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FramebufferManager: Implement EFB tile cache
The new tile cache is dynamic in size and can be turned on/off.
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@ -386,6 +386,7 @@ void Renderer::CheckForConfigChanges()
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const StereoMode old_stereo = g_ActiveConfig.stereo_mode;
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const u32 old_multisamples = g_ActiveConfig.iMultisamples;
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const int old_anisotropy = g_ActiveConfig.iMaxAnisotropy;
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const int old_efb_access_tile_size = g_ActiveConfig.iEFBAccessTileSize;
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const bool old_force_filtering = g_ActiveConfig.bForceFiltering;
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const bool old_vsync = g_ActiveConfig.bVSyncActive;
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const bool old_bbox = g_ActiveConfig.bBBoxEnable;
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@ -395,6 +396,10 @@ void Renderer::CheckForConfigChanges()
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// Update texture cache settings with any changed options.
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g_texture_cache->OnConfigChanged(g_ActiveConfig);
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// EFB tile cache doesn't need to notify the backend.
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if (old_efb_access_tile_size != g_ActiveConfig.iEFBAccessTileSize)
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g_framebuffer_manager->SetEFBCacheTileSize(std::max(g_ActiveConfig.iEFBAccessTileSize, 0));
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// Check for post-processing shader changes. Done up here as it doesn't affect anything outside
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// the post-processor. Note that options are applied every frame, so no need to check those.
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if (m_post_processor->GetConfig()->GetShader() != g_ActiveConfig.sPostProcessingShader)
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