GPU: Add adaptive and box downsampling modes

This commit is contained in:
Connor McLaughlin
2020-12-30 16:26:20 +10:00
parent 5236583544
commit 3cb2cd8235
23 changed files with 1180 additions and 69 deletions

View File

@ -55,6 +55,7 @@ bool GPU_HW::Initialize(HostDisplay* host_display)
m_texture_filtering = g_settings.gpu_texture_filter;
m_using_uv_limits = ShouldUseUVLimits();
m_chroma_smoothing = g_settings.gpu_24bit_chroma_smoothing;
m_downsample_mode = GetDownsampleMode(m_resolution_scale);
if (m_multisamples != g_settings.gpu_multisamples)
{
@ -70,10 +71,20 @@ bool GPU_HW::Initialize(HostDisplay* host_display)
if (!m_supports_dual_source_blend && TextureFilterRequiresDualSourceBlend(m_texture_filtering))
{
g_host_interface->AddFormattedOSDMessage(
20.0f, g_host_interface->TranslateString("OSDMessage", "Texture filter '%s' is not supported on your device."),
20.0f,
g_host_interface->TranslateString("OSDMessage",
"Texture filter '%s' is not supported with the current renderer."),
Settings::GetTextureFilterDisplayName(m_texture_filtering));
m_texture_filtering = GPUTextureFilter::Nearest;
}
if (!m_supports_adaptive_downsampling && g_settings.gpu_resolution_scale > 1 &&
g_settings.gpu_downsample_mode == GPUDownsampleMode::Adaptive)
{
g_host_interface->AddOSDMessage(
g_host_interface->TranslateStdString(
"OSDMessage", "Adaptive downsampling is not supported with the current renderer, using box filter instead."),
20.0f);
}
m_pgxp_depth_buffer = g_settings.gpu_pgxp_depth_buffer;
PrintSettingsToLog();
@ -117,15 +128,17 @@ void GPU_HW::UpdateHWSettings(bool* framebuffer_changed, bool* shaders_changed)
const u32 resolution_scale = CalculateResolutionScale();
const u32 multisamples = std::min(m_max_multisamples, g_settings.gpu_multisamples);
const bool per_sample_shading = g_settings.gpu_per_sample_shading && m_supports_per_sample_shading;
const GPUDownsampleMode downsample_mode = GetDownsampleMode(resolution_scale);
const bool use_uv_limits = ShouldUseUVLimits();
*framebuffer_changed = (m_resolution_scale != resolution_scale || m_multisamples != multisamples);
*framebuffer_changed =
(m_resolution_scale != resolution_scale || m_multisamples != multisamples || m_downsample_mode != downsample_mode);
*shaders_changed =
(m_resolution_scale != resolution_scale || m_multisamples != multisamples ||
m_true_color != g_settings.gpu_true_color || m_per_sample_shading != per_sample_shading ||
m_scaled_dithering != g_settings.gpu_scaled_dithering || m_texture_filtering != g_settings.gpu_texture_filter ||
m_using_uv_limits != use_uv_limits || m_chroma_smoothing != g_settings.gpu_24bit_chroma_smoothing ||
m_pgxp_depth_buffer != g_settings.UsingPGXPDepthBuffer());
m_downsample_mode != downsample_mode || m_pgxp_depth_buffer != g_settings.UsingPGXPDepthBuffer());
if (m_resolution_scale != resolution_scale)
{
@ -159,6 +172,7 @@ void GPU_HW::UpdateHWSettings(bool* framebuffer_changed, bool* shaders_changed)
m_texture_filtering = g_settings.gpu_texture_filter;
m_using_uv_limits = use_uv_limits;
m_chroma_smoothing = g_settings.gpu_24bit_chroma_smoothing;
m_downsample_mode = downsample_mode;
if (!m_supports_dual_source_blend && TextureFilterRequiresDualSourceBlend(m_texture_filtering))
m_texture_filtering = GPUTextureFilter::Nearest;
@ -176,16 +190,30 @@ void GPU_HW::UpdateHWSettings(bool* framebuffer_changed, bool* shaders_changed)
u32 GPU_HW::CalculateResolutionScale() const
{
u32 scale;
if (g_settings.gpu_resolution_scale != 0)
return std::clamp<u32>(g_settings.gpu_resolution_scale, 1, m_max_resolution_scale);
{
scale = std::clamp<u32>(g_settings.gpu_resolution_scale, 1, m_max_resolution_scale);
}
else
{
// auto scaling
const s32 height = (m_crtc_state.display_height != 0) ? static_cast<s32>(m_crtc_state.display_height) : 480;
const s32 preferred_scale =
static_cast<s32>(std::ceil(static_cast<float>(m_host_display->GetWindowHeight()) / height));
Log_InfoPrintf("Height = %d, preferred scale = %d", height, preferred_scale);
// auto scaling
const s32 height = (m_crtc_state.display_height != 0) ? static_cast<s32>(m_crtc_state.display_height) : 480;
const s32 preferred_scale =
static_cast<s32>(std::ceil(static_cast<float>(m_host_display->GetWindowHeight()) / height));
Log_InfoPrintf("Height = %d, preferred scale = %d", height, preferred_scale);
scale = static_cast<u32>(std::clamp<s32>(preferred_scale, 1, m_max_resolution_scale));
}
return static_cast<u32>(std::clamp<s32>(preferred_scale, 1, m_max_resolution_scale));
if (g_settings.gpu_downsample_mode == GPUDownsampleMode::Adaptive && m_supports_adaptive_downsampling && scale > 1 &&
(scale % 2) != 0)
{
Log_InfoPrintf("Resolution scale %u not supported for adaptive smoothing, using %u", scale, (scale - 1));
scale--;
}
return scale;
}
void GPU_HW::UpdateResolutionScale()
@ -196,6 +224,17 @@ void GPU_HW::UpdateResolutionScale()
UpdateSettings();
}
GPUDownsampleMode GPU_HW::GetDownsampleMode(u32 resolution_scale) const
{
if (resolution_scale == 1)
return GPUDownsampleMode::Disabled;
if (g_settings.gpu_downsample_mode == GPUDownsampleMode::Adaptive)
return m_supports_adaptive_downsampling ? GPUDownsampleMode::Adaptive : GPUDownsampleMode::Box;
return g_settings.gpu_downsample_mode;
}
std::tuple<u32, u32> GPU_HW::GetEffectiveDisplayResolution()
{
return std::make_tuple(m_crtc_state.display_vram_width * m_resolution_scale,
@ -213,6 +252,7 @@ void GPU_HW::PrintSettingsToLog()
Log_InfoPrintf("Dual-source blending: %s", m_supports_dual_source_blend ? "Supported" : "Not supported");
Log_InfoPrintf("Using UV limits: %s", m_using_uv_limits ? "YES" : "NO");
Log_InfoPrintf("Depth buffer: %s", m_pgxp_depth_buffer ? "YES" : "NO");
Log_InfoPrintf("Downsampling: %s", Settings::GetDownsampleModeDisplayName(m_downsample_mode));
}
void GPU_HW::UpdateVRAMReadTexture()
@ -368,6 +408,36 @@ void GPU_HW::CheckForDepthClear(const BatchVertex* vertices, u32 num_vertices)
m_last_depth_z = average_z;
}
u32 GPU_HW::GetAdaptiveDownsamplingMipLevels() const
{
u32 levels = 0;
u32 current_width = VRAM_WIDTH * m_resolution_scale;
while (current_width >= VRAM_WIDTH)
{
levels++;
current_width /= 2;
}
return levels;
}
GPU_HW::SmoothingUBOData GPU_HW::GetSmoothingUBO(u32 level, u32 left, u32 top, u32 width, u32 height, u32 tex_width,
u32 tex_height) const
{
const float rcp_width = 1.0f / static_cast<float>(tex_width >> level);
const float rcp_height = 1.0f / static_cast<float>(tex_height >> level);
SmoothingUBOData data;
data.min_uv[0] = static_cast<float>(left >> level) * rcp_width;
data.min_uv[1] = static_cast<float>(top >> level) * rcp_height;
data.max_uv[0] = static_cast<float>((left + width) >> level) * rcp_width;
data.max_uv[1] = static_cast<float>((top + height) >> level) * rcp_height;
data.rcp_size[0] = rcp_width;
data.rcp_size[1] = rcp_height;
return data;
}
void GPU_HW::DrawLine(float x0, float y0, u32 col0, float x1, float y1, u32 col1, float depth)
{
const float dx = x1 - x0;