[GPU] Texture integer scaling fetches; 8_8_8_8_GAMMA resolve
Integer num_format fetches now get their scale CPU-side instead of trying to guess in the shader. This is authoritative; no cvar. Both translators now use texture_integer_scale_bits after signs/gamma and before exponent bias. This alone fixes black screens and a bunch of rendering bugs across at least several dozen titles. This new information lives in the updated FormatInfo table, including fixed component widths. Resolve also has two new fixes. 8_8_8_8_GAMMA EDRAM sources can now decode through the PWL curve while still in linear space, before MSAA resolve or format conversion, then re-encoded for gamma destinations. This is also now default enabled via gamma_decode_pwl_resolve and has improved blowout in at least 4 titles, with no obvious regressions thus far. Full resolve can also now pack fixed destinations according to copy_dest_number.
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committed by
Radosław Gliński
parent
573cce0fe2
commit
d119505289
@@ -514,6 +514,11 @@ union ResolveEdramInfo {
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// of the resolve region with the contents of the first surely covered
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// column / row with resolution scaling.
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uint32_t fill_half_pixel_offset : 1;
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// Flag from gamma_decode_pwl_resolve in resolve shader. Some games appear
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// overexposed unless full 8_8_8_8_GAMMA resolves decode PWL gamma to
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// linear before MSAA averaging / conversion, then write gamma bytes again
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// for gamma dests. Off keeps the old byte averaging.
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uint32_t decode_pwl_gamma : 1;
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};
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ResolveEdramInfo() : packed(0) { static_assert_size(*this, sizeof(packed)); }
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};
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