Files
melonDS/src/GPU3D_TexcacheOpenGL.cpp
RSDuck 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

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);
}
}