484eb645ae
* Initial implementation of Render Target Scaling Works with most games I have. No GUI option right now, it is hardcoded. Missing handling for texelFetch operation. * Realtime Configuration, refactoring. * texelFetch scaling on fragment shader (WIP) * Improve Shader-Side changes. * Fix potential crash when no color/depth bound * Workaround random uses of textures in compute. This was blacklisting textures in a few games despite causing no bugs. Will eventually add full support so this doesn't break anything. * Fix scales oscillating when changing between non-native scales. * Scaled textures on compute, cleanup, lazier uniform update. * Cleanup. * Fix stupidity * Address Thog Feedback. * Cover most of GDK's feedback (two comments remain) * Fix bad rename * Move IsDepthStencil to FormatExtensions, add docs. * Fix default config, square texture detection. * Three final fixes: - Nearest copy when texture is integer format. - Texture2D -> Texture3D copy correctly blacklists the texture before trying an unscaled copy (caused driver error) - Discount small textures. * Remove scale threshold. Not needed right now - we'll see if we run into problems. * All CPU modification blacklists scale. * Fix comment.
37 lines
933 B
C#
37 lines
933 B
C#
using Ryujinx.Graphics.Shader;
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using System;
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namespace Ryujinx.Graphics.GAL
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{
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public interface IRenderer : IDisposable
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{
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IPipeline Pipeline { get; }
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IWindow Window { get; }
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IShader CompileShader(ShaderProgram shader);
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BufferHandle CreateBuffer(int size);
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IProgram CreateProgram(IShader[] shaders);
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ISampler CreateSampler(SamplerCreateInfo info);
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ITexture CreateTexture(TextureCreateInfo info, float scale);
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void DeleteBuffer(BufferHandle buffer);
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byte[] GetBufferData(BufferHandle buffer, int offset, int size);
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Capabilities GetCapabilities();
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void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data);
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void UpdateCounters();
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ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler);
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void ResetCounter(CounterType type);
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void Initialize();
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}
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}
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