Indexed graphics for retro engine?
Gregor Mückl
gregormueckl at gmx.de
Fri Sep 20 16:08:06 UTC 2019
On Thursday, 19 September 2019 at 20:47:45 UTC, Shadowblitz16
wrote:
> can I do this in D and draw them to a 32bpp bitmap pixel by
> pixel?
> I would prefer do do this on the gpu but I don't know how.
Conceptually, applying the palette to the index buffer is easy on
the GPU. There are two ways to go about that, using either the
(programmable) hardware rendering pipeline or the compute shader.
The first thing is that you need to end up with your 4bpp image
on the GPU. Either as a texture upload or you're rendering
something into it as a framebuffer. I guess the first option is
preferable. You'll have to abuse an 8bpp texture format like R8UI
for the texture.
The current palette goes into a separate texture or buffer
object. A uniform buffer object (OpenGL terminology) is probably
the simplest option.
Then you have to invoke either a fragment shader or a compute
shader so that it is invoked for every pixel in the input. This
performs the palette lookup and writes the palette color to its
output.
If you go with a fragment shader, you need to set up a projection
that is just right, write a dummy vertex shader and setup a
framebuffer to render to. and you need a vertex buffer with one
or two triangles in it that cover the output so that the graphics
pipeline has something to render. In short, it's the classic
creative abuse of the rendering pipeline to obtain a full screen
effect.
The slightly more modern version is a compute shader that gets
invoked per pixel and does the same thing. The nice thing is that
you get to skip all the vertex buffer, vertex shader and
projection stuff. And with DirectX or Vulkan, you even get to
bind the current swapchain image to the compute shader, so your
shader output goes to the screen as directly as possible. OpenGL
requires you to allocate an output texture that you copy to the
screen separately (well, it's a bronze age APIs...).
It's really quite simple if you understand GPUs. There's a lot of
terminology to throw around, but once you get a handle of the
general ideas behind of GPU rendering, stuff like that comes easy.
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