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https://github.com/melonDS-emu/melonDS.git
synced 2025-07-23 06:10:03 -06:00
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
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@ -28,6 +28,7 @@ namespace melonDS
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class GPU;
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struct RenderSettings;
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class GLRenderer;
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class Renderer3D;
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class GLCompositor
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{
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public:
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@ -42,14 +43,14 @@ public:
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[[nodiscard]] int GetScaleFactor() const noexcept { return Scale; }
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void Stop(const GPU& gpu) noexcept;
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void RenderFrame(const GPU& gpu, GLRenderer& renderer) noexcept;
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void RenderFrame(const GPU& gpu, Renderer3D& renderer) noexcept;
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void BindOutputTexture(int buf);
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private:
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GLCompositor(std::array<GLuint, 3> CompShader) noexcept;
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GLCompositor(GLuint CompShader) noexcept;
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int Scale = 0;
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int ScreenH = 0, ScreenW = 0;
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std::array<GLuint, 3> CompShader {};
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GLuint CompShader {};
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GLuint CompScaleLoc = 0;
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GLuint Comp3DXPosLoc = 0;
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