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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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@ -22,6 +22,7 @@
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#include <inttypes.h>
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#include "Platform.h"
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#include "Config.h"
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#include "GPU.h"
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namespace Config
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@ -59,6 +60,7 @@ bool Threaded3D;
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int GL_ScaleFactor;
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bool GL_BetterPolygons;
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bool GL_HiresCoordinates;
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bool LimitFPS;
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int MaxFPS;
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@ -246,11 +248,12 @@ ConfigEntry ConfigFile[] =
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{"ScreenVSync", 1, &ScreenVSync, false, false},
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{"ScreenVSyncInterval", 0, &ScreenVSyncInterval, 1, false},
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{"3DRenderer", 0, &_3DRenderer, 0, false},
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{"3DRenderer", 0, &_3DRenderer, renderer3D_Software, false},
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{"Threaded3D", 1, &Threaded3D, true, false},
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{"GL_ScaleFactor", 0, &GL_ScaleFactor, 1, false},
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{"GL_BetterPolygons", 1, &GL_BetterPolygons, false, false},
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{"GL_HiresCoordinates", 1, &GL_HiresCoordinates, true, false},
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{"LimitFPS", 1, &LimitFPS, true, false},
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{"MaxFPS", 0, &MaxFPS, 1000, false},
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