Merge pull request #4315 from stenzek/vulkan-aspect
Vulkan: Handle forced aspect ratio changes at runtime
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commit
6e8901de17
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@ -872,49 +872,63 @@ void Renderer::CheckForSurfaceChange()
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void Renderer::CheckForConfigChanges()
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{
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// Compare g_Config to g_ActiveConfig to determine what has changed before copying.
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bool msaa_changed = (g_Config.iMultisamples != g_ActiveConfig.iMultisamples);
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bool ssaa_changed = (g_Config.bSSAA != g_ActiveConfig.bSSAA);
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bool anisotropy_changed = (g_Config.iMaxAnisotropy != g_ActiveConfig.iMaxAnisotropy);
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bool force_texture_filtering_changed =
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(g_Config.bForceFiltering != g_ActiveConfig.bForceFiltering);
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bool stereo_changed = (g_Config.iStereoMode != g_ActiveConfig.iStereoMode);
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// Save the video config so we can compare against to determine which settings have changed.
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int old_multisamples = g_ActiveConfig.iMultisamples;
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int old_anisotropy = g_ActiveConfig.iMaxAnisotropy;
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int old_stereo_mode = g_ActiveConfig.iStereoMode;
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int old_aspect_ratio = g_ActiveConfig.iAspectRatio;
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bool old_force_filtering = g_ActiveConfig.bForceFiltering;
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bool old_ssaa = g_ActiveConfig.bSSAA;
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// Copy g_Config to g_ActiveConfig.
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// NOTE: This can potentially race with the UI thread, however if it does, the changes will be
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// delayed until the next time CheckForConfigChanges is called.
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UpdateActiveConfig();
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// Determine which (if any) settings have changed.
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bool msaa_changed = old_multisamples != g_ActiveConfig.iMultisamples;
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bool ssaa_changed = old_ssaa != g_ActiveConfig.bSSAA;
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bool anisotropy_changed = old_anisotropy != g_ActiveConfig.iMaxAnisotropy;
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bool force_texture_filtering_changed = old_force_filtering != g_ActiveConfig.bForceFiltering;
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bool stereo_changed = old_stereo_mode != g_ActiveConfig.iStereoMode;
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bool efb_scale_changed = s_last_efb_scale != g_ActiveConfig.iEFBScale;
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bool aspect_changed = old_aspect_ratio != g_ActiveConfig.iAspectRatio;
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// Update texture cache settings with any changed options.
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TextureCache::OnConfigChanged(g_ActiveConfig);
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// MSAA samples changed, we need to recreate the EFB render pass, and all shaders.
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if (msaa_changed)
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{
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m_framebuffer_mgr->RecreateRenderPass();
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m_framebuffer_mgr->ResizeEFBTextures();
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}
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// SSAA changed on/off, we can leave the buffers/render pass, but have to recompile shaders.
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if (msaa_changed || ssaa_changed)
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{
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BindEFBToStateTracker();
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m_framebuffer_mgr->RecompileShaders();
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g_object_cache->ClearPipelineCache();
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}
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// Handle internal resolution changes.
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if (s_last_efb_scale != g_ActiveConfig.iEFBScale)
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{
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if (efb_scale_changed)
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s_last_efb_scale = g_ActiveConfig.iEFBScale;
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// If the aspect ratio is changed, this changes the area that the game is drawn to.
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if (aspect_changed)
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UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
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if (efb_scale_changed || aspect_changed)
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{
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if (CalculateTargetSize(s_backbuffer_width, s_backbuffer_height))
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ResizeEFBTextures();
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}
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// Handle stereoscopy mode changes.
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if (stereo_changed)
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// MSAA samples changed, we need to recreate the EFB render pass.
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// If the stereoscopy mode changed, we need to recreate the buffers as well.
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if (msaa_changed || stereo_changed)
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{
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ResizeEFBTextures();
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g_command_buffer_mgr->WaitForGPUIdle();
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m_framebuffer_mgr->RecreateRenderPass();
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m_framebuffer_mgr->ResizeEFBTextures();
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BindEFBToStateTracker();
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}
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// SSAA changed on/off, we can leave the buffers/render pass, but have to recompile shaders.
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// Changing stereoscopy from off<->on also requires shaders to be recompiled.
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if (msaa_changed || ssaa_changed || stereo_changed)
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{
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g_command_buffer_mgr->WaitForGPUIdle();
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RecompileShaders();
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m_framebuffer_mgr->RecompileShaders();
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g_object_cache->ClearPipelineCache();
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}
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// For vsync, we need to change the present mode, which means recreating the swap chain.
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@ -962,10 +976,7 @@ void Renderer::ResizeEFBTextures()
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{
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// Ensure the GPU is finished with the current EFB textures.
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g_command_buffer_mgr->WaitForGPUIdle();
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m_framebuffer_mgr->ResizeEFBTextures();
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s_last_efb_scale = g_ActiveConfig.iEFBScale;
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BindEFBToStateTracker();
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// Viewport and scissor rect have to be reset since they will be scaled differently.
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