XBRZ OpenGL ES Optimizations
|
07-14-2013, 12:04 PM
Post: #1
|
|||
|
|||
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 |
|||
« Next Oldest | Next Newest »
|
Messages In This Thread |
XBRZ OpenGL ES Optimizations - kinglir - 07-14-2013 12:04 PM
RE: XBRZ OpenGL ES Optimizations - Henrik - 07-14-2013, 06:17 PM
|