Commit Graph

10 Commits

Author SHA1 Message Date
f097cc3b4e Tie BinCombined's local_size_x to the coarse tiles' area 2024-06-13 09:27:20 +02:00
57b5e16e6d Actually good way to get the MS bit 2024-06-11 17:22:36 +02:00
d24079e693 Better tile scaling calc 2024-06-11 15:56:24 +02:00
7433388beb Use a different CoarseTileCountY with size 32 tiles 2024-06-10 22:35:06 +02:00
078b4c43f4 Clean up tile size calc 2024-06-09 21:46:44 +02:00
528501149e Scale TileSize with internal resolution 2024-06-09 20:07:26 +02:00
57d20751fc Fix glMemoryBarrier flags 2024-06-09 18:47:43 +02:00
442661747e add assert to make sure all shaders were compiled 2024-05-14 04:09:20 +02:00
5df83c97c7 bump up compute shader renderer tile amount factor to 16
also why did I think DS could render 4096 polygons? Use that extra bit for larger work offset
2024-05-13 19:15:48 +02:00
043244a56d 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
2024-05-13 17:17:39 +02:00