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The only possible functionality change is that s_efbAccessRequested and s_swapRequested are no longer reset at init and shutdown of the OGL backend (only; this is the only interaction any files other than MainBase.cpp have with them). I am fairly certain this was entirely vestigial. Possible performance implications: efbAccessReady now uses an Event rather than spinning, which might be slightly slower, but considering the slow loop the flags are being checked in from the GPU thread, I doubt it's noticeable. Also, this uses sequentially consistent rather than release/acquire memory order, which might be slightly slower, especially on ARM... something to improve in Event/Flag, really. |
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| .. | ||
| D3D.vcxproj | ||
| D3D.vcxproj.filters | ||
| D3DBase.cpp | ||
| D3DBase.h | ||
| D3DBlob.cpp | ||
| D3DBlob.h | ||
| D3DShader.cpp | ||
| D3DShader.h | ||
| D3DTexture.cpp | ||
| D3DTexture.h | ||
| D3DUtil.cpp | ||
| D3DUtil.h | ||
| FramebufferManager.cpp | ||
| FramebufferManager.h | ||
| GfxState.cpp | ||
| GfxState.h | ||
| Globals.h | ||
| LineGeometryShader.cpp | ||
| LineGeometryShader.h | ||
| main.cpp | ||
| main.h | ||
| NativeVertexFormat.cpp | ||
| PerfQuery.cpp | ||
| PerfQuery.h | ||
| PixelShaderCache.cpp | ||
| PixelShaderCache.h | ||
| PointGeometryShader.cpp | ||
| PointGeometryShader.h | ||
| PSTextureEncoder.cpp | ||
| PSTextureEncoder.h | ||
| Render.cpp | ||
| Render.h | ||
| Television.cpp | ||
| Television.h | ||
| TextureCache.cpp | ||
| TextureCache.h | ||
| TextureEncoder.h | ||
| VertexManager.cpp | ||
| VertexManager.h | ||
| VertexShaderCache.cpp | ||
| VertexShaderCache.h | ||
| VideoBackend.h | ||
| XFBEncoder.cpp | ||
| XFBEncoder.h | ||