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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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@ -381,7 +381,7 @@ u64 EncodeToRamFromTexture(u32 address,GLuint source_texture,float MValueX,float
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EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight, readStride, true, bScaleByHalf > 0 && !bFromZBuffer);
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TextureMngr::MakeRangeDynamic(address,size_in_bytes);
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return TexDecoder_GetHash64(dest_ptr,size_in_bytes,g_ActiveConfig.iSafeTextureCache_ColorSamples);
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return GetHash64(dest_ptr,size_in_bytes,g_ActiveConfig.iSafeTextureCache_ColorSamples);
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}
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void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc,
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