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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
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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

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