mirror of
https://github.com/melonDS-emu/melonDS.git
synced 2025-07-23 14:19:55 -06:00

* 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
25 lines
484 B
C++
25 lines
484 B
C++
#ifndef GPU3D_TEXCACHEOPENGL
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#define GPU3D_TEXCACHEOPENGL
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#include "GPU3D_Texcache.h"
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#include "OpenGLSupport.h"
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namespace melonDS
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{
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template <typename, typename>
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class Texcache;
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class TexcacheOpenGLLoader
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{
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public:
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GLuint GenerateTexture(u32 width, u32 height, u32 layers);
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void UploadTexture(GLuint handle, u32 width, u32 height, u32 layer, void* data);
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void DeleteTexture(GLuint handle);
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};
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using TexcacheOpenGL = Texcache<TexcacheOpenGLLoader, GLuint>;
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}
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#endif |