GPU: Use texture buffer/fragment shader for VRAM writes

This commit is contained in:
Connor McLaughlin
2019-11-02 23:43:20 +10:00
parent f59e08b564
commit 4143469353
4 changed files with 89 additions and 8 deletions

View File

@ -70,6 +70,7 @@ private:
GLuint m_attributeless_vao_id = 0;
std::unique_ptr<GL::StreamBuffer> m_texture_stream_buffer;
GLuint m_texture_buffer_r16ui_texture = 0;
bool m_vram_read_texture_dirty = true;
bool m_drawing_area_changed = true;
@ -77,6 +78,7 @@ private:
std::array<std::array<std::array<GL::Program, 2>, 9>, 4> m_render_programs; // [render_mode][texture_mode][dithering]
std::array<std::array<GL::Program, 2>, 2> m_display_programs; // [depth_24][interlaced]
GL::Program m_vram_write_program;
GLStats m_stats = {};
GLStats m_last_stats = {};