code: Add texture sampling option (#7118)
* This replaces the nearest neighbour filter that shouldn't have existed in the first place
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@ -184,11 +184,6 @@
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<string>Bicubic</string>
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</property>
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</item>
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<item>
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<property name="text">
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<string>Nearest Neighbor</string>
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</property>
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</item>
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<item>
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<property name="text">
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<string>ScaleForce</string>
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@ -71,11 +71,17 @@ void ConfigureGraphics::SetConfiguration() {
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!Settings::values.physical_device.UsingGlobal());
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ConfigurationShared::SetPerGameSetting(ui->physical_device_combo,
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&Settings::values.physical_device);
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ConfigurationShared::SetPerGameSetting(ui->texture_sampling_combobox,
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&Settings::values.texture_sampling);
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ConfigurationShared::SetHighlight(ui->widget_texture_sampling,
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!Settings::values.texture_sampling.UsingGlobal());
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} else {
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ui->graphics_api_combo->setCurrentIndex(
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static_cast<int>(Settings::values.graphics_api.GetValue()));
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ui->physical_device_combo->setCurrentIndex(
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static_cast<int>(Settings::values.physical_device.GetValue()));
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ui->texture_sampling_combobox->setCurrentIndex(
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static_cast<int>(Settings::values.texture_sampling.GetValue()));
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}
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ui->toggle_hw_shader->setChecked(Settings::values.use_hw_shader.GetValue());
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@ -106,6 +112,8 @@ void ConfigureGraphics::ApplyConfiguration() {
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use_hw_shader);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.shaders_accurate_mul,
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ui->toggle_accurate_mul, shaders_accurate_mul);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.texture_sampling,
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ui->texture_sampling_combobox);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_disk_shader_cache,
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ui->toggle_disk_shader_cache, use_disk_shader_cache);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync_new, ui->toggle_vsync_new,
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@ -132,6 +140,7 @@ void ConfigureGraphics::SetupPerGameUI() {
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Settings::values.use_vsync_new.UsingGlobal());
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ui->toggle_async_shaders->setEnabled(
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Settings::values.async_shader_compilation.UsingGlobal());
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ui->widget_texture_sampling->setEnabled(Settings::values.texture_sampling.UsingGlobal());
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ui->toggle_async_present->setEnabled(Settings::values.async_presentation.UsingGlobal());
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ui->graphics_api_combo->setEnabled(Settings::values.graphics_api.UsingGlobal());
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ui->physical_device_combo->setEnabled(Settings::values.physical_device.UsingGlobal());
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@ -148,6 +157,10 @@ void ConfigureGraphics::SetupPerGameUI() {
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ui->physical_device_combo, ui->physical_device_group,
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static_cast<u32>(Settings::values.physical_device.GetValue(true)));
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ConfigurationShared::SetColoredComboBox(
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ui->texture_sampling_combobox, ui->widget_texture_sampling,
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static_cast<int>(Settings::values.texture_sampling.GetValue(true)));
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ConfigurationShared::SetColoredTristate(ui->toggle_hw_shader, Settings::values.use_hw_shader,
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use_hw_shader);
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ConfigurationShared::SetColoredTristate(
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@ -212,6 +212,53 @@
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<string>Advanced</string>
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</property>
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<layout class="QVBoxLayout" name="verticalLayout_2">
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<item>
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<widget class="QWidget" name="widget_texture_sampling" native="true">
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<layout class="QHBoxLayout" name="horizontalLayout_2">
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<property name="leftMargin">
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<number>0</number>
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</property>
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<property name="topMargin">
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<number>0</number>
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</property>
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<property name="rightMargin">
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<number>0</number>
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</property>
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<property name="bottomMargin">
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<number>0</number>
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</property>
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<item>
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<widget class="QLabel" name="texture_sampling_label">
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<property name="toolTip">
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<string><html><head/><body><p>Overrides the sampling filter used by games. This can be useful in certain cases with poorly behaved games when upscaling. If unsure set this to Game Controlled</p></body></html></string>
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</property>
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<property name="text">
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<string>Texture Sampling</string>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QComboBox" name="texture_sampling_combobox">
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<item>
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<property name="text">
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<string>Game Controlled</string>
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</property>
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</item>
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<item>
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<property name="text">
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<string>Nearest Neighbor</string>
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</property>
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</item>
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<item>
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<property name="text">
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<string>Linear</string>
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</property>
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</item>
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</widget>
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</item>
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</layout>
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</widget>
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</item>
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<item>
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<widget class="QCheckBox" name="toggle_disk_shader_cache">
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<property name="toolTip">
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@ -46,8 +46,6 @@ std::string_view GetTextureFilterName(TextureFilter filter) {
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return "Anime4K";
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case TextureFilter::Bicubic:
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return "Bicubic";
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case TextureFilter::NearestNeighbor:
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return "NearestNeighbor";
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case TextureFilter::ScaleForce:
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return "ScaleForce";
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case TextureFilter::xBRZ:
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@ -59,6 +57,19 @@ std::string_view GetTextureFilterName(TextureFilter filter) {
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}
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}
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std::string_view GetTextureSamplingName(TextureSampling sampling) {
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switch (sampling) {
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case TextureSampling::GameControlled:
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return "GameControlled";
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case TextureSampling::NearestNeighbor:
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return "NearestNeighbor";
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case TextureSampling::Linear:
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return "Linear";
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default:
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return "Invalid";
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}
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}
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} // Anonymous namespace
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Values values = {};
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@ -87,6 +98,8 @@ void LogSettings() {
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log_setting("Renderer_PostProcessingShader", values.pp_shader_name.GetValue());
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log_setting("Renderer_FilterMode", values.filter_mode.GetValue());
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log_setting("Renderer_TextureFilter", GetTextureFilterName(values.texture_filter.GetValue()));
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log_setting("Renderer_TextureSampling",
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GetTextureSamplingName(values.texture_sampling.GetValue()));
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log_setting("Stereoscopy_Render3d", values.render_3d.GetValue());
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log_setting("Stereoscopy_Factor3d", values.factor_3d.GetValue());
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log_setting("Stereoscopy_MonoRenderOption", values.mono_render_option.GetValue());
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@ -175,6 +188,7 @@ void RestoreGlobalState(bool is_powered_on) {
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values.resolution_factor.SetGlobal(true);
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values.frame_limit.SetGlobal(true);
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values.texture_filter.SetGlobal(true);
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values.texture_sampling.SetGlobal(true);
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values.layout_option.SetGlobal(true);
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values.swap_screen.SetGlobal(true);
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values.upright_screen.SetGlobal(true);
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@ -72,10 +72,15 @@ enum class TextureFilter : u32 {
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None = 0,
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Anime4K = 1,
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Bicubic = 2,
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NearestNeighbor = 3,
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ScaleForce = 4,
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xBRZ = 5,
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MMPX = 6
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ScaleForce = 3,
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xBRZ = 4,
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MMPX = 5,
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};
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enum class TextureSampling : u32 {
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GameControlled = 0,
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NearestNeighbor = 1,
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Linear = 2,
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};
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namespace NativeButton {
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@ -451,6 +456,8 @@ struct Values {
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SwitchableSetting<u32, true> resolution_factor{1, 0, 10, "resolution_factor"};
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SwitchableSetting<u16, true> frame_limit{100, 0, 1000, "frame_limit"};
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SwitchableSetting<TextureFilter> texture_filter{TextureFilter::None, "texture_filter"};
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SwitchableSetting<TextureSampling> texture_sampling{TextureSampling::GameControlled,
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"texture_sampling"};
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SwitchableSetting<LayoutOption> layout_option{LayoutOption::Default, "layout_option"};
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SwitchableSetting<bool> swap_screen{false, "swap_screen"};
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@ -7,7 +7,6 @@ set(SHADER_FILES
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format_reinterpreter/rgba4_to_rgb5a1.frag
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format_reinterpreter/vulkan_d24s8_to_rgba8.comp
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texture_filtering/bicubic.frag
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texture_filtering/nearest_neighbor.frag
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texture_filtering/refine.frag
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texture_filtering/scale_force.frag
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texture_filtering/xbrz_freescale.frag
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@ -1,15 +0,0 @@
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// Copyright 2023 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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//? #version 430 core
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precision mediump float;
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layout(location = 0) in vec2 tex_coord;
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layout(location = 0) out vec4 frag_color;
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layout(binding = 2) uniform sampler2D input_texture;
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void main() {
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frag_color = texture(input_texture, tex_coord);
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}
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@ -361,10 +361,25 @@ typename T::Sampler& RasterizerCache<T>::GetSampler(SamplerId sampler_id) {
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template <class T>
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typename T::Sampler& RasterizerCache<T>::GetSampler(
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const Pica::TexturingRegs::TextureConfig& config) {
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using TextureFilter = Pica::TexturingRegs::TextureConfig::TextureFilter;
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const auto get_filter = [](TextureFilter filter) {
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switch (Settings::values.texture_sampling.GetValue()) {
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case Settings::TextureSampling::GameControlled:
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return filter;
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case Settings::TextureSampling::NearestNeighbor:
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return TextureFilter::Nearest;
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case Settings::TextureSampling::Linear:
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return TextureFilter::Linear;
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default:
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return filter;
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}
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};
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const SamplerParams params = {
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.mag_filter = config.mag_filter,
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.min_filter = config.min_filter,
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.mip_filter = config.mip_filter,
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.mag_filter = get_filter(config.mag_filter),
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.min_filter = get_filter(config.min_filter),
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.mip_filter = get_filter(config.mip_filter),
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.wrap_s = config.wrap_s,
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.wrap_t = config.wrap_t,
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.border_color = config.border_color.raw,
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@ -15,7 +15,6 @@
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#include "video_core/host_shaders/full_screen_triangle_vert.h"
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#include "video_core/host_shaders/texture_filtering/bicubic_frag.h"
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#include "video_core/host_shaders/texture_filtering/mmpx_frag.h"
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#include "video_core/host_shaders/texture_filtering/nearest_neighbor_frag.h"
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#include "video_core/host_shaders/texture_filtering/refine_frag.h"
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#include "video_core/host_shaders/texture_filtering/scale_force_frag.h"
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#include "video_core/host_shaders/texture_filtering/x_gradient_frag.h"
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@ -58,7 +57,6 @@ BlitHelper::BlitHelper(const Driver& driver_)
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: driver{driver_}, linear_sampler{CreateSampler(GL_LINEAR)},
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nearest_sampler{CreateSampler(GL_NEAREST)}, bicubic_program{CreateProgram(
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HostShaders::BICUBIC_FRAG)},
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nearest_program{CreateProgram(HostShaders::NEAREST_NEIGHBOR_FRAG)},
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scale_force_program{CreateProgram(HostShaders::SCALE_FORCE_FRAG)},
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xbrz_program{CreateProgram(HostShaders::XBRZ_FREESCALE_FRAG)},
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mmpx_program{CreateProgram(HostShaders::MMPX_FRAG)}, gradient_x_program{CreateProgram(
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@ -175,9 +173,6 @@ bool BlitHelper::Filter(Surface& surface, const VideoCore::TextureBlit& blit) {
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case TextureFilter::Bicubic:
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FilterBicubic(surface, blit);
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break;
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case TextureFilter::NearestNeighbor:
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FilterNearest(surface, blit);
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break;
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case TextureFilter::ScaleForce:
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FilterScaleForce(surface, blit);
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break;
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@ -257,14 +252,6 @@ void BlitHelper::FilterBicubic(Surface& surface, const VideoCore::TextureBlit& b
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Draw(bicubic_program, surface.Handle(), draw_fbo.handle, blit.dst_level, blit.dst_rect);
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}
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void BlitHelper::FilterNearest(Surface& surface, const VideoCore::TextureBlit& blit) {
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const OpenGLState prev_state = OpenGLState::GetCurState();
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SCOPE_EXIT({ prev_state.Apply(); });
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state.texture_units[2].texture_2d = surface.Handle(0);
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SetParams(nearest_program, surface.RealExtent(false), blit.src_rect);
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Draw(nearest_program, surface.Handle(), draw_fbo.handle, blit.dst_level, blit.dst_rect);
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}
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void BlitHelper::FilterScaleForce(Surface& surface, const VideoCore::TextureBlit& blit) {
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const OpenGLState prev_state = OpenGLState::GetCurState();
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SCOPE_EXIT({ prev_state.Apply(); });
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@ -33,20 +33,13 @@ public:
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private:
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void FilterAnime4K(Surface& surface, const VideoCore::TextureBlit& blit);
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void FilterBicubic(Surface& surface, const VideoCore::TextureBlit& blit);
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void FilterNearest(Surface& surface, const VideoCore::TextureBlit& blit);
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void FilterScaleForce(Surface& surface, const VideoCore::TextureBlit& blit);
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void FilterXbrz(Surface& surface, const VideoCore::TextureBlit& blit);
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void FilterMMPX(Surface& surface, const VideoCore::TextureBlit& blit);
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void SetParams(OGLProgram& program, const VideoCore::Extent& src_extent,
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Common::Rectangle<u32> src_rect);
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void Draw(OGLProgram& program, GLuint dst_tex, GLuint dst_fbo, u32 dst_level,
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Common::Rectangle<u32> dst_rect);
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@ -59,7 +52,6 @@ private:
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OGLSampler nearest_sampler;
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OGLProgram bicubic_program;
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OGLProgram nearest_program;
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OGLProgram scale_force_program;
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OGLProgram xbrz_program;
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OGLProgram mmpx_program;
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@ -35,10 +35,7 @@ public:
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const VideoCore::BufferTextureCopy& copy);
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private:
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/// Creates compute pipelines used for blit
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vk::Pipeline MakeComputePipeline(vk::ShaderModule shader, vk::PipelineLayout layout);
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/// Creates graphics pipelines used for blit
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vk::Pipeline MakeDepthStencilBlitPipeline();
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private:
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