Files
psxrecomp/runtime/include
Matthew Stanley 1eaee11299 gl-renderer phase 2a: real GL context + VRAM-texture present
The opengl backend now creates a genuine OpenGL context and presents through
it. Verified: Tomba boots and renders gameplay correctly via GL (context
"4.6.0 NVIDIA"), pixel-identical to software.

- gpu_gl_renderer.c: gl_renderer_init_context (SDL_GL context on a
  SDL_WINDOW_OPENGL window), gl_renderer_present (upload ARGB image -> GL
  texture -> full-screen quad -> SDL_GL_SwapWindow), present_blank, shutdown.
  Legacy GL 1.x (immediate mode) so no GL loader needed yet (-lopengl32).
  Backend vtable still delegates rasterization to sw_* this phase, so the GL
  path is pixel-identical — this isolates/validates the context+present.
- main.cpp: window gains SDL_WINDOW_OPENGL when renderer=opengl; GL context
  created with graceful fallback to the SDL_Renderer path on failure; present
  + disabled-frame + cleanup branch on g_gl_active. SW path untouched.
- runtime.cmake: link opengl32 (Win) / OpenGL::GL (other).

Phase 2b (next): move rasterization onto the GPU — VRAM as a GL texture/FBO,
modern-GL loader + shaders, primitives at internal resolution (the actual
scaling-without-perf-loss win).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 11:34:46 -07:00
..
2026-05-17 21:58:55 -07:00