config: Rename use_accurate_framebuffers -> use_accurate_gpu_emulation.
- This will be used as a catch-all for slow-but-accurate GPU emulation paths.
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10 changed files with 20 additions and 20 deletions
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@ -119,8 +119,8 @@ protected:
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auto& rasterizer = Core::System::GetInstance().Renderer().Rasterizer();
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rasterizer.UpdatePagesCachedCount(object->GetAddr(), object->GetSizeInBytes(), -1);
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// Only flush if use_accurate_framebuffers is enabled, as it incurs a performance hit
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if (Settings::values.use_accurate_framebuffers) {
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// Only flush if use_accurate_gpu_emulation is enabled, as it incurs a performance hit
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if (Settings::values.use_accurate_gpu_emulation) {
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FlushObject(object);
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}
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@ -638,8 +638,8 @@ void RasterizerOpenGL::FlushAll() {}
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void RasterizerOpenGL::FlushRegion(VAddr addr, u64 size) {
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MICROPROFILE_SCOPE(OpenGL_CacheManagement);
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if (Settings::values.use_accurate_framebuffers) {
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// Only flush if use_accurate_framebuffers is enabled, as it incurs a performance hit
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if (Settings::values.use_accurate_gpu_emulation) {
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// Only flush if use_accurate_gpu_emulation is enabled, as it incurs a performance hit
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res_cache.FlushRegion(addr, size);
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}
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}
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@ -1197,11 +1197,11 @@ Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& old_surface,
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// If the format is the same, just do a framebuffer blit. This is significantly faster than
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// using PBOs. The is also likely less accurate, as textures will be converted rather than
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// reinterpreted. When use_accurate_framebuffers setting is enabled, perform a more accurate
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// reinterpreted. When use_accurate_gpu_emulation setting is enabled, perform a more accurate
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// surface copy, where pixels are reinterpreted as a new format (without conversion). This
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// code path uses OpenGL PBOs and is quite slow.
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const bool is_blit{old_params.pixel_format == new_params.pixel_format ||
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!Settings::values.use_accurate_framebuffers};
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!Settings::values.use_accurate_gpu_emulation};
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switch (new_params.target) {
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case SurfaceParams::SurfaceTarget::Texture2D:
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