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Author SHA1 Message Date
8e5ad95b8d
dirty rnd: MiniShader utility, inspired by Pictomancy 2025-07-07 17:10:10 +02:00
13 changed files with 556 additions and 343 deletions

View file

@ -115,51 +115,18 @@ public static class MinSizeModeExt
};
}
public enum ResolutionScalingMode
public enum ResolutionScalingMode : byte
{
Point = 0,
Linear = 1,
FSR = 2,
DLSS = 3
Fast = 0,
FSR = 1,
DLSS = 2
}
public static class ResolutionScalingModeExt
{
public static ResolutionScalingMode FromXIVSysConf(uint mode) => mode switch
{
0 => ResolutionScalingMode.FSR,
1 => ResolutionScalingMode.DLSS,
_ => ResolutionScalingMode.Linear
};
public static uint ToXIVSysConf(this ResolutionScalingMode mode) => mode switch
{
ResolutionScalingMode.FSR => 0,
ResolutionScalingMode.DLSS => 1,
_ => 0
};
public static ResolutionScalingMode FromXIVGFX(byte mode) => mode switch
{
0 => ResolutionScalingMode.Linear,
1 => ResolutionScalingMode.FSR,
2 => ResolutionScalingMode.DLSS,
_ => ResolutionScalingMode.Linear
};
public static byte ToXIVGFX(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.Point => "Pixelated",
ResolutionScalingMode.Linear => "Blurry",
ResolutionScalingMode.Fast => "Fast Pixelation",
ResolutionScalingMode.FSR => "AMD FSR",
ResolutionScalingMode.DLSS => "NVIDIA DLSS",
_ => mode.ToString(),
@ -167,25 +134,11 @@ public static class ResolutionScalingModeExt
public static string? ToHumanInfoString(this ResolutionScalingMode mode) => mode switch
{
ResolutionScalingMode.Point => "Lowest quality option which results in pixelation.",
ResolutionScalingMode.Linear => "Low quality option which results in blur.",
ResolutionScalingMode.Fast => "Lowest 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
};
public static bool IsBroken(this ResolutionScalingMode mode) => mode switch
{
ResolutionScalingMode.DLSS => !Service.DebugConfig.IsDebug,
_ => false
};
public static unsafe bool IsSupported(this ResolutionScalingMode mode) => mode switch
{
ResolutionScalingMode.DLSS => PostEffectManagerEx.Instance()->DLSS != null,
_ => true,
};
public static ResolutionScalingMode ToSupported(this ResolutionScalingMode mode) =>
!mode.IsSupported() ? ResolutionScalingMode.FSR : mode;
public static bool IsUnsupported(this ResolutionScalingMode mode) => mode == ResolutionScalingMode.DLSS;
}

View file

@ -3,7 +3,7 @@
<PropertyGroup>
<Authors>0x0ade</Authors>
<Company></Company>
<Version>0.4.2.1</Version>
<Version>0.4.1.0</Version>
<Description></Description>
<Copyright></Copyright>
<PackageProjectUrl></PackageProjectUrl>
@ -29,6 +29,15 @@
<DalamudLibPath Condition="$(DALAMUD_HOME) != ''">$(DALAMUD_HOME)/</DalamudLibPath>
</PropertyGroup>
<ItemGroup>
<None Remove="Shaders\Example.hlsl" />
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Shaders\Blit.hlsl" />
<EmbeddedResource Include="Shaders\Example.hlsl" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="DalamudPackager" Version="12.0.0" />
<Reference Include="FFXIVClientStructs">
@ -75,7 +84,9 @@
<HintPath>$(DalamudLibPath)TerraFX.Interop.Windows.dll</HintPath>
<Private>false</Private>
</Reference>
<PackageReference Include="SharpDX.D3DCompiler" Version="4.2.0" />
<PackageReference Include="SharpDX.Direct3D11" Version="4.2.0" />
<PackageReference Include="SharpDX.Direct2D1" Version="4.2.0" />
</ItemGroup>
</Project>

View file

@ -1,4 +1,5 @@
using Dalamud.Game.Config;
using CustomResolution.Shaders;
using Dalamud.Game.Config;
using Dalamud.Hooking;
using FFXIVClientStructs.FFXIV.Client.Graphics.Kernel;
using FFXIVClientStructs.FFXIV.Client.Graphics.Render;
@ -6,12 +7,12 @@ using FFXIVClientStructs.FFXIV.Client.System.Framework;
using FloppyUtils;
using SharpDX;
using System;
using System.Diagnostics;
using System.Runtime.InteropServices;
using System.Text;
using TerraFX.Interop.DirectX;
using TerraFX.Interop.Windows;
using static System.Net.Mime.MediaTypeNames;
using Device = FFXIVClientStructs.FFXIV.Client.Graphics.Kernel.Device;
using SDX11 = SharpDX.Direct3D11;
namespace CustomResolution;
@ -21,55 +22,28 @@ public unsafe class GameSizeState : IDisposable
private Hook<RTMApplyScaling> _rtmApplyScalingHook;
private Hook<RTMDestroyAfterResize> _rtmDestroyAfterResizeHook;
private Hook<RTMRegenAfterResize> _rtmRegenAfterResizeHook;
private Hook<ImmediateProcessCommands> _immediateProcessCommandsHook;
private Hook<ICDX11ProcessCommands> _icdx11ProcessCommandsHook;
private Hook<DDX11PostTick> _ddx11PostTickHook;
private Hook<TaskRenderGraphicsRender> _taskRenderGraphicsRenderHook;
private Hook<PrepareTexture> _prepareTextureHook;
private Hook<ImmediateBindPSSRVs> _immediateBindPSSRVsHook;
private Hook<ImmediateBindCSSRVs> _immediateBindCSSRVsHook;
private Hook<ImmediatePreparePS> _immediatePreparePSHook;
private Hook<ImmediatePrepareCS> _immediatePrepareCSHook;
private Hook<CreateTexture2D> _createTexture2DHook;
private PostEffectManagerEx* _postEffectManager;
private SDX11.DeviceContext _d3dctx;
private SDX11.Device _d3ddev;
private SDX11.SamplerState _samplerMips;
private SDX11.SamplerState _samplerPoint;
private SDX11.SamplerState _samplerLinear;
private Hook<Draw> _drawHook;
private bool _wasEnabled = false;
private object _renderLock = new();
private ForceUpdateRTMState _forceUpdateRTM = ForceUpdateRTMState._0_Idle;
private uint _drawCount;
private uint _gameplayDrawCount = 0;
private bool _drawIsGameplay = false;
private ResolutionScalingMode? _setConfigGraphicsRezoType;
private BlitShader _blitShader;
public GameSizeState()
{
var pfx = PostEffectManagerEx.Instance();
Service.PluginLog.Debug($"PostEffectManager: 0x{(long) (nint) pfx:X16}");
Service.PluginLog.Info($"DLSS: {(pfx->DLSS != null ? "Available" : "Unavailable")}");
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;
samplerDesc.AddressU = SDX11.TextureAddressMode.Mirror;
samplerDesc.AddressV = SDX11.TextureAddressMode.Mirror;
samplerDesc.AddressW = SDX11.TextureAddressMode.Mirror;
_samplerMips = new(_d3ddev, samplerDesc);
samplerDesc.Filter = SDX11.Filter.MinMagMipPoint;
samplerDesc.MinimumLod = 0;
samplerDesc.MaximumLod = 0;
_samplerPoint = new(_d3ddev, samplerDesc);
samplerDesc.Filter = SDX11.Filter.MinMagLinearMipPoint;
_samplerLinear = new(_d3ddev, samplerDesc);
_blitShader = new();
/* Writes DynamicResolutionTargetHeight to size[1] near the end,
* but if in (gpose || main menu), only scale < 1??
@ -80,6 +54,8 @@ 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.
@ -111,11 +87,11 @@ 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...
*/
_immediateProcessCommandsHook = Service.GameInteropProvider.HookFromAddress<ImmediateProcessCommands>(
_icdx11ProcessCommandsHook = Service.GameInteropProvider.HookFromAddress<ICDX11ProcessCommands>(
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"),
ImmediateProcessCommandsDetour
ICDX11ProcessCommandsDetour
);
_immediateProcessCommandsHook.Enable();
_icdx11ProcessCommandsHook.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"),
@ -153,25 +129,33 @@ public unsafe class GameSizeState : IDisposable
/* The shader resource view of GameplayTexture gets read by these two.
*/
_immediateBindPSSRVsHook = Service.GameInteropProvider.HookFromAddress<ImmediateBindPSSRVs>(
_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"),
ImmediateBindPSSRVsDetour
ImmediatePreparePSDetour
);
_immediateBindPSSRVsHook.Enable();
_immediateBindCSSRVsHook = Service.GameInteropProvider.HookFromAddress<ImmediateBindCSSRVs>(
_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"),
ImmediateBindCSSRVsDetour
ImmediatePrepareCSDetour
);
_immediateBindCSSRVsHook.Enable();
_immediatePrepareCSHook.Enable();
/* And because all that isn't bad enough:
* Hook CreateTexture2D to forcibly set the mipmap generation flag.
/* Hook ID3D11Device funcs based on their vtable indices,
* because FFXIV might not set some flags we would like to have set on the textures.,
* and because aaaaaaaaaaaaaaaaaaaaaaaaaaaaa
*/
ID3D11Device* d3ddev = null;
dev->D3D11DeviceContext->GetDevice(&d3ddev);
_createTexture2DHook = Service.GameInteropProvider.HookFromAddress<CreateTexture2D>(
((ID3D11Device*) _d3ddev.NativePointer)->lpVtbl[5],
d3ddev->lpVtbl[5],
CreateTexture2DDetour
);
_createTexture2DHook.Enable();
_drawHook = Service.GameInteropProvider.HookFromAddress<Draw>(
dev->D3D11DeviceContext->lpVtbl[13],
DrawDetour
);
_drawHook.Enable();
}
public bool ConfigDynRezo { get; private set; }
@ -193,7 +177,7 @@ public unsafe class GameSizeState : IDisposable
private delegate void RTMRegenAfterResize();
// [UnmanagedFunctionPointer(CallingConvention.FastCall)]
private delegate void ImmediateProcessCommands(ImmediateContext* ctx, RenderCommandBufferGroup* cmds, uint count);
private delegate void ICDX11ProcessCommands(ImmediateContext* ctx, RenderCommandBufferGroup* cmds, uint count);
// [UnmanagedFunctionPointer(CallingConvention.FastCall)]
private delegate void DDX11PostTick(DeviceEx* dev);
@ -205,55 +189,41 @@ public unsafe class GameSizeState : IDisposable
private delegate ulong PrepareTexture(Texture* tex, uint* size, byte mips, uint format);
// [UnmanagedFunctionPointer(CallingConvention.FastCall)]
private delegate void ImmediateBindPSSRVs(ImmediateContextEx* im, PixelShader* ps, ImmediateSRV* data);
private delegate void ImmediatePreparePS(ImmediateContextEx* im, PixelShader* ps, ImmediateBlitResource* data);
// [UnmanagedFunctionPointer(CallingConvention.FastCall)]
private delegate void ImmediateBindCSSRVs(ImmediateContextEx* im, Shader* cs, ImmediateSRV* data);
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();
_immediateProcessCommandsHook.Dispose();
_icdx11ProcessCommandsHook.Dispose();
_ddx11PostTickHook.Dispose();
_taskRenderGraphicsRenderHook.Dispose();
_prepareTextureHook.Dispose();
_immediateBindPSSRVsHook.Dispose();
_immediateBindCSSRVsHook.Dispose();
_immediatePreparePSHook.Dispose();
_immediatePrepareCSHook.Dispose();
_createTexture2DHook.Dispose();
lock (_renderLock)
{
_samplerLinear.Dispose();
_samplerPoint.Dispose();
_samplerMips.Dispose();
}
_d3ddev.Dispose();
_drawHook.Dispose();
_blitShader.Dispose();
Service.Framework.RunOnFrameworkThread(Update);
}
public void SetConfigGraphicsRezoType(ResolutionScalingMode mode)
{
_setConfigGraphicsRezoType = mode;
}
public void Update()
{
_dbg.Clear();
ref var cfg = ref Service.Config._.Game;
if (_setConfigGraphicsRezoType is { } setType)
{
_setConfigGraphicsRezoType = null;
Service.GameConfig.System.Set(SystemConfigOption.GraphicsRezoUpscaleType.ToString(), setType.ToXIVSysConf());
}
ConfigDynRezo = Service.GameConfig.System.GetUInt(SystemConfigOption.DynamicRezoType.ToString()) != 0U;
// GameConfig starts with FSR at 0; GraphicsConfig starts with FSR at 1
ConfigGraphicsRezoType = ResolutionScalingModeExt.FromXIVSysConf(Service.GameConfig.System.GetUInt(SystemConfigOption.GraphicsRezoUpscaleType.ToString()));
ConfigGraphicsRezoType = (ResolutionScalingMode) (Service.GameConfig.System.GetUInt(SystemConfigOption.GraphicsRezoUpscaleType.ToString()) + 1);
ConfigGraphicsRezoScale = Service.GameConfig.System.GetUInt(SystemConfigOption.GraphicsRezoScale.ToString()) / 100f;
var dev = (DeviceEx*) Device.Instance();
@ -262,8 +232,14 @@ public unsafe class GameSizeState : IDisposable
if (Service.DebugConfig.IsDebug)
{
_dbg.Append(@$"DR !{gfx->DynamicRezoEnable} +{gfx->DynamicRezoEnableBeyond1} _{gfx->DynamicRezoEnableCutScene} ?{gfx->DynamicRezoEnableUnkx47} ?{gfx->DynamicRezoEnableUnkx48}
_dbg.Append(@$"RTMApplyScaling 0x{(_rtmApplyScalingHook.IsDisposed ? null : _rtmApplyScalingHook.Address):X16}
RTMRegenAfterResize 0x{(_rtmRegenAfterResizeHook.IsDisposed ? null : _rtmRegenAfterResizeHook.Address):X16}
ICDX11ProcessCommands 0x{(_icdx11ProcessCommandsHook.IsDisposed ? null : _icdx11ProcessCommandsHook.Address):X16}
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}
GFX 0x{(long) (nint) gfx:X16}
RTM 0x{(long) (nint) rtm:X16}
RTM {rtm->Resolution_Width} x {rtm->Resolution_Height}
RTM H {rtm->DynamicResolutionActualTargetHeight} {rtm->DynamicResolutionTargetHeight} {rtm->DynamicResolutionMaximumHeight} {rtm->DynamicResolutionMinimumHeight}
RTM S {rtm->GraphicsRezoScalePrev} {rtm->GraphicsRezoScaleGlassX} {rtm->GraphicsRezoScaleGlassY} {rtm->GraphicsRezoScaleGlassX} {rtm->GraphicsRezoScaleGlassY}
@ -280,12 +256,12 @@ RR {dev->RequestRender} 0x{(long) dev->ImmediateContext->IfNonZeroSkipPostTickPr
gfx->DynamicRezoEnable = (byte) (ConfigDynRezo || enabled ? 1 : 0);
if (enabled)
{
gfx->GraphicsRezoUpscaleType = cfg.Scale <= 1f ? Service.Config._.ResolutionScalingMode.ToXIVGFX() : ResolutionScalingMode.Linear.ToXIVGFX();
gfx->GraphicsRezoUpscaleType = (byte) (cfg.Scale <= 1f ? Service.Config._.ResolutionScalingMode : ResolutionScalingMode.Fast);
rtm->DynamicResolutionMinimumHeight = rtm->DynamicResolutionMaximumHeight;
}
else
{
gfx->GraphicsRezoUpscaleType = ConfigGraphicsRezoType.ToSupported().ToXIVGFX();
gfx->GraphicsRezoUpscaleType = (byte) ConfigGraphicsRezoType;
}
_wasEnabled = enabled;
}
@ -293,16 +269,16 @@ 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->GameplayTextureUnk3;
var tex = rtm->GameplayTexture;
if (tex->AllocatedWidth != widthS || tex->AllocatedHeight != heightS)
{
if (!unloading)
{
Service.PluginLog.Debug($"Regenerating dirty RTM - locking ImmediateContextDX11.ProcessCommands");
lock (_renderLock)
{
Service.PluginLog.Debug($"Regenerating dirty RTM - locked ImmediateContextDX11.ProcessCommands");
Service.PluginLog.Debug($"Regenerating dirty RTM - locking ImmediateContextDX11.ProcessCommands");
dev->RequestResolutionChange = 1;
RTMDestroyAfterResizeDetour();
RTMRegenAfterResizeDetour();
@ -320,7 +296,7 @@ RR {dev->RequestRender} 0x{(long) dev->ImmediateContext->IfNonZeroSkipPostTickPr
(rtm->Resolution_Width != widthS || rtm->Resolution_Height != heightS))
{
// Can also be forced via dev->RequestResolutionChange, but while cleaner on paper, it trips up ReShade.
Service.PluginLog.Debug($"_forceUpdateRTM -> 1 - expected {widthS} x {heightS}, got {rtm->Resolution_Width} x {rtm->Resolution_Height}");
Service.PluginLog.Debug("_forceUpdateRTM -> 1");
_forceUpdateRTM = ForceUpdateRTMState._1_FakeInv;
}
@ -358,14 +334,12 @@ RR {dev->RequestRender} 0x{(long) dev->ImmediateContext->IfNonZeroSkipPostTickPr
private static void GetScaledWidthHeight(uint width, uint height, float scale, out uint widthS, out uint heightS)
{
heightS = (uint) MathF.Round(height * scale, MidpointRounding.AwayFromZero);
heightS = (uint) MathF.Round(height * scale);
widthS = (width * heightS) / height;
}
private void RTMApplyScalingDetour(RenderTargetManagerEx* rtm, uint* size, byte unk1)
{
Debug.Assert(rtm == RenderTargetManager.Instance());
ref var cfg = ref Service.Config._.Game;
if (Service.Plugin.Unloading || !cfg.IsEnabled)
{
@ -375,7 +349,7 @@ RR {dev->RequestRender} 0x{(long) dev->ImmediateContext->IfNonZeroSkipPostTickPr
var gfx = (GraphicsConfigEx*) GraphicsConfig.Instance();
var _DynamicRezoEnableBeyond1 = gfx->DynamicRezoEnableBeyond1;
gfx->DynamicRezoEnableBeyond1 = (byte) (cfg.Scale > 1f ? 1 : 0);
gfx->DynamicRezoEnableBeyond1 = 1;
Service.PluginLog.Debug($"Applying scaling, before: {size[0]} {size[1]} {unk1}");
_rtmApplyScalingHook.OriginalDisposeSafe(rtm, size, unk1);
@ -396,7 +370,7 @@ RR {dev->RequestRender} 0x{(long) dev->ImmediateContext->IfNonZeroSkipPostTickPr
Service.PluginLog.Debug($"Destroying RTM resources");
byte rv = _rtmDestroyAfterResizeHook.OriginalDisposeSafe();
Service.PluginLog.Debug($"After: {rv} 0x{(long) (nint) rtm->GameplayTextureUnk1->D3D11Texture2D:X16} 0x{(long) (nint) rtm->GameplayTextureUnk3->D3D11Texture2D:X16}");
Service.PluginLog.Debug($"After: {rv} 0x{(long) (nint) rtm->GameplayTexture->D3D11Texture2D:X16}");
return rv;
}
@ -415,17 +389,16 @@ 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->GameplayTextureUnk1->D3D11Texture2D:X16} 0x{(long) (nint) rtm->GameplayTextureUnk3->D3D11Texture2D:X16}");
Service.PluginLog.Debug($"After: 0x{(long) (nint) rtm->GameplayTexture->D3D11Texture2D:X16}");
}
private void ImmediateProcessCommandsDetour(ImmediateContext* ctx, RenderCommandBufferGroup* cmds, uint count)
private void ICDX11ProcessCommandsDetour(ImmediateContext* ctx, RenderCommandBufferGroup* cmds, uint count)
{
_drawCount = 0;
// Service.PluginLog.Debug("--- ImmediateProcessCommands ---");
_gameplayDrawCount = 0;
lock (_renderLock)
{
_immediateProcessCommandsHook.OriginalDisposeSafe(ctx, cmds, count);
_icdx11ProcessCommandsHook.OriginalDisposeSafe(ctx, cmds, count);
}
}
@ -453,16 +426,21 @@ RR {dev->RequestRender} 0x{(long) dev->ImmediateContext->IfNonZeroSkipPostTickPr
private ulong PrepareTextureDetour(Texture* tex, uint* size, byte mips, uint format)
{
var rtm = (RenderTargetManagerEx*) RenderTargetManager.Instance();
if (tex != rtm->GameplayTextureUnk1 && tex != rtm->GameplayTextureUnk3)
if (tex != rtm->GameplayTexture)
{
return _prepareTextureHook.OriginalDisposeSafe(tex, size, mips, format);
}
ref var cfg = ref Service.Config._;
ref var cfg = ref Service.Config._.Game;
if (!Service.Plugin.Unloading && cfg.Game.IsEnabled && cfg.Game.Scale > 2f)
// TODO: MathF.Log
mips = 1;
if (!Service.Plugin.Unloading && cfg.IsEnabled)
{
mips = (byte) MathF.Ceiling(MathF.Log2(cfg.Game.Scale));
for (var s = cfg.Scale; s > 2f; s /= 2f)
{
mips++;
}
}
Service.PluginLog.Debug($"Preparing gameplay texture 0x{(long) (nint) tex:X16} with {mips} mips, currently 0x{(long) (nint) tex->D3D11Texture2D:X16}");
@ -471,93 +449,54 @@ RR {dev->RequestRender} 0x{(long) dev->ImmediateContext->IfNonZeroSkipPostTickPr
return rv;
}
private void ImmediateBindPSCSSRVsDetourCommon(
bool isPS,
SDX11.CommonShaderStage stage,
ImmediateContextEx* im, PixelShader* ps, ImmediateSRV* data
)
private void ImmediatePreparePSDetour(ImmediateContextEx* im, PixelShader* ps, ImmediateBlitResource* data)
{
Debug.Assert(im == Device.Instance()->ImmediateContext);
//Service.PluginLog.Debug($"ImmediatePreparePS 0x{(long) im:X16} 0x{(long) ps:X16} 0x{(long) unk3:X16}");
var rtm = (RenderTargetManagerEx*) RenderTargetManager.Instance();
bool called = false;
// TODO: Identifying by the shader might be much more reliable long-term.
if (ps->Shader.SamplerCount >= 1 && (data[0].Texture == rtm->GameplayTextureUnk1 || data[0].Texture == rtm->GameplayTextureUnk3))
var tex = rtm->GameplayTexture;
if (ps->Shader.SamplerCount >= 1 && data[0].Texture == tex)
{
// Service.PluginLog.Debug($"ImmediateBind{(isPS ? "PS" : "CS")}SRVs #{_drawCount} 0x{(long) (nint) ps}");
var tex = data[0].Texture;
_gameplayDrawCount++;
// Service.PluginLog.Debug($"ImmediatePreparePS #{_gameplayDrawCount} 0x{(long) im:X16} 0x{(long) ps:X16} 0x{(long) data[0].Unk1:X16} 0x{(long) (nint) data[0].Texture:X16} 0x{data[0].Unk2:X8} 0x{data[0].Unk3:X8}");
Orig();
SDX11.SamplerState? sampler = null;
if (Service.Config._.Game.IsEnabled && Service.Config._.ResolutionScalingMode == ResolutionScalingMode.Point)
var gfx = (GraphicsConfigEx*) GraphicsConfig.Instance();
if ((gfx->GraphicsRezoUpscaleType == (byte) ResolutionScalingMode.FSR && gfx->GraphicsRezoScale < 1f) ||
gfx->GraphicsRezoUpscaleType == (byte) ResolutionScalingMode.DLSS)
{
sampler = _samplerPoint;
}
else if (tex->MipLevel != 1)
{
sampler = _samplerMips;
_d3dctx.GenerateMips(CppObject.FromPointer<SDX11.ShaderResourceView>((nint) tex->D3D11ShaderResourceView));
}
else if (Service.Config._.Game.IsEnabled && Service.Config._.ResolutionScalingMode == ResolutionScalingMode.Linear)
{
sampler = _samplerLinear;
}
if (sampler is not null)
{
stage.SetSampler(0, sampler);
if (!isPS)
{
_d3dctx.PixelShader.SetSampler(0, sampler);
}
}
}
Orig();
void Orig()
{
if (called)
{
return;
}
called = true;
_drawCount++;
if (isPS)
{
_immediateBindPSSRVsHook.OriginalDisposeSafe(im, ps, data);
_drawIsGameplay = _gameplayDrawCount == 1;
}
else
{
_immediateBindCSSRVsHook.OriginalDisposeSafe(im, (Shader*) ps, data);
}
_drawIsGameplay = _gameplayDrawCount == 3;
}
}
private void ImmediateBindPSSRVsDetour(ImmediateContextEx* im, PixelShader* ps, ImmediateSRV* data)
{
ImmediateBindPSCSSRVsDetourCommon(true, _d3dctx.PixelShader, im, ps, data);
_immediatePreparePSHook.OriginalDisposeSafe(im, ps, data);
}
private void ImmediateBindCSSRVsDetour(ImmediateContextEx* im, Shader* cs, ImmediateSRV* data)
private void ImmediatePrepareCSDetour(ImmediateContextEx* im, Shader* cs, ImmediateBlitResource* data)
{
ImmediateBindPSCSSRVsDetourCommon(false, _d3dctx.ComputeShader, im, (PixelShader*) cs, data);
//Service.PluginLog.Debug($"ImmediatePrepareCS 0x{(long) im:X16} 0x{(long) cs:X16} 0x{(long) unk3:X16}");
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->GameplayTextureUnk1->D3D11Texture2D && tex != &rtm->GameplayTextureUnk3->D3D11Texture2D)
if (tex != &rtm->GameplayTexture->D3D11Texture2D)
{
return _createTexture2DHook.OriginalDisposeSafe(d3ddev, desc, initialData, tex);
}
if (rtm->GameplayTextureUnk1->MipLevel != 1)
if (rtm->GameplayTexture->MipLevel != 1)
{
desc->MiscFlags |= (uint) D3D11_RESOURCE_MISC_FLAG.D3D11_RESOURCE_MISC_GENERATE_MIPS;
}
@ -565,6 +504,41 @@ RR {dev->RequestRender} 0x{(long) dev->ImmediateContext->IfNonZeroSkipPostTickPr
return _createTexture2DHook.OriginalDisposeSafe(d3ddev, desc, initialData, tex);
}
private void DrawDetour(ID3D11DeviceContext* d3dctx, uint vertexCount, uint startVertexPosition)
{
ref var cfg = ref Service.Config._.Game;
if (!_drawIsGameplay)
{
_drawHook.OriginalDisposeSafe(d3dctx, vertexCount, startVertexPosition);
return;
}
_drawIsGameplay = false;
if (!cfg.IsEnabled)
{
_drawHook.OriginalDisposeSafe(d3dctx, vertexCount, startVertexPosition);
return;
}
var rtm = (RenderTargetManagerEx*) RenderTargetManager.Instance();
SharpDX.Direct3D11.SamplerStateDescription description = SharpDX.Direct3D11.SamplerStateDescription.Default();
description.Filter = SharpDX.Direct3D11.Filter.MinMagMipLinear;
using SharpDX.Direct3D11.SamplerState sampler = new(_blitShader.Device, description);
_blitShader.Ctx.PixelShader.SetSampler(0, sampler);
/*
_blitShader.Draw(
CppObject.FromPointer<SharpDX.Direct3D11.ShaderResourceView>((nint) rtm->GameplayTexture->D3D11ShaderResourceView)
);
*/
_blitShader.Ctx.GenerateMips(CppObject.FromPointer<SharpDX.Direct3D11.ShaderResourceView>((nint) rtm->GameplayTexture->D3D11ShaderResourceView));
_drawHook.OriginalDisposeSafe(d3dctx, vertexCount, startVertexPosition);
}
private enum ForceUpdateRTMState
{
_0_Idle,
@ -603,6 +577,7 @@ public unsafe struct GraphicsConfigEx
[FieldOffset(0)]
public GraphicsConfig _;
// CRES_CLEAN never
public ref byte DynamicRezoEnable => ref _.DynamicRezoEnable;
// Set to 0 in main menu and gpose, preventing scaling beyond 1.
public ref byte DynamicRezoEnableBeyond1 => ref RefPtr.For(ref DynamicRezoEnable).Offs<byte>(0x1).Ref;
@ -624,8 +599,7 @@ public unsafe struct RenderTargetManagerEx
[FieldOffset(0)]
public RenderTargetManager _;
// Title screen: Gets blitted FROM after actual gameplay texture. Actual purpose unknown.
// In-game outdoors: Gets blitted to backbuffer.
// Gets blitted FROM after actual gameplay texture. Actual purpose unknown.
[FieldOffset(0x68)]
public Texture* GameplayTextureUnk1;
@ -633,10 +607,9 @@ public unsafe struct RenderTargetManagerEx
[FieldOffset(0x100)]
public Texture* GameplayTextureUnk2;
// Title screen: Gets blitted to backbuffer.
// In-game outdoors: Totally unknown.
// Gets blitted to backbuffer.
[FieldOffset(0x258)]
public Texture* GameplayTextureUnk3;
public Texture* GameplayTexture;
[FieldOffset(0x428)]
public uint Resolution_Width;
@ -665,48 +638,19 @@ public unsafe struct RenderTargetManagerEx
}
[StructLayout(LayoutKind.Explicit, Size = 0x18)]
public unsafe struct ImmediateSRV
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;
public nint Unk1;
[FieldOffset(0x8)]
public Texture* Texture;
[FieldOffset(0x10)]
public uint Unkx10;
public uint Unk2;
[FieldOffset(0x14)]
public uint Unkx14;
public uint Unk3;
}
// There's currently no effort to C#-ify the PostEffectManager findings in CS.
[StructLayout(LayoutKind.Explicit)]
public unsafe struct PostEffectManagerEx
{
private static PostEffectManagerEx* _instance;
public static PostEffectManagerEx* Instance()
{
if (Service.SigScanner is null)
{
return null;
}
var code = Service.SigScanner.ScanText("48 83 EC ?? 48 8B 05 ?? ?? ?? ?? 49 8B F9 49 8B F0 4C 8B F2 48 8B 98 ?? ?? 00 00 48 85 DB");
var found = Service.SigScanner.ResolveRelativeAddress(code + 4 + 7, *(int*) (code + 4 + 3));
return _instance = (PostEffectManagerEx*) *(nint*) found;
}
/* Identifiable by being used for DLSS initialization when the upscale type == 2,
* and containing NVSDK NGX capability param attribs at *+0x158 since 2024?
* The function setting it up is very similar to NVIDIA's sample code,
* but in case of emergency, CTRL+F NVSDK_NGX_D3D11_GetCapabilityParameters (always exported?)
* and the two magic strings "SuperSampling.NeedsUpdatedDriver" and "SuperSampling.Available"
*/
[FieldOffset(0x4220)]
public void* DLSS;
}

View file

@ -0,0 +1,184 @@
using FFXIVClientStructs.FFXIV.Client.Graphics.Kernel;
using FFXIVClientStructs.FFXIV.Common.Lua;
using MonoMod.Utils;
using Newtonsoft.Json;
using SharpDX;
using SharpDX.D3DCompiler;
using SharpDX.Direct3D;
using SharpDX.Direct3D11;
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Runtime.InteropServices;
using System.Text;
using System.Text.Json;
using System.Threading.Tasks;
using System.Xml.Linq;
using TerraFX.Interop.DirectX;
using SDXDevice = SharpDX.Direct3D11.Device;
using XIVDevice = FFXIVClientStructs.FFXIV.Client.Graphics.Kernel.Device;
namespace CustomResolution;
public unsafe class MiniShader : IDisposable
{
public MiniShader(string name)
{
Name = name;
var asm = Assembly.GetExecutingAssembly();
var path = $"{nameof(CustomResolution)}.Shaders.{name}.hlsl";
using (var stream = asm.GetManifestResourceStream(path) ?? throw new FileNotFoundException(path))
using (var streamReader = new StreamReader(stream))
{
Source = streamReader.ReadToEnd();
}
var dev = (DeviceEx*) XIVDevice.Instance();
Ctx = CppObject.FromPointer<DeviceContext>((nint) dev->D3D11DeviceContext);
Device = Ctx.Device;
VS = new(Device, ShaderBytecode.Compile(Source, "vs", "vs_5_0"));
PS = new(Device, ShaderBytecode.Compile(Source, "ps", "ps_5_0"));
}
public string Name { get; private set; }
public string Source { get; private set; }
public DeviceContext Ctx { get; private set; }
public SDXDevice Device { get; private set; }
public SharpDX.Direct3D11.VertexShader VS { get; private set; }
public SharpDX.Direct3D11.PixelShader PS { get; private set; }
public virtual void Dispose()
{
PS.Dispose();
VS.Dispose();
Device.Dispose();
}
}
public class MiniShaderConstants<T> : IDisposable where T : unmanaged
{
private readonly MiniShader _shader;
private T _value;
public MiniShaderConstants(MiniShader shader)
{
_shader = shader;
Buffer = new(
_shader.Device,
Math.Max(16, Marshal.SizeOf<T>()),
ResourceUsage.Default,
BindFlags.ConstantBuffer,
CpuAccessFlags.None,
ResourceOptionFlags.None,
Marshal.SizeOf<T>()
);
}
public SharpDX.Direct3D11.Buffer Buffer { get; private set; }
public ref T Value => ref _value;
public void Dispose()
{
Buffer.Dispose();
}
public void Update()
{
Set(Value);
}
public void Set(T data)
{
_value = data;
_shader.Ctx.UpdateSubresource(ref data, Buffer);
}
}
public class MiniShaderState : IDisposable
{
private List<Action> _undos = [];
public MiniShaderState()
{
}
public void Dispose()
{
foreach (var undo in _undos)
{
undo();
}
}
public void Set<TOwner, TValue>(TOwner owner, string name, TValue value)
{
var prev = ReflCache<TOwner>.Get<TValue>(owner, name);
_undos.Add(() => ReflCache<TOwner>.Set(owner, name, prev));
ReflCache<TOwner>.Set(owner, name, value);
}
public void SetShader<T>(CommonShaderStage<T> stage, T? shader) where T : DeviceChild
{
var prev = stage.Get();
_undos.Add(() => stage.Set(prev));
stage.Set(shader!);
}
public void SetConstantBuffer<T>(CommonShaderStage<T> stage, int slot, SharpDX.Direct3D11.Buffer buffer) where T : DeviceChild
{
var prev = stage.GetConstantBuffers(slot, 1);
_undos.Add(() => stage.SetConstantBuffer(slot, prev[0]));
stage.SetConstantBuffer(slot, buffer);
}
public void SetShaderResource<T>(CommonShaderStage<T> stage, int slot, ShaderResourceView srv) where T : DeviceChild
{
var prev = stage.GetShaderResources(slot, 1);
_undos.Add(() => stage.SetShaderResource(slot, prev[0]));
stage.SetShaderResource(slot, srv);
}
private static class ReflCache<TOwner>
{
private static readonly Type _tOwner = typeof(TOwner);
private static readonly Dictionary<string, PropertyInfo?> _props = [];
private static PropertyInfo? GetProperty(string name)
{
if (_props.TryGetValue(name, out var prop))
{
return prop;
}
return _props[name] = _tOwner.GetProperty(name);
}
public static TValue Get<TValue>(TOwner owner, string name)
{
if (GetProperty(name) is { } prop)
{
return (TValue) prop.GetValue(owner)!;
}
return default!;
}
public static void Set<TValue>(TOwner owner, string name, TValue value)
{
if (GetProperty(name) is { } prop)
{
prop.SetValue(owner, value);
return;
}
}
}
}

View file

@ -1,8 +1,8 @@
using Dalamud.Game.ClientState.Keys;
using Dalamud.Game.Config;
using Dalamud.Interface.ImGuiNotification;
using Dalamud.Plugin;
using Dalamud.Plugin.Services;
using FFXIVClientStructs.FFXIV.Client.System.Framework;
using ImGuiNET;
using System;
using System.Collections.Generic;
@ -17,9 +17,6 @@ public sealed unsafe class Plugin : IDalamudPlugin
private readonly List<Cmd> _cmds;
private bool _ignoreConfigChanges = false;
private int _lagsIndex = 0;
private readonly bool[] _lagsAll = new bool[5];
public Plugin(IDalamudPluginInterface pluginInterface)
{
pluginInterface.Create<Service>();
@ -58,9 +55,6 @@ public sealed unsafe class Plugin : IDalamudPlugin
public bool Unloading { get; private set; } = false;
public int LagsTotal { get; private set; } = 0;
public bool Lag { get; private set; } = false;
public void Dispose()
{
Unloading = true;
@ -87,25 +81,10 @@ public sealed unsafe class Plugin : IDalamudPlugin
private void OnFrameworkUpdateForSize(IFramework framework, string type, ref ConfigurationV1.SizeConfig size)
{
if (Lag && Service.Config._.DisableOnHang && size.IsEnabled)
if (Service.ClientState.IsLoggedIn && framework.UpdateDelta.TotalSeconds >= 1 && Service.Config._.DisableOnHang && size.IsEnabled)
{
Service.PluginLog.Warning($"Disabling because hang: {type}");
if (Service.ClientState.IsLoggedIn)
{
Service.PrintChat($"Lag detected, \"{type}\" custom resolution disabled.");
}
else
{
// An initial duration of 15 might seem absurd, but we're dealing with lag here!
Service.NotificationManager.AddNotification(new Notification()
{
Title = "CustomResolution",
Content = $"Lag detected, \"{type}\" custom resolution disabled.",
Type = NotificationType.Error,
InitialDuration = TimeSpan.FromSeconds(framework.UpdateDelta.TotalSeconds + 15),
Minimized = false
});
}
size.IsEnabled = false;
Service.Config.Save();
}
@ -136,18 +115,6 @@ public sealed unsafe class Plugin : IDalamudPlugin
private void OnFrameworkUpdate(IFramework framework)
{
if (_lagsAll[_lagsIndex])
{
LagsTotal--;
}
if (_lagsAll[_lagsIndex] = framework.UpdateDelta.TotalSeconds > 1.0)
{
LagsTotal++;
}
_lagsIndex = (_lagsIndex + 1) % _lagsAll.Length;
Lag = LagsTotal == _lagsAll.Length;
lock (_disposeLock)
{
OnFrameworkUpdateForSize(framework, "Display", ref Service.Config._.Display);

View file

@ -1,7 +1,6 @@
using CustomResolution.Hooks;
using Dalamud.Game;
using Dalamud.Game.Text;
using Dalamud.Interface;
using Dalamud.IoC;
using Dalamud.Plugin;
using Dalamud.Plugin.Services;
@ -58,9 +57,6 @@ public sealed class Service
[PluginService]
public static IGameConfig GameConfig { get; private set; } = null!;
[PluginService]
public static INotificationManager NotificationManager { get; private set; } = null!;
public static void PrintChat(string msg)
{
ChatGui.Print(new XivChatEntry

View file

@ -0,0 +1,23 @@
Texture2D<float4> inputTexture : register(t0);
SamplerState TextureSampler;
struct VSOutput
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD;
};
VSOutput vs(uint id : SV_VertexID)
{
VSOutput output;
float2 uv = float2((id << 1) & 2, id & 2);
output.pos = float4(uv * 2 - 1, 0, 1);
output.uv = uv * float2(1, -1) + float2(0, 1);
return output;
}
float4 ps(VSOutput input) : SV_Target
{
float4 color = inputTexture.Sample(TextureSampler, input.uv);
return color;
}

View file

@ -0,0 +1,51 @@
using SharpDX.Direct3D;
using SharpDX.Direct3D11;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
using TerraFX.Interop.DirectX;
using TerraFX.Interop.Windows;
namespace CustomResolution.Shaders;
public class BlitShader : MiniShader
{
public BlitShader() : base("Blit")
{
}
public override void Dispose()
{
base.Dispose();
}
public void Draw(ShaderResourceView srv)
{
using MiniShaderState state = new();
state.SetShader(Ctx.VertexShader, VS);
state.SetShader(Ctx.PixelShader, PS);
state.SetShader(Ctx.GeometryShader, null);
state.Set(Ctx.InputAssembler, nameof(Ctx.InputAssembler.PrimitiveTopology), PrimitiveTopology.TriangleList);
var blendDesc = Ctx.OutputMerger.BlendState.Description;
blendDesc.RenderTarget[0].IsBlendEnabled = false;
using var blendState = new BlendState(Device, blendDesc);
state.Set(Ctx.OutputMerger, nameof(Ctx.OutputMerger.BlendState), blendState);
state.SetShaderResource(Ctx.PixelShader, 0, srv);
Ctx.Draw(3, 0);
}
[StructLayout(LayoutKind.Sequential)]
public struct TConstants
{
public float Time;
}
}

View file

@ -0,0 +1,26 @@
struct Constants
{
float time;
};
Constants k : register(b0);
struct VSOutput
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD;
};
VSOutput vs(uint id : SV_VertexID)
{
VSOutput output;
float2 uv = float2((id << 1) & 2, id & 2);
output.pos = float4(uv - 1, 0, 1);
output.uv = uv;
return output;
}
float4 ps(VSOutput input) : SV_Target
{
float4 color = float4(0.5, 0, frac(k.time), 0.5);
return color;
}

View file

@ -0,0 +1,64 @@
using SharpDX.Direct3D;
using SharpDX.Direct3D11;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
using TerraFX.Interop.DirectX;
using TerraFX.Interop.Windows;
namespace CustomResolution.Shaders;
public class ExampleShader : MiniShader
{
public ExampleShader() : base("Example")
{
Constants = new(this);
}
public MiniShaderConstants<TConstants> Constants { get; private set; }
public override void Dispose()
{
Constants.Dispose();
base.Dispose();
}
public void Draw()
{
using MiniShaderState state = new();
state.SetShader(Ctx.VertexShader, VS);
state.SetShader(Ctx.PixelShader, PS);
state.SetShader(Ctx.GeometryShader, null);
state.Set(Ctx.InputAssembler, nameof(Ctx.InputAssembler.PrimitiveTopology), PrimitiveTopology.TriangleList);
state.SetConstantBuffer(Ctx.PixelShader, 0, Constants.Buffer);
Ctx.PixelShader.SetConstantBuffer(0, Constants.Buffer);
var blendDesc = Ctx.OutputMerger.BlendState.Description;
blendDesc.RenderTarget[0].IsBlendEnabled = true;
blendDesc.RenderTarget[0].SourceBlend = BlendOption.SourceAlpha;
blendDesc.RenderTarget[0].DestinationBlend = BlendOption.InverseSourceAlpha;
blendDesc.RenderTarget[0].BlendOperation = BlendOperation.Add;
blendDesc.RenderTarget[0].SourceAlphaBlend = BlendOption.SourceAlpha;
blendDesc.RenderTarget[0].DestinationAlphaBlend = BlendOption.InverseSourceAlpha;
blendDesc.RenderTarget[0].AlphaBlendOperation = BlendOperation.Maximum;
blendDesc.RenderTarget[0].RenderTargetWriteMask = ColorWriteMaskFlags.All;
using var blendState = new BlendState(Device, blendDesc);
state.Set(Ctx.OutputMerger, nameof(Ctx.OutputMerger.BlendState), blendState);
Ctx.Draw(3, 0);
}
[StructLayout(LayoutKind.Sequential)]
public struct TConstants
{
public float Time;
}
}

View file

@ -125,22 +125,7 @@ Changed via /cres");
private void DrawGameTab()
{
var unsupportedSysScale = !Service.GameSize.ConfigGraphicsRezoType.IsSupported();
var blinkTime = (DateTime.UtcNow.Ticks % TimeSpan.TicksPerHour) / (float) TimeSpan.TicksPerSecond;
var blink = (blinkTime % 2) < 1;
if (unsupportedSysScale && blink)
{
ImGui.PushStyleColor(ImGuiCol.Border, 0xFF00FFFF);
}
using var imTab = ImRaii.TabItem($"Gameplay{(unsupportedSysScale ? " \uE0C0" : "")}##GameTab");
if (unsupportedSysScale && blink)
{
ImGui.PopStyleColor();
}
using var imTab = ImRaii.TabItem($"Gameplay##GameTab");
if (ImGui.IsItemHovered())
{
@ -162,21 +147,6 @@ Changed via /gres");
return;
}
if (unsupportedSysScale)
{
using var border = ImRaii.PushColor(ImGuiCol.Border, 0xFF00FFFF);
if (ImGui.Button(@$"Your game system configuration is currently stuck on
an unsupported graphics upscaling option: {Service.GameSize.ConfigGraphicsRezoType.ToHumanNameString()}
This can happen after you've replaced your GPU,
or when your graphic driver has encountered problems.
Click here to reset to FSR and fix the scaling slider.##FixDLSS"))
{
Service.GameSize.SetConfigGraphicsRezoType(ResolutionScalingMode.FSR);
}
}
using (ImRaii.Disabled())
{
ImGui.InputInt2("Current size", ref _displayCurrentGameWH[0]);
@ -184,13 +154,22 @@ Click here to reset to FSR and fix the scaling slider.##FixDLSS"))
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()))
{
foreach (var mode in Enum.GetValues<ResolutionScalingMode>())
{
if (ImGui.Selectable(mode.ToHumanNameString(), _.ResolutionScalingMode == mode, mode.IsBroken() ? ImGuiSelectableFlags.Disabled : ImGuiSelectableFlags.None))
if (ImGui.Selectable(mode.ToHumanNameString(), _.ResolutionScalingMode == mode, mode.IsUnsupported() ? ImGuiSelectableFlags.Disabled : ImGuiSelectableFlags.None))
{
_.ResolutionScalingMode = mode;
}
@ -206,15 +185,11 @@ Click here to reset to FSR and fix the scaling slider.##FixDLSS"))
if (Service.DebugConfig.IsDebug)
{
if (ImGui.Button("(DEBUG) Set game config to DLSS"))
{
Service.GameSize.SetConfigGraphicsRezoType(ResolutionScalingMode.DLSS);
}
ImGui.Text(Service.GameSize.DebugInfo);
}
}
private void DrawSizeTabShared(ref ConfigurationV1.SizeConfig size, string name, bool scaleOnly = false)
{
ImGui.Checkbox("Enabled", ref size.IsEnabled);
@ -330,11 +305,11 @@ Not intended to be used with proper fullscreen.");
ImGui.EndCombo();
}
ImGui.Checkbox("Disable on lag", ref _.DisableOnHang);
ImGui.Checkbox("Game hang protection", ref _.DisableOnHang);
if (ImGui.IsItemHovered())
{
ImGui.SetTooltip(@$"Automatically disables scaling if FPS goes below 1 FPS.
ImGui.SetTooltip(@$"Automatically disables scaling if the game hangs for more than a second.
Leave this option enabled if you want this plugin to disable itself as a protection
in case the resolution changes unexpectedly, or in case the resolution goes too high.
@ -342,16 +317,5 @@ in case the resolution changes unexpectedly, or in case the resolution goes too
In the absolute worst case, delete the following file to reset your settings:
%%AppData%%\XIVLauncher\pluginConfigs\{Service.PluginName}.json");
}
#if DEBUG
var debug = Service.DebugConfig.IsDebug;
ImGui.Checkbox("DEBUG!", ref debug);
Service.DebugConfig.IsDebug = debug;
#endif
if (Service.DebugConfig.IsDebug)
{
ImGui.Text($"LAG: {Service.Plugin.LagsTotal} {Service.Plugin.Lag}");
}
}
}

View file

@ -8,6 +8,27 @@
"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, )",

View file

@ -23,6 +23,15 @@ 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).