VideoCommon: Add option to use old behavior (Fast Texture Sampling)

Co-authored-by: JosJuice <josjuice@gmail.com>
This commit is contained in:
Pokechu22
2021-07-29 17:43:35 -07:00
parent ee80298ca4
commit 93eea7cb13
12 changed files with 46 additions and 1 deletions

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@ -150,6 +150,8 @@ const Info<bool> GFX_HACK_EFB_EMULATE_FORMAT_CHANGES{
const Info<bool> GFX_HACK_VERTEX_ROUDING{{System::GFX, "Hacks", "VertexRounding"}, false};
const Info<u32> GFX_HACK_MISSING_COLOR_VALUE{{System::GFX, "Hacks", "MissingColorValue"},
0xFFFFFFFF};
const Info<bool> GFX_HACK_FAST_TEXTURE_SAMPLING{{System::GFX, "Hacks", "FastTextureSampling"},
false};
// Graphics.GameSpecific

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@ -123,6 +123,7 @@ extern const Info<bool> GFX_HACK_COPY_EFB_SCALED;
extern const Info<bool> GFX_HACK_EFB_EMULATE_FORMAT_CHANGES;
extern const Info<bool> GFX_HACK_VERTEX_ROUDING;
extern const Info<u32> GFX_HACK_MISSING_COLOR_VALUE;
extern const Info<bool> GFX_HACK_FAST_TEXTURE_SAMPLING;
// Graphics.GameSpecific

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@ -106,11 +106,14 @@ void HacksWidget::CreateWidgets()
m_vertex_rounding = new GraphicsBool(tr("Vertex Rounding"), Config::GFX_HACK_VERTEX_ROUDING);
m_save_texture_cache_state =
new GraphicsBool(tr("Save Texture Cache to State"), Config::GFX_SAVE_TEXTURE_CACHE_TO_STATE);
m_fast_texture_sampling =
new GraphicsBool(tr("Fast Texture Sampling"), Config::GFX_HACK_FAST_TEXTURE_SAMPLING);
other_layout->addWidget(m_fast_depth_calculation, 0, 0);
other_layout->addWidget(m_disable_bounding_box, 0, 1);
other_layout->addWidget(m_vertex_rounding, 1, 0);
other_layout->addWidget(m_save_texture_cache_state, 1, 1);
other_layout->addWidget(m_fast_texture_sampling, 2, 0);
main_layout->addWidget(efb_box);
main_layout->addWidget(texture_cache_box);
@ -276,6 +279,17 @@ void HacksWidget::AddDescriptions()
"higher internal resolutions. This setting has no effect when native internal "
"resolution is used.<br><br><dolphin_emphasis>If unsure, leave this "
"unchecked.</dolphin_emphasis>");
static const char TR_FAST_TEXTURE_SAMPLING_DESCRIPTION[] = QT_TR_NOOP(
"Use the video backend's built-in texture sampling functionality instead of a manual "
"implementation.<br><br>"
"This setting can cause potentially improve performance, especially at higher internal "
"resolutions; additionally, Anisotropic Filtering currently only works with Fast Texture "
"Sampling.<br><br>"
"This comes at the cost of graphical issues in some games on certain GPUs, most commonly "
"vertical lines on FMVs, as well as lack of emulation of texture wrapping special cases "
"(though this also only works at 1x IR or when scaled EFB is disabled, and with custom "
"textures disabled) and worse emulation of Level of Detail calculation.<br><br>"
"<dolphin_emphasis>If unsure, leave this unchecked.</dolphin_emphasis>");
m_skip_efb_cpu->SetDescription(tr(TR_SKIP_EFB_CPU_ACCESS_DESCRIPTION));
m_ignore_format_changes->SetDescription(tr(TR_IGNORE_FORMAT_CHANGE_DESCRIPTION));
@ -291,6 +305,7 @@ void HacksWidget::AddDescriptions()
m_disable_bounding_box->SetDescription(tr(TR_DISABLE_BOUNDINGBOX_DESCRIPTION));
m_save_texture_cache_state->SetDescription(tr(TR_SAVE_TEXTURE_CACHE_TO_STATE_DESCRIPTION));
m_vertex_rounding->SetDescription(tr(TR_VERTEX_ROUNDING_DESCRIPTION));
m_fast_texture_sampling->SetDescription(tr(TR_FAST_TEXTURE_SAMPLING_DESCRIPTION));
}
void HacksWidget::UpdateDeferEFBCopiesEnabled()

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@ -26,6 +26,7 @@ private:
GraphicsBool* m_skip_efb_cpu;
GraphicsBool* m_ignore_format_changes;
GraphicsBool* m_store_efb_copies;
GraphicsBool* m_defer_efb_copies;
// Texture Cache
QLabel* m_accuracy_label;
@ -42,7 +43,7 @@ private:
GraphicsBool* m_disable_bounding_box;
GraphicsBool* m_vertex_rounding;
GraphicsBool* m_save_texture_cache_state;
GraphicsBool* m_defer_efb_copies;
GraphicsBool* m_fast_texture_sampling;
void CreateWidgets();
void ConnectWidgets();

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@ -537,6 +537,7 @@ void UpdateBoundingBox(float2 rawpos) {{
fmt::arg("efb_height", EFB_HEIGHT), fmt::arg("efb_scale", I_EFBSCALE));
}
if (host_config.manual_texture_sampling)
{
if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
{
@ -596,6 +597,21 @@ uint WrapCoord(int coord, uint wrap, int size) {{
"int2 uv, int layer) {{\n");
}
if (!host_config.manual_texture_sampling)
{
out.Write(" float size_s = float(" I_TEXDIMS "[texmap].x * 128);\n"
" float size_t = float(" I_TEXDIMS "[texmap].y * 128);\n"
" float3 coords = float3(float(uv.x) / size_s, float(uv.y) / size_t, layer);\n");
if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
{
out.Write(" return iround(255.0 * texture(tex, coords));\n}}\n");
}
else if (api_type == APIType::D3D)
{
out.Write(" return iround(255.0 * tex.Sample(tex_samp, coords));\n}}\n");
}
}
else
{
out.Write(R"(
uint texmode0 = samp_texmode0(texmap);

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@ -39,6 +39,7 @@ ShaderHostConfig ShaderHostConfig::GetCurrent()
bits.backend_logic_op = g_ActiveConfig.backend_info.bSupportsLogicOp;
bits.backend_palette_conversion = g_ActiveConfig.backend_info.bSupportsPaletteConversion;
bits.enable_validation_layer = g_ActiveConfig.bEnableValidationLayer;
bits.manual_texture_sampling = !g_ActiveConfig.bFastTextureSampling;
return bits;
}

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@ -169,6 +169,7 @@ union ShaderHostConfig
BitField<21, 1, bool, u32> backend_logic_op;
BitField<22, 1, bool, u32> backend_palette_conversion;
BitField<23, 1, bool, u32> enable_validation_layer;
BitField<24, 1, bool, u32> manual_texture_sampling;
static ShaderHostConfig GetCurrent();
};

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@ -135,6 +135,7 @@ void VideoConfig::Refresh()
bVertexRounding = Config::Get(Config::GFX_HACK_VERTEX_ROUDING);
iEFBAccessTileSize = Config::Get(Config::GFX_HACK_EFB_ACCESS_TILE_SIZE);
iMissingColorValue = Config::Get(Config::GFX_HACK_MISSING_COLOR_VALUE);
bFastTextureSampling = Config::Get(Config::GFX_HACK_FAST_TEXTURE_SAMPLING);
bPerfQueriesEnable = Config::Get(Config::GFX_PERF_QUERIES_ENABLE);

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@ -135,6 +135,7 @@ struct VideoConfig final
int iLog = 0; // CONF_ bits
int iSaveTargetId = 0; // TODO: Should be dropped
u32 iMissingColorValue = 0;
bool bFastTextureSampling = false;
// Stereoscopy
StereoMode stereo_mode{};