GPU: Implement FIFO and timings
This will cause a slight performance loss. I've left some knobs in which can be tweaked to mitigate this, but the goal is to be compatible with all games which require them.
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@ -145,7 +145,7 @@ protected:
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void FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color) override;
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void UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data) override;
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void CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height) override;
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void DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32* command_ptr) override;
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void DispatchRenderCommand() override;
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void FlushRender() override;
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void DrawRendererStats(bool is_idle_frame) override;
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@ -198,7 +198,7 @@ private:
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static BatchPrimitive GetPrimitiveForCommand(RenderCommand rc);
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void LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command_ptr);
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void LoadVertices();
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ALWAYS_INLINE void AddVertex(const BatchVertex& v)
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{
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