FireNX70

Results 23 comments of FireNX70

`glDispatchComputeIndirect` will not log OpenGL errors even if the compute work group counts are too high, and checking these would be annoying since I'd have to read the buffer back...

> thank you for debugging that. No problem, once this is fixed I can fully switch to MelonDS. > Huh, I always assumed you could do work groups as long...

Scaling the tile size with the internal resolution sounds good. Do keep in mind there's a limit on local size too, although the minimum of 1024 should be fine (1024x1024...

I've been messing around with scaled tiles. 16x16 tiles work fine, 32x32 tiles (the max size, since the tile size is used for the X and Y local sizes in...

Yeah, those are the stripes I was talking about. Starting at 10x it uses 32x32 tiles.

I think what's happening with the stripes is BinCombined's local_size_x must match CoarseTileCountX * CoarseTileCountY. A quick hack to do that (and changing the associated glDispatchCompute call to add 47...

I think I got it working. Work count X just wasn't related to the local size for BinCombined. The only remaining problem is ClearCoarseBinMask, but I think changing the local...

As far as I can tell, the absurd line count is github going insane over the changes to the shaders.

You're right, looks like VSCodium got me. Should be fairly easy to fix.

Ok, looks like it's fixed but I'm not sure the line endings for the template I added to Utils.h aren't messed up. Thanks for the tip @CasualPokePlayer.