config: Rename use_accurate_framebuffers -> use_accurate_gpu_emulation.

- This will be used as a catch-all for slow-but-accurate GPU emulation paths.
This commit is contained in:
bunnei 2018-10-16 17:02:29 -04:00
parent 91602de7f2
commit ee7c2dbf5a
10 changed files with 20 additions and 20 deletions

View file

@ -119,8 +119,8 @@ protected:
auto& rasterizer = Core::System::GetInstance().Renderer().Rasterizer();
rasterizer.UpdatePagesCachedCount(object->GetAddr(), object->GetSizeInBytes(), -1);
// Only flush if use_accurate_framebuffers is enabled, as it incurs a performance hit
if (Settings::values.use_accurate_framebuffers) {
// Only flush if use_accurate_gpu_emulation is enabled, as it incurs a performance hit
if (Settings::values.use_accurate_gpu_emulation) {
FlushObject(object);
}

View file

@ -638,8 +638,8 @@ void RasterizerOpenGL::FlushAll() {}
void RasterizerOpenGL::FlushRegion(VAddr addr, u64 size) {
MICROPROFILE_SCOPE(OpenGL_CacheManagement);
if (Settings::values.use_accurate_framebuffers) {
// Only flush if use_accurate_framebuffers is enabled, as it incurs a performance hit
if (Settings::values.use_accurate_gpu_emulation) {
// Only flush if use_accurate_gpu_emulation is enabled, as it incurs a performance hit
res_cache.FlushRegion(addr, size);
}
}

View file

@ -1197,11 +1197,11 @@ Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& old_surface,
// If the format is the same, just do a framebuffer blit. This is significantly faster than
// using PBOs. The is also likely less accurate, as textures will be converted rather than
// reinterpreted. When use_accurate_framebuffers setting is enabled, perform a more accurate
// reinterpreted. When use_accurate_gpu_emulation setting is enabled, perform a more accurate
// surface copy, where pixels are reinterpreted as a new format (without conversion). This
// code path uses OpenGL PBOs and is quite slow.
const bool is_blit{old_params.pixel_format == new_params.pixel_format ||
!Settings::values.use_accurate_framebuffers};
!Settings::values.use_accurate_gpu_emulation};
switch (new_params.target) {
case SurfaceParams::SurfaceTarget::Texture2D: