![]() - Specifically, if the previous frame is determined to draw the entire HD layer directly over the backdrop layer, then the current frame's entire custom framebuffer is asynchronously cleared using line 0's backdrop color since most games will keep the backdrop color constant for all scanlines. Because this is a common rendering case, many 3D games should see a performance improvement when running very large HD framebuffers (8x or higher). - Also fix a compiling issue for non-SSE2 systems. (Regression from commit 3890431.) |
||
---|---|---|
desmume | ||
tools | ||
.gitignore | ||
README.md | ||
license.txt |