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sometimes to advance you have to make a step back.
use plain vertex arrays instead of VBOs to render in Opengl plugin as the nature of the data make VBOs slower. This must bring, depending on the implementation, a good speedup in opengl. in my system now opengl and d3d9 have a difference of 1 to 5 fps depending of the game. some cleanup and a little work pointing to future improvements in the way of rendering. please test and check for any errors. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6139 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -17,7 +17,7 @@
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#ifndef _TEXTUREDECODER_H
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#define _TEXTUREDECODER_H
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#include "hash.h"
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enum
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{
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TMEM_SIZE = 1024*1024,
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@ -86,9 +86,6 @@ enum PC_TexFormat
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PC_TexFormat TexDecoder_Decode(u8 *dst, const u8 *src, int width, int height, int texformat, int tlutaddr, int tlutfmt,bool rgbaOnly = false);
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PC_TexFormat GetPC_TexFormat(int texformat, int tlutfmt);
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void TexDecoder_DecodeTexel(u8 *dst, const u8 *src, int s, int t, int imageWidth, int texformat, int tlutaddr, int tlutfmt);
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u64 TexDecoder_GetHash64(const u8 *src, int len, u32 samples = 0);
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void TexDecoder_SetTexFmtOverlayOptions(bool enable, bool center);
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#endif
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