game: More hooks to finally allow mip gen and point scaling

This commit is contained in:
Jade Macho 2025-07-07 18:03:36 +02:00
parent 51f2cd8348
commit a67d2bf8c5
Signed by: 0x0ade
GPG key ID: E1960710FE4FBEEF
8 changed files with 271 additions and 73 deletions

View file

@ -117,16 +117,27 @@ public static class MinSizeModeExt
public enum ResolutionScalingMode
{
Fast = 0,
FSR = 1,
DLSS = 2
Point = 0,
Linear = 1,
FSR = 2,
DLSS = 3
}
public static class ResolutionScalingModeExt
{
public static byte ToXIV(this ResolutionScalingMode mode) => mode switch
{
ResolutionScalingMode.Point => 0,
ResolutionScalingMode.Linear => 0,
ResolutionScalingMode.FSR => 1,
ResolutionScalingMode.DLSS => 2,
_ => 0
};
public static string ToHumanNameString(this ResolutionScalingMode mode) => mode switch
{
ResolutionScalingMode.Fast => "Fast Pixelation",
ResolutionScalingMode.Point => "Pixelated",
ResolutionScalingMode.Linear => "Blurry Pixelated",
ResolutionScalingMode.FSR => "AMD FSR",
ResolutionScalingMode.DLSS => "NVIDIA DLSS",
_ => mode.ToString(),
@ -134,7 +145,8 @@ public static class ResolutionScalingModeExt
public static string? ToHumanInfoString(this ResolutionScalingMode mode) => mode switch
{
ResolutionScalingMode.Fast => "Lowest quality option which results in blurry pixelation.",
ResolutionScalingMode.Point => "Low quality option which results in pixelation.",
ResolutionScalingMode.Linear => "Low quality option which results in blurry pixelation.",
ResolutionScalingMode.FSR => "Upscaling which works on any GPU for low performance overhead.",
ResolutionScalingMode.DLSS => "DLSS in FFXIV is buggy, even without any plugins.",
_ => null

View file

@ -19,6 +19,7 @@
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
<RestorePackagesWithLockFile>true</RestorePackagesWithLockFile>
<RootNamespace>CustomResolution</RootNamespace>
<CopyLocalLockFileAssemblies>true</CopyLocalLockFileAssemblies>
</PropertyGroup>
<PropertyGroup>
@ -30,7 +31,6 @@
<ItemGroup>
<PackageReference Include="DalamudPackager" Version="12.0.0" />
<PackageReference Include="TerraFX.Interop.Windows" Version="10.0.22621.2" />
<Reference Include="FFXIVClientStructs">
<HintPath>$(DalamudLibPath)FFXIVClientStructs.dll</HintPath>
<Private>false</Private>
@ -71,9 +71,11 @@
<HintPath>$(DalamudLibPath)SharpDX.Mathematics.dll</HintPath>
<Private>false</Private>
</Reference>
<PackageReference Include="SharpDX.D3DCompiler" Version="4.2.0" />
<Reference Include="TerraFX.Interop.Windows">
<HintPath>$(DalamudLibPath)TerraFX.Interop.Windows.dll</HintPath>
<Private>false</Private>
</Reference>
<PackageReference Include="SharpDX.Direct3D11" Version="4.2.0" />
<PackageReference Include="SharpDX.Direct2D1" Version="4.2.0" />
</ItemGroup>
</Project>

View file

@ -6,6 +6,7 @@ using FloppyUtils;
using System;
using System.Runtime.InteropServices;
using System.Text;
using TerraFX.Interop.DirectX;
using TerraFX.Interop.Windows;
using static TerraFX.Interop.Windows.Windows;
@ -421,13 +422,14 @@ public unsafe struct DeviceEx
public ref uint NewHeight => ref _.NewHeight;
// C# doesn't let us use ptr types as generic arguments, oh well.
public readonly ID3D11DeviceContext* D3D11DeviceContext => (ID3D11DeviceContext*) _.D3D11DeviceContext;
public readonly ImmediateContextEx* ImmediateContext => (ImmediateContextEx*) _.ImmediateContext;
}
// ImmediateContextEx in FFXIVClientStructs is a bare minimum.
// https://github.com/aers/FFXIVClientStructs/blob/ef5e9a5997671fb2c9a72cb9d57d841855f62085/FFXIVClientStructs/FFXIV/Client/Graphics/Kernel/ImmediateContext.cs
[StructLayout(LayoutKind.Explicit)]
public struct ImmediateContextEx
public unsafe struct ImmediateContextEx
{
[FieldOffset(0)]
public ImmediateContext _;

View file

@ -4,10 +4,13 @@ using FFXIVClientStructs.FFXIV.Client.Graphics.Kernel;
using FFXIVClientStructs.FFXIV.Client.Graphics.Render;
using FFXIVClientStructs.FFXIV.Client.System.Framework;
using FloppyUtils;
using SharpDX;
using System;
using System.Runtime.InteropServices;
using System.Text;
using TerraFX.Interop.Windows;
using TerraFX.Interop.DirectX;
using Device = FFXIVClientStructs.FFXIV.Client.Graphics.Kernel.Device;
using SDX11 = SharpDX.Direct3D11;
namespace CustomResolution;
@ -17,17 +20,42 @@ public unsafe class GameSizeState : IDisposable
private Hook<RTMApplyScaling> _rtmApplyScalingHook;
private Hook<RTMDestroyAfterResize> _rtmDestroyAfterResizeHook;
private Hook<RTMRegenAfterResize> _rtmRegenAfterResizeHook;
private Hook<ICDX11ProcessCommands> _icdx11ProcessCommandsHook;
private Hook<ImmediateProcessCommands> _immediateProcessCommandsHook;
private Hook<DDX11PostTick> _ddx11PostTickHook;
private Hook<TaskRenderGraphicsRender> _taskRenderGraphicsRenderHook;
private Hook<PrepareTexture> _prepareTextureHook;
private Hook<ImmediatePreparePS> _immediatePreparePSHook;
private Hook<ImmediatePrepareCS> _immediatePrepareCSHook;
private Hook<CreateTexture2D> _createTexture2DHook;
private Hook<Draw> _drawHook;
private SDX11.DeviceContext _d3dctx;
private SDX11.Device _d3ddev;
private SDX11.SamplerState _samplerMips;
private SDX11.SamplerState _samplerPoint;
private bool _wasEnabled = false;
private object _renderLock = new();
private ForceUpdateRTMState _forceUpdateRTM = ForceUpdateRTMState._0_Idle;
private uint _gameplayDrawCount = 0;
private GameplayDrawState _gameplayDrawState = GameplayDrawState.None;
public GameSizeState()
{
var dev = (DeviceEx*) Device.Instance();
_d3dctx = CppObject.FromPointer<SDX11.DeviceContext>((nint) dev->D3D11DeviceContext);
_d3ddev = _d3dctx.Device;
var samplerDesc = SDX11.SamplerStateDescription.Default();
samplerDesc.Filter = SDX11.Filter.MinMagMipLinear;
_samplerMips = new(_d3ddev, samplerDesc);
samplerDesc.Filter = SDX11.Filter.MinMagMipPoint;
samplerDesc.MinimumLod = 0;
samplerDesc.MaximumLod = 0;
_samplerPoint = new(_d3ddev, samplerDesc);
/* Writes DynamicResolutionTargetHeight to size[1] near the end,
* but if in (gpose || main menu), only scale < 1??
*/
@ -37,8 +65,6 @@ public unsafe class GameSizeState : IDisposable
);
_rtmApplyScalingHook.Enable();
var dev = (DeviceEx*) Device.Instance();
/* Device.RequestResolutionChange and other triggers run some callbacks, namely
* (at the time of 7.2) 0x40 for RTM destruction and 0x48 for RTM reconstruction,
* registered in RTM init and run in PostTick.
@ -70,11 +96,11 @@ public unsafe class GameSizeState : IDisposable
* with some other race conditions regarding the fields we modify.
* Let's wrap it in a C# lock and call it a day...
*/
_icdx11ProcessCommandsHook = Service.GameInteropProvider.HookFromAddress<ICDX11ProcessCommands>(
_immediateProcessCommandsHook = Service.GameInteropProvider.HookFromAddress<ImmediateProcessCommands>(
Service.SigScanner.ScanText("48 89 5C 24 10 48 89 6C 24 18 56 57 41 56 48 83 EC 30 48 8B 01 41 8B F0 48 8B EA"),
ICDX11ProcessCommandsDetour
ImmediateProcessCommandsDetour
);
_icdx11ProcessCommandsHook.Enable();
_immediateProcessCommandsHook.Enable();
_ddx11PostTickHook = Service.GameInteropProvider.HookFromAddress<DDX11PostTick>(
Service.SigScanner.ScanText("48 89 5C 24 10 48 89 6C 24 18 48 89 74 24 20 57 41 54 41 55 41 56 41 57 B8 30 43 00 00 ?? ?? ?? ?? ?? 48 2B E0 48 8B 05 ?? ?? ?? ?? 48 33 C4 48 89 84 24 ?? ?? 00 00 8B 15"),
@ -100,6 +126,43 @@ public unsafe class GameSizeState : IDisposable
TaskRenderGraphicsRenderDetour
);
_taskRenderGraphicsRenderHook.Enable();
/* Texture preparation used in a lot of places, but most notable for
* writing to the mip level count of the gameplay texture and also updating the D3D11 ptrs.
*/
_prepareTextureHook = Service.GameInteropProvider.HookFromAddress<PrepareTexture>(
Service.SigScanner.ScanText("40 53 48 83 EC 20 48 8B 02 48 8B D9 48 89 41 38 48 8B 02 48 89 41 40"),
PrepareTextureDetour
);
_prepareTextureHook.Enable();
/* The shader resource view of GameplayTexture gets read by these two.
*/
_immediatePreparePSHook = Service.GameInteropProvider.HookFromAddress<ImmediatePreparePS>(
Service.SigScanner.ScanText("48 8B C4 4C 89 40 18 48 89 48 08 53 56 48 83 EC 68 44 8B 5A 44 48 8D B1 E8 03 00 00 4C 89 68 D8"),
ImmediatePreparePSDetour
);
_immediatePreparePSHook.Enable();
_immediatePrepareCSHook = Service.GameInteropProvider.HookFromAddress<ImmediatePrepareCS>(
Service.SigScanner.ScanText("48 8B C4 4C 89 40 18 48 89 48 08 53 56 48 83 EC 68 44 8B 5A 44 48 8D B1 E8 13 00 00 4C 89 68 D8"),
ImmediatePrepareCSDetour
);
_immediatePrepareCSHook.Enable();
/* And because all that isn't bad enough:
* Hook ID3D11Device funcs based on their vtable indices, to allow mipmap generation,
* and to allow changing the sampler state before drawing.
*/
_createTexture2DHook = Service.GameInteropProvider.HookFromAddress<CreateTexture2D>(
((ID3D11Device*) _d3ddev.NativePointer)->lpVtbl[5],
CreateTexture2DDetour
);
_createTexture2DHook.Enable();
_drawHook = Service.GameInteropProvider.HookFromAddress<Draw>(
((ID3D11DeviceContext*) _d3dctx.NativePointer)->lpVtbl[13],
DrawDetour
);
_drawHook.Enable();
}
public bool ConfigDynRezo { get; private set; }
@ -121,7 +184,7 @@ public unsafe class GameSizeState : IDisposable
private delegate void RTMRegenAfterResize();
// [UnmanagedFunctionPointer(CallingConvention.FastCall)]
private delegate void ICDX11ProcessCommands(ImmediateContext* ctx, RenderCommandBufferGroup* cmds, uint count);
private delegate void ImmediateProcessCommands(ImmediateContext* ctx, RenderCommandBufferGroup* cmds, uint count);
// [UnmanagedFunctionPointer(CallingConvention.FastCall)]
private delegate void DDX11PostTick(DeviceEx* dev);
@ -129,14 +192,35 @@ public unsafe class GameSizeState : IDisposable
// [UnmanagedFunctionPointer(CallingConvention.FastCall)]
private delegate void TaskRenderGraphicsRender();
// [UnmanagedFunctionPointer(CallingConvention.FastCall)]
private delegate ulong PrepareTexture(Texture* tex, uint* size, byte mips, uint format);
// [UnmanagedFunctionPointer(CallingConvention.FastCall)]
private delegate void ImmediatePreparePS(ImmediateContextEx* im, PixelShader* ps, ImmediateBlitResource* data);
// [UnmanagedFunctionPointer(CallingConvention.FastCall)]
private delegate void ImmediatePrepareCS(ImmediateContextEx* im, Shader* cs, ImmediateBlitResource* data);
private delegate int CreateTexture2D(ID3D11Device* d3ddev, D3D11_TEXTURE2D_DESC* desc, D3D11_SUBRESOURCE_DATA* initialData, ID3D11Texture2D** tex);
private delegate void Draw(ID3D11DeviceContext* d3dctx, uint vertexCount, uint startVertexPosition);
public void Dispose()
{
_rtmApplyScalingHook.Dispose();
_rtmDestroyAfterResizeHook.Dispose();
_rtmRegenAfterResizeHook.Dispose();
_icdx11ProcessCommandsHook.Dispose();
_immediateProcessCommandsHook.Dispose();
_ddx11PostTickHook.Dispose();
_taskRenderGraphicsRenderHook.Dispose();
_prepareTextureHook.Dispose();
_immediatePreparePSHook.Dispose();
_immediatePrepareCSHook.Dispose();
_createTexture2DHook.Dispose();
_drawHook.Dispose();
_samplerPoint.Dispose();
_samplerMips.Dispose();
_d3ddev.Dispose();
Service.Framework.RunOnFrameworkThread(Update);
}
@ -159,7 +243,7 @@ public unsafe class GameSizeState : IDisposable
{
_dbg.Append(@$"RTMApplyScaling 0x{(_rtmApplyScalingHook.IsDisposed ? null : _rtmApplyScalingHook.Address):X16}
RTMRegenAfterResize 0x{(_rtmRegenAfterResizeHook.IsDisposed ? null : _rtmRegenAfterResizeHook.Address):X16}
ICDX11ProcessCommands 0x{(_icdx11ProcessCommandsHook.IsDisposed ? null : _icdx11ProcessCommandsHook.Address):X16}
ImmediateProcessCommands 0x{(_immediateProcessCommandsHook.IsDisposed ? null : _immediateProcessCommandsHook.Address):X16}
DR !{gfx->DynamicRezoEnable} +{gfx->DynamicRezoEnableBeyond1} _{gfx->DynamicRezoEnableCutScene} ?{gfx->DynamicRezoEnableUnkx47} ?{gfx->DynamicRezoEnableUnkx48}
GR x{gfx->GraphicsRezoScale} ?{gfx->GraphicsRezoUnk1} _{gfx->GraphicsRezoUpscaleType} ?{gfx->GraphicsRezoUnk2}
DEV 0x{(long) (nint) dev:X16}
@ -181,7 +265,7 @@ RR {dev->RequestRender} 0x{(long) dev->ImmediateContext->IfNonZeroSkipPostTickPr
gfx->DynamicRezoEnable = (byte) (ConfigDynRezo || enabled ? 1 : 0);
if (enabled)
{
gfx->GraphicsRezoUpscaleType = (byte) (cfg.Scale <= 1f ? Service.Config._.ResolutionScalingMode : ResolutionScalingMode.Fast);
gfx->GraphicsRezoUpscaleType = cfg.Scale <= 1f ? Service.Config._.ResolutionScalingMode.ToXIV() : ResolutionScalingMode.Linear.ToXIV();
rtm->DynamicResolutionMinimumHeight = rtm->DynamicResolutionMaximumHeight;
}
else
@ -194,9 +278,8 @@ RR {dev->RequestRender} 0x{(long) dev->ImmediateContext->IfNonZeroSkipPostTickPr
var scale = MathF.Max(1f, enabled ? cfg.Scale : 1f);
GetScaledWidthHeight(dev->Width, dev->Height, scale, out var widthS, out var heightS);
// TODO: Figure out a more consistent way to get to the currently allocated size.
// Check if the backing RTs are the expected size.
var tex = rtm->_.Unk20[0].Value;
var tex = rtm->GameplayTexture;
if (tex->AllocatedWidth != widthS || tex->AllocatedHeight != heightS)
{
if (!unloading)
@ -295,7 +378,7 @@ RR {dev->RequestRender} 0x{(long) dev->ImmediateContext->IfNonZeroSkipPostTickPr
Service.PluginLog.Debug($"Destroying RTM resources");
byte rv = _rtmDestroyAfterResizeHook.OriginalDisposeSafe();
Service.PluginLog.Debug($"After: 0x{(long) (nint) rtm->_.Unk20[0].Value->D3D11Texture2D:X16}");
Service.PluginLog.Debug($"After: {rv} 0x{(long) (nint) rtm->GameplayTexture->D3D11Texture2D:X16}");
return rv;
}
@ -314,14 +397,16 @@ RR {dev->RequestRender} 0x{(long) dev->ImmediateContext->IfNonZeroSkipPostTickPr
using var scale = new ScaleState();
Service.PluginLog.Debug($"Regenerating RTM resources: {dev->Width} x {dev->Height}");
_rtmRegenAfterResizeHook.OriginalDisposeSafe();
Service.PluginLog.Debug($"After: 0x{(long) (nint) rtm->_.Unk20[0].Value->D3D11Texture2D:X16}");
Service.PluginLog.Debug($"After: 0x{(long) (nint) rtm->GameplayTexture->D3D11Texture2D:X16}");
}
private void ICDX11ProcessCommandsDetour(ImmediateContext* ctx, RenderCommandBufferGroup* cmds, uint count)
private void ImmediateProcessCommandsDetour(ImmediateContext* ctx, RenderCommandBufferGroup* cmds, uint count)
{
_gameplayDrawCount = 0;
lock (_renderLock)
{
_icdx11ProcessCommandsHook.OriginalDisposeSafe(ctx, cmds, count);
_immediateProcessCommandsHook.OriginalDisposeSafe(ctx, cmds, count);
}
}
@ -346,6 +431,112 @@ RR {dev->RequestRender} 0x{(long) dev->ImmediateContext->IfNonZeroSkipPostTickPr
}
}
private ulong PrepareTextureDetour(Texture* tex, uint* size, byte mips, uint format)
{
var rtm = (RenderTargetManagerEx*) RenderTargetManager.Instance();
if (tex != rtm->GameplayTexture)
{
return _prepareTextureHook.OriginalDisposeSafe(tex, size, mips, format);
}
ref var cfg = ref Service.Config._;
if (!Service.Plugin.Unloading && cfg.Game.IsEnabled && cfg.Game.Scale > 2f)
{
mips = (byte) MathF.Ceiling(MathF.Log2(cfg.Game.Scale));
}
Service.PluginLog.Debug($"Preparing gameplay texture 0x{(long) (nint) tex:X16} with {mips} mips, currently 0x{(long) (nint) tex->D3D11Texture2D:X16}");
var rv = _prepareTextureHook.OriginalDisposeSafe(tex, size, mips, format);
Service.PluginLog.Debug($"After: 0x{rv:X16} 0x{(long) (nint) tex->D3D11Texture2D:X16} 0x{(long) (nint) tex->D3D11ShaderResourceView:X16}");
return rv;
}
private void ImmediatePreparePSDetour(ImmediateContextEx* im, PixelShader* ps, ImmediateBlitResource* data)
{
var rtm = (RenderTargetManagerEx*) RenderTargetManager.Instance();
var tex = rtm->GameplayTexture;
if (ps->Shader.SamplerCount >= 1 && data[0].Texture == tex)
{
_gameplayDrawCount++;
var gfx = (GraphicsConfigEx*) GraphicsConfig.Instance();
if ((gfx->GraphicsRezoUpscaleType == (byte) ResolutionScalingMode.FSR && gfx->GraphicsRezoScale < 1f) ||
gfx->GraphicsRezoUpscaleType == (byte) ResolutionScalingMode.DLSS)
{
// IF you think this is useful to you, maybe check out the feature-minishader branch.
// _drawIsGameplay = _gameplayDrawCount == 1;
}
else if (_gameplayDrawCount == 3)
{
if (Service.Config._.ResolutionScalingMode == ResolutionScalingMode.Point)
{
_gameplayDrawState = GameplayDrawState.ForcePoint;
}
else if (tex->MipLevel != 1)
{
_gameplayDrawState = GameplayDrawState.ForceMips;
}
}
}
_immediatePreparePSHook.OriginalDisposeSafe(im, ps, data);
}
private void ImmediatePrepareCSDetour(ImmediateContextEx* im, Shader* cs, ImmediateBlitResource* data)
{
var rtm = (RenderTargetManagerEx*) RenderTargetManager.Instance();
if (((PixelShader*) cs)->Shader.SamplerCount >= 1 && data[0].Texture == rtm->GameplayTexture)
{
_gameplayDrawCount++;
}
_immediatePrepareCSHook.OriginalDisposeSafe(im, cs, data);
}
private int CreateTexture2DDetour(ID3D11Device* d3ddev, D3D11_TEXTURE2D_DESC* desc, D3D11_SUBRESOURCE_DATA* initialData, ID3D11Texture2D** tex)
{
var rtm = (RenderTargetManagerEx*) RenderTargetManager.Instance();
if (tex != &rtm->GameplayTexture->D3D11Texture2D)
{
return _createTexture2DHook.OriginalDisposeSafe(d3ddev, desc, initialData, tex);
}
if (rtm->GameplayTexture->MipLevel != 1)
{
desc->MiscFlags |= (uint) D3D11_RESOURCE_MISC_FLAG.D3D11_RESOURCE_MISC_GENERATE_MIPS;
}
return _createTexture2DHook.OriginalDisposeSafe(d3ddev, desc, initialData, tex);
}
private void DrawDetour(ID3D11DeviceContext* d3dctx, uint vertexCount, uint startVertexPosition)
{
if (_gameplayDrawState == GameplayDrawState.None)
{
_drawHook.OriginalDisposeSafe(d3dctx, vertexCount, startVertexPosition);
return;
}
var state = _gameplayDrawState;
_gameplayDrawState = GameplayDrawState.None;
var rtm = (RenderTargetManagerEx*) RenderTargetManager.Instance();
switch (state)
{
case GameplayDrawState.ForceMips:
_d3dctx.PixelShader.SetSampler(0, _samplerMips);
_d3dctx.GenerateMips(CppObject.FromPointer<SDX11.ShaderResourceView>((nint) rtm->GameplayTexture->D3D11ShaderResourceView));
break;
case GameplayDrawState.ForcePoint:
_d3dctx.PixelShader.SetSampler(0, _samplerPoint);
break;
}
_drawHook.OriginalDisposeSafe(d3dctx, vertexCount, startVertexPosition);
}
private enum ForceUpdateRTMState
{
_0_Idle,
@ -353,6 +544,13 @@ RR {dev->RequestRender} 0x{(long) dev->ImmediateContext->IfNonZeroSkipPostTickPr
_2_ToScale
}
private enum GameplayDrawState
{
None,
ForceMips,
ForcePoint
}
private struct ScaleState : IDisposable
{
public uint Width;
@ -406,6 +604,18 @@ public unsafe struct RenderTargetManagerEx
[FieldOffset(0)]
public RenderTargetManager _;
// Gets blitted FROM after actual gameplay texture. Actual purpose unknown.
[FieldOffset(0x68)]
public Texture* GameplayTextureUnk1;
// Gets blitted TO after actual gameplay texture, using Unk1. Actual purpose unknown.
[FieldOffset(0x100)]
public Texture* GameplayTextureUnk2;
// Gets blitted to backbuffer.
[FieldOffset(0x258)]
public Texture* GameplayTexture;
[FieldOffset(0x428)]
public uint Resolution_Width;
[FieldOffset(0x428 + 0x4)]
@ -431,3 +641,21 @@ public unsafe struct RenderTargetManagerEx
[FieldOffset(0x70C + 4 * 4)]
public float GraphicsRezoScaleUnk2;
}
[StructLayout(LayoutKind.Explicit, Size = 0x18)]
public unsafe struct ImmediateBlitResource
{
// D3D11ShaderResourceView must be at 0x58 + (GlobalIndex % 3) * 8
// Smells like something swapchain-adjacent, but have yet to analyze anything with != null.
[FieldOffset(0x0)]
public nint Unkx0;
[FieldOffset(0x8)]
public Texture* Texture;
[FieldOffset(0x10)]
public uint Unkx10;
[FieldOffset(0x14)]
public uint Unkx14;
}

View file

@ -2,7 +2,6 @@
using Dalamud.Game.Config;
using Dalamud.Plugin;
using Dalamud.Plugin.Services;
using FFXIVClientStructs.FFXIV.Client.System.Framework;
using ImGuiNET;
using System;
using System.Collections.Generic;

View file

@ -154,16 +154,7 @@ Changed via /gres");
DrawSizeTabShared(ref _.Game, "Game", scaleOnly: true);
using (_.Game.Scale > 2f ? ImRaii.PushColor(ImGuiCol.Border, 0xff00ffff) : null)
{
ImGui.InputFloat("Scale", ref _.Game.Scale, 0.01f, 0.1f, "%.3f", ImGuiInputTextFlags.None);
}
if (_.Game.Scale > 2f && ImGui.IsItemHovered())
{
ImGui.SetTooltip(@"Scaling larger than 2x currently doesn't improve antialiasing!
This is still being worked on before the v1.0 release.");
}
if (ImGui.BeginCombo("Graphics Upscaling", _.ResolutionScalingMode.ToHumanNameString()))
{

View file

@ -8,27 +8,6 @@
"resolved": "12.0.0",
"contentHash": "J5TJLV3f16T/E2H2P17ClWjtfEBPpq3yxvqW46eN36JCm6wR+EaoaYkqG9Rm5sHqs3/nK/vKjWWyvEs/jhKoXw=="
},
"SharpDX.D3DCompiler": {
"type": "Direct",
"requested": "[4.2.0, )",
"resolved": "4.2.0",
"contentHash": "Rnsd6Ilp127xbXqhTit8WKFQUrXwWxqVGpglyWDNkIBCk0tWXNQEjrJpsl0KAObzyZaa33+EXAikLVt5fnd3GA==",
"dependencies": {
"NETStandard.Library": "1.6.1",
"SharpDX": "4.2.0"
}
},
"SharpDX.Direct2D1": {
"type": "Direct",
"requested": "[4.2.0, )",
"resolved": "4.2.0",
"contentHash": "Qs8LzDMaQf1u3KB8ArHu9pDv6itZ++QXs99a/bVAG+nKr0Hx5NG4mcN5vsfE0mVR2TkeHfeUm4PksRah6VUPtA==",
"dependencies": {
"NETStandard.Library": "1.6.1",
"SharpDX": "4.2.0",
"SharpDX.DXGI": "4.2.0"
}
},
"SharpDX.Direct3D11": {
"type": "Direct",
"requested": "[4.2.0, )",
@ -40,12 +19,6 @@
"SharpDX.DXGI": "4.2.0"
}
},
"TerraFX.Interop.Windows": {
"type": "Direct",
"requested": "[10.0.22621.2, )",
"resolved": "10.0.22621.2",
"contentHash": "lORoYCoURS33Vi7PDvubRugLF2+l5v3rX2oVEqNhpBLjs3aZpqapRvTHPKVwsC+dGrsGuqJ/3yXuxVUb0vl3vg=="
},
"Microsoft.NETCore.Platforms": {
"type": "Transitive",
"resolved": "1.1.0",

View file

@ -23,15 +23,6 @@ everything where it was while still allowing you to switch between game scaling
is that this does NOT affect the screenshot resolution.
</details>
<details><summary>I'm scaling by 3x or higher, but I'm still getting jagged edges!</summary>
The plugin currently only gives FFXIV a fake resolution to work with internally, but it doesn't ensure that the
extra pixels land on your screen. When scaling the display resolution, those will still be used for in-game or ReShade screenshots though.
Windows should perform basic filtering with 2x scaling (it might not work on some graphics cards?), and I haven't
heard back from anyone using this on Linux yet. But an universal fix for this is possible - it just requires more
time than I have on my hands right now.
</details>
<details><summary>I'm using DLSS, and my game looks pixelated / is small!</summary>
DLSS in FFXIV is bugged. No, I'm not joking: even without any plugins or mods loaded, it can glitch out when
simply resizing the window (most notably by rapidly pressing WinKey + Down and WinKey + Up).