OpenGL renderer: requirements and details
OpenGL rendering in melonDS will require OpenGL 3.1 as a minimum.

I think that given the reports I got in this thread, this puts us at a sweet spot. Certain features (like accurate shadow support) may require higher OpenGL versions, but the 3.1 baseline allows us to support a large part of user platforms/setups, including Macs.

Technically, OpenGL 3.1 is the lowest we can go with the current renderer setup. Any lower would require partially rewriting it to get around the limitations.

There is also more chance of eventually porting this to OpenGL ES, which might open the way for Android or PSVita ports that don't run at crapoed-snail speeds.

I'm sorry for the toaster-rocking folks out there who are stuck on lower OpenGL versions. We are still keeping the software renderer and the old Direct2D-based window drawing code, so you aren't completely left out. Besides, there are still other emulators (DeSmuME, NO$GBA) supporting older OpenGL versions.

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We will be using OpenGL to draw the DS framebuffer to the window. This mode will be an option when using the software renderer, and forcibly enabled when using the OpenGL renderer (they work faster together).

This may eventually allow for features like fancypants postprocessing shaders. Not for melonDS 0.8, but eventually, later on.

Upscaling will also be restricted to the OpenGL renderer. It makes little sense with the software renderer as that one cannot do upscaling, and the performance would likely be subpar if it tried.
Davestalker says:
Oct 24th 2019
My Radeon HD 5750 has 4.5 open GL but the 3d screen doesnt show in open gl mode... tried many things with no result.
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