Compute shader renderer (#2041)

* nothing works yet

* don't double buffer 3D framebuffers for the GL Renderer
looks like leftovers from when 3D+2D composition was done in the frontend

* oops

* it works!

* implement display capture for compute renderer
it's actually just all stolen from the regular OpenGL renderer

* fix bad indirect call

* handle cleanup properly

* add hires rendering to the compute shader renderer

* fix UB
also misc changes to use more unsigned multiplication
also fix framebuffer resize

* correct edge filling behaviour when AA is disabled

* fix full color textures

* fix edge marking (polygon id is 6-bit not 5)
also make the code a bit nicer

* take all edge cases into account for XMin/XMax calculation

* use hires coordinate again

* stop using fixed size buffers based on scale factor in shaders
this makes shader compile times tolerable on Wintel
- beginning of the shader cache
- increase size of tile idx in workdesc to 20 bits

* apparently & is not defined on bvec4
why does this even compile on Intel and Nvidia?

* put the texture cache into it's own file

* add compute shader renderer properly to the GUI
also add option to toggle using high resolution vertex coordinates

* unbind sampler object in compute shader renderer

* fix GetRangedBitMask for 64 bit aligned 64 bits
pretty embarassing

* convert NonStupidBitfield.h back to LF only new lines

* actually adapt to latest changes

* fix stupid merge

* actually make compute shader renderer work with newest changes

* show progress on shader compilation

* remove merge leftover
This commit is contained in:
RSDuck
2024-05-13 17:17:39 +02:00
committed by GitHub
parent c85a2103bb
commit 043244a56d
35 changed files with 4389 additions and 382 deletions

View File

@ -28,6 +28,7 @@ namespace melonDS
class GPU;
struct RenderSettings;
class GLRenderer;
class Renderer3D;
class GLCompositor
{
public:
@ -42,14 +43,14 @@ public:
[[nodiscard]] int GetScaleFactor() const noexcept { return Scale; }
void Stop(const GPU& gpu) noexcept;
void RenderFrame(const GPU& gpu, GLRenderer& renderer) noexcept;
void RenderFrame(const GPU& gpu, Renderer3D& renderer) noexcept;
void BindOutputTexture(int buf);
private:
GLCompositor(std::array<GLuint, 3> CompShader) noexcept;
GLCompositor(GLuint CompShader) noexcept;
int Scale = 0;
int ScreenH = 0, ScreenW = 0;
std::array<GLuint, 3> CompShader {};
GLuint CompShader {};
GLuint CompScaleLoc = 0;
GLuint Comp3DXPosLoc = 0;