Rasterizer cache refactor v2 (#6479)
* rasterizer_cache: Switch to template * Eliminates all opengl references in the rasterizer cache headers thus completing the backend abstraction * rasterizer_cache: Switch to page table * Surface storage isn't particularly interval sensitive so we can use a page table to make it faster * rasterizer_cache: Move sampler management out of rasterizer cache * rasterizer_cache: Remove shared_ptr usage * Switches to yuzu's slot vector for improved memory locality. * rasterizer_cache: Rework reinterpretation lookup * citra_qt: Per game texture filter * rasterizer_cache: Log additional settings * gl_texture_runtime: Resolve shadow map comment * rasterizer_cache: Don't use float for viewport * gl_texture_runtime: Fix custom allocation recycling * rasterizer_cache: Minor cleanups * Cleanup texture cubes when all the faces have been unregistered from the cache * custom_tex_manager: Allow multiple hash mappings per texture * code: Move slot vector to common * rasterizer_cache: Prevent texture cube crashes * rasterizer_cache: Improve mipmap validation * CanSubRect now works properly when validating multi-level surfaces, for example Dark Moon validates a 4 level surface from a 3 level one and it works * gl_blit_handler: Unbind sampler on reinterpretation
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32 changed files with 2238 additions and 1927 deletions
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@ -163,6 +163,8 @@ void LogSettings() {
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log_setting("Layout_LargeScreenProportion", values.large_screen_proportion.GetValue());
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log_setting("Utility_DumpTextures", values.dump_textures.GetValue());
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log_setting("Utility_CustomTextures", values.custom_textures.GetValue());
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log_setting("Utility_PreloadTextures", values.preload_textures.GetValue());
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log_setting("Utility_AsyncCustomLoading", values.async_custom_loading.GetValue());
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log_setting("Utility_UseDiskShaderCache", values.use_disk_shader_cache.GetValue());
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log_setting("Audio_Emulation", GetAudioEmulationName(values.audio_emulation.GetValue()));
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log_setting("Audio_OutputType", values.output_type.GetValue());
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