Commit Graph

10 Commits

Author SHA1 Message Date
f375099613 Update EmuThread.h (#2171)
* Update EmuThread.h

Add missing include QVariant. This fixes and error when building on Arch.

* Update AboutDialog.cpp
2024-10-26 23:03:36 +02:00
979f1ed615 same shit with Import Savefile 2024-10-25 10:52:47 +02:00
75e6856af4 route savestate stuff through EmuThread 2024-10-24 19:27:45 +02:00
079341f102 take this a bit further 2024-10-24 11:44:21 +02:00
82f38f0b7a start moving ROM/firmware loading to the emuthread to avoid cursed bugs 2024-10-24 00:27:05 +02:00
1428bfb2cf fix one of the cursed bugs 2024-10-23 20:33:31 +02:00
8fc403cdad update copyright headers 2024-06-15 17:01:19 +02:00
25a7b1ca1d merge doublemelon (#2067)
non-exhaustive (but exhausting) list of changes:

* base laid for multiple window support, but will likely require more work to work correctly
* encapsulation of frontend state for proper multi-instance support
* (JIT still needs a fix for the NDS::Current workaround but we can get there later)
* new, more flexible configuration system
2024-06-15 13:52:47 +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
f905b6fb93 separate EmuThread to its own file 2023-12-26 19:24:14 +01:00