mirror of
https://github.com/melonDS-emu/melonDS.git
synced 2025-06-28 01:49:42 -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
29 lines
737 B
C++
29 lines
737 B
C++
#include "GPU3D_TexcacheOpenGL.h"
|
|
|
|
namespace melonDS
|
|
{
|
|
|
|
GLuint TexcacheOpenGLLoader::GenerateTexture(u32 width, u32 height, u32 layers)
|
|
{
|
|
GLuint texarray;
|
|
glGenTextures(1, &texarray);
|
|
glBindTexture(GL_TEXTURE_2D_ARRAY, texarray);
|
|
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8UI, width, height, layers);
|
|
return texarray;
|
|
}
|
|
|
|
void TexcacheOpenGLLoader::UploadTexture(GLuint handle, u32 width, u32 height, u32 layer, void* data)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D_ARRAY, handle);
|
|
glTexSubImage3D(GL_TEXTURE_2D_ARRAY,
|
|
0, 0, 0, layer,
|
|
width, height, 1,
|
|
GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, data);
|
|
}
|
|
|
|
void TexcacheOpenGLLoader::DeleteTexture(GLuint handle)
|
|
{
|
|
glDeleteTextures(1, &handle);
|
|
}
|
|
|
|
} |