To make things short, I've been working on porting melonDS's software rasteriser to run on the GPU via compute shaders. So how is this different to melonDS's existing OpenGL renderer? The OpenGL renderer uses builtin functionality of your GPU to draw triangles. This is of course fast, since it uses hardware specifically made for this, but it has the downside that some things can't be controlled by us, so the behaviour of the DS can't be replicated completely faithfully. On the otherhand this only utilises the programmable parts of the GPU (which means we have full control over them), so it's like the software rasteriser, only it utilises the parallel computing power of GPUs. Ideally it should be eable to be just as accurate as the software rasteriser is.
Why are we doing this in the first place?
You might have already heard of parallel-rdp from Themaister which provides a very accurate emulation of the RDP (i.e. that part of the N64 which in the end draws the triangles) running on the GPU. It has been a great inspiration for this project (which means where possible it's basically a clone). So thanks to Themaister for all the ideas and also for answering my questions!
- Enhancements such as higher resolution rendering at reasonable speeds compared to say a software rasteriser, but with less problems than the OpenGL renderer (though problems can never be fully excluded when running games differently than they were intended).
- Fullspeed emulation of 3D games on Switch and potentially other devices which fit this weird niche where they have slow processors but pretty competent GPUs and good software side support for it.
Currently the main part of the work is done (it's already somewhat playable with a lot of games), so it's easier to list what's still missing:
I plan on detailing some technical aspects later. Also I have not forgetten my A tour through melonDS's JIT recompiler "series", so expect to see some more posts by me here sooner or later.
- Equal depth testing
- Highlighting/Toon shading
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