << "out float2 v_tex" << i << " : TEXCOORD" << i << ",\n";
|
||||
|
||||
u32 additional_counter = num_texcoord_outputs;
|
||||
for (const auto [qualifiers, name] : additional_outputs)
|
||||
{
|
||||
ss << " " << qualifiers << " out " << name << " : TEXCOORD" << additional_counter << ",\n";
|
||||
const char* qualifier_to_use = (std::strlen(qualifiers) > 0) ? qualifiers : qualifier;
|
||||
ss << " " << qualifier_to_use << " out " << name << " : TEXCOORD" << additional_counter << ",\n";
|
||||
additional_counter++;
|
||||
}
|
||||
|
||||
|
@ -363,41 +392,58 @@ void ShaderGen::DeclareVertexEntryPoint(
|
|||
void ShaderGen::DeclareFragmentEntryPoint(
|
||||
std::stringstream& ss, u32 num_color_inputs, u32 num_texcoord_inputs,
|
||||
const std::initializer_list<std::pair<const char*, const char*>>& additional_inputs,
|
||||
bool declare_fragcoord /* = false */, u32 num_color_outputs /* = 1 */, bool depth_output /* = false */)
|
||||
bool declare_fragcoord /* = false */, u32 num_color_outputs /* = 1 */, bool depth_output /* = false */,
|
||||
bool centroid_interpolation /* = false */, bool sample_interpolation /* = false */,
|
||||
bool declare_sample_id /* = false */)
|
||||
{
|
||||
if (m_glsl)
|
||||
{
|
||||
if (m_use_glsl_interface_blocks)
|
||||
{
|
||||
const char* qualifier =
|
||||
GetInterpolationQualifier(m_glsl, IsVulkan(), true, centroid_interpolation, sample_interpolation);
|
||||
|
||||
if (IsVulkan())
|
||||
ss << "layout(location = 0) ";
|
||||
|
||||
ss << "in VertexData {\n";
|
||||
for (u32 i = 0; i < num_color_inputs; i++)
|
||||
ss << " float4 v_col" << i << ";\n";
|
||||
ss << " " << qualifier << "float4 v_col" << i << ";\n";
|
||||
|
||||
for (u32 i = 0; i < num_texcoord_inputs; i++)
|
||||
ss << " float2 v_tex" << i << ";\n";
|
||||
ss << " " << qualifier << "float2 v_tex" << i << ";\n";
|
||||
|
||||
for (const auto [qualifiers, name] : additional_inputs)
|
||||
ss << " " << qualifiers << " " << name << ";\n";
|
||||
{
|
||||
const char* qualifier_to_use = (std::strlen(qualifiers) > 0) ? qualifiers : qualifier;
|
||||
ss << " " << qualifier_to_use << " " << name << ";\n";
|
||||
}
|
||||
ss << "};\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
const char* qualifier =
|
||||
GetInterpolationQualifier(m_glsl, IsVulkan(), false, centroid_interpolation, sample_interpolation);
|
||||
|
||||
for (u32 i = 0; i < num_color_inputs; i++)
|
||||
ss << "in float4 v_col" << i << ";\n";
|
||||
ss << qualifier << "in float4 v_col" << i << ";\n";
|
||||
|
||||
for (u32 i = 0; i < num_texcoord_inputs; i++)
|
||||
ss << "in float2 v_tex" << i << ";\n";
|
||||
ss << qualifier << "in float2 v_tex" << i << ";\n";
|
||||
|
||||
for (const auto [qualifiers, name] : additional_inputs)
|
||||
ss << qualifiers << " in " << name << ";\n";
|
||||
{
|
||||
const char* qualifier_to_use = (std::strlen(qualifiers) > 0) ? qualifiers : qualifier;
|
||||
ss << qualifier_to_use << " in " << name << ";\n";
|
||||
}
|
||||
}
|
||||
|
||||
if (declare_fragcoord)
|
||||
ss << "#define v_pos gl_FragCoord\n";
|
||||
|
||||
if (declare_sample_id)
|
||||
ss << "#define f_sample_index uint(gl_SampleID)\n";
|
||||
|
||||
if (depth_output)
|
||||
ss << "#define o_depth gl_FragDepth\n";
|
||||
|
||||
|
@ -427,43 +473,47 @@ void ShaderGen::DeclareFragmentEntryPoint(
|
|||
}
|
||||
else
|
||||
{
|
||||
const char* qualifier =
|
||||
GetInterpolationQualifier(false, false, false, centroid_interpolation, sample_interpolation);
|
||||
|
||||
ss << "void main(\n";
|
||||
|
||||
for (u32 i = 0; i < num_color_inputs; i++)
|
||||
ss << " " << qualifier << "in float4 v_col" << i << " : COLOR" << i << ",\n";
|
||||
|
||||
for (u32 i = 0; i < num_texcoord_inputs; i++)
|
||||
ss << " " << qualifier << "in float2 v_tex" << i << " : TEXCOORD" << i << ",\n";
|
||||
|
||||
u32 additional_counter = num_texcoord_inputs;
|
||||
for (const auto [qualifiers, name] : additional_inputs)
|
||||
{
|
||||
ss << "void main(\n";
|
||||
const char* qualifier_to_use = (std::strlen(qualifiers) > 0) ? qualifiers : qualifier;
|
||||
ss << " " << qualifier_to_use << " in " << name << " : TEXCOORD" << additional_counter << ",\n";
|
||||
additional_counter++;
|
||||
}
|
||||
|
||||
for (u32 i = 0; i < num_color_inputs; i++)
|
||||
ss << " in float4 v_col" << i << " : COLOR" << i << ",\n";
|
||||
if (declare_fragcoord)
|
||||
ss << " in float4 v_pos : SV_Position,\n";
|
||||
if (declare_sample_id)
|
||||
ss << " in uint f_sample_index : SV_SampleIndex,\n";
|
||||
|
||||
for (u32 i = 0; i < num_texcoord_inputs; i++)
|
||||
ss << " in float2 v_tex" << i << " : TEXCOORD" << i << ",\n";
|
||||
if (depth_output)
|
||||
{
|
||||
ss << " out float o_depth : SV_Depth";
|
||||
if (num_color_outputs > 0)
|
||||
ss << ",\n";
|
||||
else
|
||||
ss << ")\n";
|
||||
}
|
||||
|
||||
u32 additional_counter = num_texcoord_inputs;
|
||||
for (const auto [qualifiers, name] : additional_inputs)
|
||||
{
|
||||
ss << " " << qualifiers << " in " << name << " : TEXCOORD" << additional_counter << ",\n";
|
||||
additional_counter++;
|
||||
}
|
||||
for (u32 i = 0; i < num_color_outputs; i++)
|
||||
{
|
||||
ss << " out float4 o_col" << i << " : SV_Target" << i;
|
||||
|
||||
if (declare_fragcoord)
|
||||
ss << " in float4 v_pos : SV_Position,\n";
|
||||
|
||||
if (depth_output)
|
||||
{
|
||||
ss << " out float o_depth : SV_Depth";
|
||||
if (num_color_outputs > 0)
|
||||
ss << ",\n";
|
||||
else
|
||||
ss << ")\n";
|
||||
}
|
||||
|
||||
for (u32 i = 0; i < num_color_outputs; i++)
|
||||
{
|
||||
ss << " out float4 o_col" << i << " : SV_Target" << i;
|
||||
|
||||
if (i == (num_color_outputs - 1))
|
||||
ss << ")\n";
|
||||
else
|
||||
ss << ",\n";
|
||||
}
|
||||
if (i == (num_color_outputs - 1))
|
||||
ss << ")\n";
|
||||
else
|
||||
ss << ",\n";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -25,15 +25,17 @@ protected:
|
|||
void WriteUniformBufferDeclaration(std::stringstream& ss, bool push_constant_on_vulkan);
|
||||
void DeclareUniformBuffer(std::stringstream& ss, const std::initializer_list<const char*>& members,
|
||||
bool push_constant_on_vulkan);
|
||||
void DeclareTexture(std::stringstream& ss, const char* name, u32 index);
|
||||
void DeclareTexture(std::stringstream& ss, const char* name, u32 index, bool multisampled = false);
|
||||
void DeclareTextureBuffer(std::stringstream& ss, const char* name, u32 index, bool is_int, bool is_unsigned);
|
||||
void DeclareVertexEntryPoint(std::stringstream& ss, const std::initializer_list<const char*>& attributes,
|
||||
u32 num_color_outputs, u32 num_texcoord_outputs,
|
||||
const std::initializer_list<std::pair<const char*, const char*>>& additional_outputs,
|
||||
bool declare_vertex_id = false, const char* output_block_suffix = "");
|
||||
bool declare_vertex_id = false, const char* output_block_suffix = "", bool msaa = false,
|
||||
bool ssaa = false);
|
||||
void DeclareFragmentEntryPoint(std::stringstream& ss, u32 num_color_inputs, u32 num_texcoord_inputs,
|
||||
const std::initializer_list<std::pair<const char*, const char*>>& additional_inputs,
|
||||
bool declare_fragcoord = false, u32 num_color_outputs = 1, bool depth_output = false);
|
||||
bool declare_fragcoord = false, u32 num_color_outputs = 1, bool depth_output = false,
|
||||
bool msaa = false, bool ssaa = false, bool declare_sample_id = false);
|
||||
|
||||
HostDisplay::RenderAPI m_render_api;
|
||||
bool m_glsl;
|
||||
|
|
|
@ -36,6 +36,9 @@ EnhancementSettingsWidget::EnhancementSettingsWidget(QtHostInterface* host_inter
|
|||
connect(m_ui.pgxpEnable, &QCheckBox::stateChanged, this, &EnhancementSettingsWidget::updatePGXPSettingsEnabled);
|
||||
updatePGXPSettingsEnabled();
|
||||
|
||||
connect(m_ui.msaaMode, QOverload<int>::of(&QComboBox::currentIndexChanged), this,
|
||||
&EnhancementSettingsWidget::msaaModeChanged);
|
||||
|
||||
dialog->registerWidgetHelp(
|
||||
m_ui.disableInterlacing, tr("Disable Interlacing (force progressive render/scan)"), tr("Unchecked"),
|
||||
tr(
|
||||
|
@ -47,6 +50,11 @@ EnhancementSettingsWidget::EnhancementSettingsWidget(QtHostInterface* host_inter
|
|||
tr("Setting this beyond 1x will enhance the resolution of rendered 3D polygons and lines. Only applies "
|
||||
"to the hardware backends. <br>This option is usually safe, with most games looking fine at "
|
||||
"higher resolutions. Higher resolutions require a more powerful GPU."));
|
||||
dialog->registerWidgetHelp(
|
||||
m_ui.msaaMode, tr("Multisample Antialiasing"), tr("Disabled"),
|
||||
tr("Uses multisample antialiasing for rendering 3D objects. Can smooth out jagged edges on polygons at a lower "
|
||||
"cost to performance compared to increasing the resolution scale, but may be more likely to cause rendering "
|
||||
"errors in some games. Only applies to the hardware backends."));
|
||||
dialog->registerWidgetHelp(
|
||||
m_ui.trueColor, tr("True Color Rendering (24-bit, disables dithering)"), tr("Unchecked"),
|
||||
tr("Forces the precision of colours output to the console's framebuffer to use the full 8 bits of precision per "
|
||||
|
@ -103,6 +111,14 @@ void EnhancementSettingsWidget::updateScaledDitheringEnabled()
|
|||
void EnhancementSettingsWidget::setupAdditionalUi()
|
||||
{
|
||||
QtUtils::FillComboBoxWithResolutionScales(m_ui.resolutionScale);
|
||||
QtUtils::FillComboBoxWithMSAAModes(m_ui.msaaMode);
|
||||
|
||||
const QVariant current_msaa_mode(
|
||||
QtUtils::GetMSAAModeValue(static_cast<uint>(m_host_interface->GetIntSettingValue("GPU", "Multisamples", 1)),
|
||||
m_host_interface->GetBoolSettingValue("GPU", "PerSampleShading", false)));
|
||||
const int current_msaa_index = m_ui.msaaMode->findData(current_msaa_mode);
|
||||
if (current_msaa_index >= 0)
|
||||
m_ui.msaaMode->setCurrentIndex(current_msaa_index);
|
||||
|
||||
for (u32 i = 0; i < static_cast<u32>(GPUTextureFilter::Count); i++)
|
||||
{
|
||||
|
@ -117,3 +133,13 @@ void EnhancementSettingsWidget::updatePGXPSettingsEnabled()
|
|||
m_ui.pgxpCulling->setEnabled(enabled);
|
||||
m_ui.pgxpTextureCorrection->setEnabled(enabled);
|
||||
}
|
||||
|
||||
void EnhancementSettingsWidget::msaaModeChanged(int index)
|
||||
{
|
||||
uint multisamples;
|
||||
bool ssaa;
|
||||
QtUtils::DecodeMSAAModeValue(m_ui.msaaMode->itemData(index), &multisamples, &ssaa);
|
||||
m_host_interface->SetIntSettingValue("GPU", "Multisamples", static_cast<int>(multisamples));
|
||||
m_host_interface->SetBoolSettingValue("GPU", "PerSampleShading", ssaa);
|
||||
m_host_interface->applySettings(false);
|
||||
}
|
||||
|
|
|
@ -18,6 +18,7 @@ public:
|
|||
private Q_SLOTS:
|
||||
void updateScaledDitheringEnabled();
|
||||
void updatePGXPSettingsEnabled();
|
||||
void msaaModeChanged(int index);
|
||||
|
||||
private:
|
||||
void setupAdditionalUi();
|
||||
|
|
|
@ -26,129 +26,139 @@
|
|||
<property name="bottomMargin">
|
||||
<number>0</number>
|
||||
</property>
|
||||
<item>
|
||||
<widget class="QGroupBox" name="groupBox_2">
|
||||
<property name="title">
|
||||
<string>Rendering Enhancements</string>
|
||||
</property>
|
||||
<layout class="QFormLayout" name="formLayout_2">
|
||||
<item row="0" column="0">
|
||||
<widget class="QLabel" name="label_2">
|
||||
<property name="text">
|
||||
<string>Internal Resolution Scale:</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item row="0" column="1">
|
||||
<widget class="QComboBox" name="resolutionScale"/>
|
||||
</item>
|
||||
<item row="1" column="0">
|
||||
<widget class="QLabel" name="label_3">
|
||||
<property name="text">
|
||||
<string>Texture Filtering:</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item row="1" column="1">
|
||||
<widget class="QComboBox" name="textureFiltering"/>
|
||||
</item>
|
||||
<item row="2" column="0" colspan="2">
|
||||
<widget class="QCheckBox" name="trueColor">
|
||||
<property name="text">
|
||||
<string>True Color Rendering (24-bit, disables dithering)</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item row="3" column="0" colspan="2">
|
||||
<widget class="QCheckBox" name="scaledDithering">
|
||||
<property name="text">
|
||||
<string>Scaled Dithering (scale dither pattern to resolution)</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item row="4" column="0" colspan="2">
|
||||
<widget class="QCheckBox" name="widescreenHack">
|
||||
<property name="text">
|
||||
<string>Widescreen Hack (render 3D in 16:9)</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
</layout>
|
||||
</widget>
|
||||
</item>
|
||||
<item>
|
||||
<widget class="QGroupBox" name="groupBox_3">
|
||||
<property name="title">
|
||||
<string>Display Enhancements</string>
|
||||
</property>
|
||||
<layout class="QFormLayout" name="formLayout_3">
|
||||
<item row="0" column="0" colspan="2">
|
||||
<widget class="QCheckBox" name="disableInterlacing">
|
||||
<property name="text">
|
||||
<string>Disable Interlacing (force progressive render/scan)</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item row="1" column="0" colspan="2">
|
||||
<widget class="QCheckBox" name="forceNTSCTimings">
|
||||
<property name="text">
|
||||
<string>Force NTSC Timings (60hz-on-PAL)</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item row="2" column="0" colspan="2">
|
||||
<widget class="QCheckBox" name="force43For24Bit">
|
||||
<property name="text">
|
||||
<string>Force 4:3 For 24-Bit Display (disable widescreen for FMVs)</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
</layout>
|
||||
</widget>
|
||||
</item>
|
||||
<item>
|
||||
<widget class="QGroupBox" name="groupBox_4">
|
||||
<property name="title">
|
||||
<string>PGXP (Precision Geometry Transform Pipeline)</string>
|
||||
</property>
|
||||
<layout class="QVBoxLayout" name="verticalLayout">
|
||||
<item>
|
||||
<widget class="QCheckBox" name="pgxpEnable">
|
||||
<property name="text">
|
||||
<string>Geometry Correction</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item>
|
||||
<widget class="QCheckBox" name="pgxpCulling">
|
||||
<property name="text">
|
||||
<string>Culling Correction</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item>
|
||||
<widget class="QCheckBox" name="pgxpTextureCorrection">
|
||||
<property name="text">
|
||||
<string>Texture Correction</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
</layout>
|
||||
</widget>
|
||||
</item>
|
||||
<item>
|
||||
<spacer name="verticalSpacer">
|
||||
<property name="orientation">
|
||||
<enum>Qt::Vertical</enum>
|
||||
</property>
|
||||
<property name="sizeHint" stdset="0">
|
||||
<size>
|
||||
<width>20</width>
|
||||
<height>40</height>
|
||||
</size>
|
||||
</property>
|
||||
</spacer>
|
||||
</item>
|
||||
<item>
|
||||
<widget class="QGroupBox" name="groupBox_2">
|
||||
<property name="title">
|
||||
<string>Rendering Enhancements</string>
|
||||
</property>
|
||||
<layout class="QFormLayout" name="formLayout_2">
|
||||
<item row="0" column="0">
|
||||
<widget class="QLabel" name="label_2">
|
||||
<property name="text">
|
||||
<string>Internal Resolution Scale:</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item row="0" column="1">
|
||||
<widget class="QComboBox" name="resolutionScale"/>
|
||||
</item>
|
||||
<item row="2" column="0">
|
||||
<widget class="QLabel" name="label_3">
|
||||
<property name="text">
|
||||
<string>Texture Filtering:</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item row="2" column="1">
|
||||
<widget class="QComboBox" name="textureFiltering"/>
|
||||
</item>
|
||||
<item row="3" column="0" colspan="2">
|
||||
<widget class="QCheckBox" name="trueColor">
|
||||
<property name="text">
|
||||
<string>True Color Rendering (24-bit, disables dithering)</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item row="4" column="0" colspan="2">
|
||||
<widget class="QCheckBox" name="scaledDithering">
|
||||
<property name="text">
|
||||
<string>Scaled Dithering (scale dither pattern to resolution)</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item row="5" column="0" colspan="2">
|
||||
<widget class="QCheckBox" name="widescreenHack">
|
||||
<property name="text">
|
||||
<string>Widescreen Hack (render 3D in 16:9)</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item row="1" column="0">
|
||||
<widget class="QLabel" name="label">
|
||||
<property name="text">
|
||||
<string>Multisample Antialiasing:</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item row="1" column="1">
|
||||
<widget class="QComboBox" name="msaaMode"/>
|
||||
</item>
|
||||
</layout>
|
||||
</widget>
|
||||
</item>
|
||||
<item>
|
||||
<widget class="QGroupBox" name="groupBox_3">
|
||||
<property name="title">
|
||||
<string>Display Enhancements</string>
|
||||
</property>
|
||||
<layout class="QFormLayout" name="formLayout_3">
|
||||
<item row="0" column="0" colspan="2">
|
||||
<widget class="QCheckBox" name="disableInterlacing">
|
||||
<property name="text">
|
||||
<string>Disable Interlacing (force progressive render/scan)</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item row="1" column="0" colspan="2">
|
||||
<widget class="QCheckBox" name="forceNTSCTimings">
|
||||
<property name="text">
|
||||
<string>Force NTSC Timings (60hz-on-PAL)</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item row="2" column="0" colspan="2">
|
||||
<widget class="QCheckBox" name="force43For24Bit">
|
||||
<property name="text">
|
||||
<string>Force 4:3 For 24-Bit Display (disable widescreen for FMVs)</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
</layout>
|
||||
</widget>
|
||||
</item>
|
||||
<item>
|
||||
<widget class="QGroupBox" name="groupBox_4">
|
||||
<property name="title">
|
||||
<string>PGXP (Precision Geometry Transform Pipeline)</string>
|
||||
</property>
|
||||
<layout class="QVBoxLayout" name="verticalLayout">
|
||||
<item>
|
||||
<widget class="QCheckBox" name="pgxpEnable">
|
||||
<property name="text">
|
||||
<string>Geometry Correction</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item>
|
||||
<widget class="QCheckBox" name="pgxpCulling">
|
||||
<property name="text">
|
||||
<string>Culling Correction</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item>
|
||||
<widget class="QCheckBox" name="pgxpTextureCorrection">
|
||||
<property name="text">
|
||||
<string>Texture Correction</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
</layout>
|
||||
</widget>
|
||||
</item>
|
||||
<item>
|
||||
<spacer name="verticalSpacer">
|
||||
<property name="orientation">
|
||||
<enum>Qt::Vertical</enum>
|
||||
</property>
|
||||
<property name="sizeHint" stdset="0">
|
||||
<size>
|
||||
<width>20</width>
|
||||
<height>40</height>
|
||||
</size>
|
||||
</property>
|
||||
</spacer>
|
||||
</item>
|
||||
</layout>
|
||||
</widget>
|
||||
<resources/>
|
||||
|
|
|
@ -677,7 +677,7 @@ void FillComboBoxWithResolutionScales(QComboBox* cb)
|
|||
cb->addItem(qApp->translate("GPUSettingsWidget", "6x (for 1440p)"));
|
||||
cb->addItem(qApp->translate("GPUSettingsWidget", "7x"));
|
||||
cb->addItem(qApp->translate("GPUSettingsWidget", "8x"));
|
||||
cb->addItem(qApp->translate("GPUSettingsWidget", "9x"));
|
||||
cb->addItem(qApp->translate("GPUSettingsWidget", "9x (for 4K)"));
|
||||
cb->addItem(qApp->translate("GPUSettingsWidget", "10x"));
|
||||
cb->addItem(qApp->translate("GPUSettingsWidget", "11x"));
|
||||
cb->addItem(qApp->translate("GPUSettingsWidget", "12x"));
|
||||
|
@ -687,4 +687,36 @@ void FillComboBoxWithResolutionScales(QComboBox* cb)
|
|||
cb->addItem(qApp->translate("GPUSettingsWidget", "16x"));
|
||||
}
|
||||
|
||||
QVariant GetMSAAModeValue(uint multisamples, bool ssaa)
|
||||
{
|
||||
const uint userdata = (multisamples & 0x7FFFFFFFu) | (static_cast<uint>(ssaa) << 31);
|
||||
return QVariant(userdata);
|
||||
}
|
||||
|
||||
void DecodeMSAAModeValue(const QVariant& userdata, uint* multisamples, bool* ssaa)
|
||||
{
|
||||
bool ok;
|
||||
const uint value = userdata.toUInt(&ok);
|
||||
if (!ok || value == 0)
|
||||
{
|
||||
*multisamples = 1;
|
||||
*ssaa = false;
|
||||
return;
|
||||
}
|
||||
|
||||
*multisamples = value & 0x7FFFFFFFu;
|
||||
*ssaa = (value & (1u << 31)) != 0u;
|
||||
}
|
||||
|
||||
void FillComboBoxWithMSAAModes(QComboBox* cb)
|
||||
{
|
||||
cb->addItem(qApp->translate("GPUSettingsWidget", "Disabled"), GetMSAAModeValue(1, false));
|
||||
|
||||
for (uint i = 2; i <= 32; i *= 2)
|
||||
cb->addItem(qApp->translate("GPUSettingsWidget", "%1x MSAA").arg(i), GetMSAAModeValue(i, false));
|
||||
|
||||
for (uint i = 2; i <= 32; i *= 2)
|
||||
cb->addItem(qApp->translate("GPUSettingsWidget", "%1x SSAA").arg(i), GetMSAAModeValue(i, true));
|
||||
}
|
||||
|
||||
} // namespace QtUtils
|
|
@ -16,6 +16,7 @@ class QFrame;
|
|||
class QKeyEvent;
|
||||
class QTableView;
|
||||
class QTreeView;
|
||||
class QVariant;
|
||||
class QWidget;
|
||||
class QUrl;
|
||||
|
||||
|
@ -62,4 +63,9 @@ void OpenURL(QWidget* parent, const char* url);
|
|||
/// Fills a combo box with resolution scale options.
|
||||
void FillComboBoxWithResolutionScales(QComboBox* cb);
|
||||
|
||||
/// Fills a combo box with multisampling options.
|
||||
QVariant GetMSAAModeValue(uint multisamples, bool ssaa);
|
||||
void DecodeMSAAModeValue(const QVariant& userdata, uint* multisamples, bool* ssaa);
|
||||
void FillComboBoxWithMSAAModes(QComboBox* cb);
|
||||
|
||||
} // namespace QtUtils
|
|
@ -936,6 +936,47 @@ void SDLHostInterface::DrawQuickSettingsMenu()
|
|||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
if (ImGui::BeginMenu("Multisampling"))
|
||||
{
|
||||
const u32 current_multisamples = m_settings_copy.gpu_multisamples;
|
||||
const bool current_ssaa = m_settings_copy.gpu_per_sample_shading;
|
||||
|
||||
if (ImGui::MenuItem("None", nullptr, (current_multisamples == 1)))
|
||||
{
|
||||
m_settings_copy.gpu_multisamples = 1;
|
||||
m_settings_copy.gpu_per_sample_shading = false;
|
||||
settings_changed = true;
|
||||
}
|
||||
|
||||
for (u32 i = 2; i <= 32; i *= 2)
|
||||
{
|
||||
char buf[32];
|
||||
std::snprintf(buf, sizeof(buf), "%ux MSAA", i);
|
||||
|
||||
if (ImGui::MenuItem(buf, nullptr, (current_multisamples == i && !current_ssaa)))
|
||||
{
|
||||
m_settings_copy.gpu_multisamples = i;
|
||||
m_settings_copy.gpu_per_sample_shading = false;
|
||||
settings_changed = true;
|
||||
}
|
||||
}
|
||||
|
||||
for (u32 i = 2; i <= 32; i *= 2)
|
||||
{
|
||||
char buf[32];
|
||||
std::snprintf(buf, sizeof(buf), "%ux SSAA", i);
|
||||
|
||||
if (ImGui::MenuItem(buf, nullptr, (current_multisamples == i && current_ssaa)))
|
||||
{
|
||||
m_settings_copy.gpu_multisamples = i;
|
||||
m_settings_copy.gpu_per_sample_shading = true;
|
||||
settings_changed = true;
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
if (ImGui::BeginMenu("PGXP"))
|
||||
{
|
||||
settings_changed |= ImGui::MenuItem("PGXP Enabled", nullptr, &m_settings_copy.gpu_pgxp_enable);
|
||||
|
@ -947,9 +988,8 @@ void SDLHostInterface::DrawQuickSettingsMenu()
|
|||
m_settings_copy.gpu_pgxp_enable);
|
||||
settings_changed |=
|
||||
ImGui::MenuItem("PGXP CPU Instructions", nullptr, &m_settings_copy.gpu_pgxp_cpu, m_settings_copy.gpu_pgxp_enable);
|
||||
settings_changed |=
|
||||
ImGui::MenuItem("PGXP Preserve Projection Precision", nullptr, &m_settings_copy.gpu_pgxp_preserve_proj_fp,
|
||||
m_settings_copy.gpu_pgxp_enable);
|
||||
settings_changed |= ImGui::MenuItem("PGXP Preserve Projection Precision", nullptr,
|
||||
&m_settings_copy.gpu_pgxp_preserve_proj_fp, m_settings_copy.gpu_pgxp_enable);
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
|
|
|
@ -809,7 +809,7 @@ bool D3D11HostDisplay::CheckPostProcessingRenderTargets(u32 target_width, u32 ta
|
|||
if (m_post_processing_input_texture.GetWidth() != target_width ||
|
||||
m_post_processing_input_texture.GetHeight() != target_height)
|
||||
{
|
||||
if (!m_post_processing_input_texture.Create(m_device.Get(), target_width, target_height, format, bind_flags))
|
||||
if (!m_post_processing_input_texture.Create(m_device.Get(), target_width, target_height, 1, format, bind_flags))
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -819,7 +819,7 @@ bool D3D11HostDisplay::CheckPostProcessingRenderTargets(u32 target_width, u32 ta
|
|||
PostProcessingStage& pps = m_post_processing_stages[i];
|
||||
if (pps.output_texture.GetWidth() != target_width || pps.output_texture.GetHeight() != target_height)
|
||||
{
|
||||
if (!pps.output_texture.Create(m_device.Get(), target_width, target_height, format, bind_flags))
|
||||
if (!pps.output_texture.Create(m_device.Get(), target_width, target_height, 1, format, bind_flags))
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -496,9 +496,9 @@ void OpenGLHostDisplay::RenderDisplay()
|
|||
}
|
||||
#endif
|
||||
|
||||
RenderDisplay(left, GetWindowHeight() - top - height, width, height, m_display_texture_handle, m_display_texture_width, m_display_texture_height,
|
||||
m_display_texture_view_x, m_display_texture_view_y, m_display_texture_view_width,
|
||||
m_display_texture_view_height, m_display_linear_filtering);
|
||||
RenderDisplay(left, GetWindowHeight() - top - height, width, height, m_display_texture_handle,
|
||||
m_display_texture_width, m_display_texture_height, m_display_texture_view_x, m_display_texture_view_y,
|
||||
m_display_texture_view_width, m_display_texture_view_height, m_display_linear_filtering);
|
||||
}
|
||||
|
||||
void OpenGLHostDisplay::RenderDisplay(s32 left, s32 bottom, s32 width, s32 height, void* texture_handle,
|
||||
|
@ -629,7 +629,7 @@ bool OpenGLHostDisplay::CheckPostProcessingRenderTargets(u32 target_width, u32 t
|
|||
if (m_post_processing_input_texture.GetWidth() != target_width ||
|
||||
m_post_processing_input_texture.GetHeight() != target_height)
|
||||
{
|
||||
if (!m_post_processing_input_texture.Create(target_width, target_height, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE) ||
|
||||
if (!m_post_processing_input_texture.Create(target_width, target_height, 1, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE) ||
|
||||
!m_post_processing_input_texture.CreateFramebuffer())
|
||||
{
|
||||
return false;
|
||||
|
@ -642,7 +642,7 @@ bool OpenGLHostDisplay::CheckPostProcessingRenderTargets(u32 target_width, u32 t
|
|||
PostProcessingStage& pps = m_post_processing_stages[i];
|
||||
if (pps.output_texture.GetWidth() != target_width || pps.output_texture.GetHeight() != target_height)
|
||||
{
|
||||
if (!pps.output_texture.Create(target_width, target_height, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE) ||
|
||||
if (!pps.output_texture.Create(target_width, target_height, 1, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE) ||
|
||||
!pps.output_texture.CreateFramebuffer())
|
||||
{
|
||||
return false;
|
||||
|
|
Loading…
Reference in a new issue