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Ensure render scale is initialized to 1 on the backend (#2543)
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3 changed files with 13 additions and 9 deletions
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@ -76,13 +76,22 @@ namespace Ryujinx.Graphics.OpenGL
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_componentMasks[index] = 0xf;
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}
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var v4Zero = new Vector4<float> { X = 0f, Y = 0f, Z = 0f, W = 0f };
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new Span<Vector4<float>>(_renderScale).Fill(v4Zero);
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var defaultScale = new Vector4<float> { X = 1f, Y = 0f, Z = 0f, W = 0f };
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new Span<Vector4<float>>(_renderScale).Fill(defaultScale);
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_tfbs = new BufferHandle[Constants.MaxTransformFeedbackBuffers];
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_tfbTargets = new BufferRange[Constants.MaxTransformFeedbackBuffers];
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}
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public void Initialize()
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{
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_supportBuffer = Buffer.Create(SupportBuffer.RequiredSize);
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GL.BindBufferBase(BufferRangeTarget.UniformBuffer, 0, Unsafe.As<BufferHandle, int>(ref _supportBuffer));
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SetSupportBufferData<Vector4<int>>(SupportBuffer.FragmentIsBgraOffset, _fpIsBgra, SupportBuffer.FragmentIsBgraCount);
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SetSupportBufferData<Vector4<float>>(SupportBuffer.FragmentRenderScaleOffset, _renderScale, SupportBuffer.RenderScaleMaxCount);
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}
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public void Barrier()
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{
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GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits);
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@ -1207,12 +1216,6 @@ namespace Ryujinx.Graphics.OpenGL
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private void SetSupportBufferData<T>(int offset, ReadOnlySpan<T> data, int count) where T : unmanaged
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{
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if (_supportBuffer == BufferHandle.Null)
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{
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_supportBuffer = Buffer.Create(SupportBuffer.RequiredSize);
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GL.BindBufferBase(BufferRangeTarget.UniformBuffer, 0, Unsafe.As<BufferHandle, int>(ref _supportBuffer));
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}
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Buffer.SetData(_supportBuffer, offset, MemoryMarshal.Cast<T, byte>(data.Slice(0, count)));
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}
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@ -144,6 +144,7 @@ namespace Ryujinx.Graphics.OpenGL
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GL.Arb.MaxShaderCompilerThreads(Math.Min(Environment.ProcessorCount, 8));
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}
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_pipeline.Initialize();
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_counters.Initialize();
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}
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@ -11,7 +11,7 @@ namespace Ryujinx.Graphics.Shader
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public const int ComputeRenderScaleOffset = FragmentRenderScaleOffset + FieldSize; // Skip first scale that is used for the render target
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// One for the render target, 32 for the textures, and 8 for the images.
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private const int RenderScaleMaxCount = 1 + 32 + 8;
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public const int RenderScaleMaxCount = 1 + 32 + 8;
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public const int RequiredSize = FragmentRenderScaleOffset + RenderScaleMaxCount * FieldSize;
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}
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