GPU/HW: Add D3D11 renderer and refactor host interface/display
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@ -19,9 +19,10 @@ void GPU_HW::Reset()
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m_batch_ubo_dirty = true;
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}
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bool GPU_HW::Initialize(System* system, DMA* dma, InterruptController* interrupt_controller, Timers* timers)
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bool GPU_HW::Initialize(HostDisplay* host_display, System* system, DMA* dma, InterruptController* interrupt_controller,
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Timers* timers)
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{
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if (!GPU::Initialize(system, dma, interrupt_controller, timers))
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if (!GPU::Initialize(host_display, system, dma, interrupt_controller, timers))
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return false;
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m_resolution_scale = std::clamp<u32>(m_system->GetSettings().gpu_resolution_scale, 1, m_max_resolution_scale);
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@ -260,7 +261,7 @@ void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32
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rc.transparency_enable ? m_render_state.transparency_mode : TransparencyMode::Disabled;
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const BatchPrimitive rc_primitive = GetPrimitiveForCommand(rc);
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const bool dithering_enable = (!m_true_color && rc.IsDitheringEnabled()) ? m_GPUSTAT.dither_enable : false;
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const u32 max_added_vertices = num_vertices + 2;
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const u32 max_added_vertices = num_vertices + 5;
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if (!IsFlushed())
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{
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const bool buffer_overflow = GetBatchVertexSpace() < max_added_vertices;
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