XBRZ OpenGL ES Optimizations
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07-14-2013, 12:04 PM
Post: #1
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XBRZ OpenGL ES Optimizations
Hi All,
First let me say that PPSSPP is awesome and all developers involved should be really proud. I looked at XBRZ code briefly and would like to ask about color format-related performance (mobile devices). 1. It uses RGBA 32 bit. OpenGL ES textures cannot use 32 bit, so it means you perform 2 conversions per frame - to the scaler and back from the scaler ? 2. What about games that don't need RGBA and RGB (no Alpha) is good enough ? Doesn't it perform more work than needed ? Thanks again |
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07-14-2013, 06:17 PM
Post: #2
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RE: XBRZ OpenGL ES Optimizations
OpenGL ES textures can actually use 32-bit just fine so that's not an issue (although it does require a lot of memory bandwidth which may not be ideal for mobile devices).
Probably a little bit more work but hardly worth fixing. Ideally we should reimplement XBRZ to run on the GPU instead, that would be a much bigger performance improvement, probably. |
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