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Compute shader renderer (melonDS-emu#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
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Original file line number | Diff line number | Diff line change |
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@@ -22,6 +22,7 @@ | |
#include "DSi_NDMA.h" | ||
#include "GPU.h" | ||
#include "DSi_AES.h" | ||
#include "GPU3D.h" | ||
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namespace melonDS | ||
{ | ||
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Original file line number | Diff line number | Diff line change |
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@@ -20,6 +20,7 @@ | |
#include <string.h> | ||
#include "NDS.h" | ||
#include "GPU.h" | ||
#include "GPU3D.h" | ||
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namespace melonDS | ||
{ | ||
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