95aeedec19
This is done with a pixel buffer object. We still have to stall the GPU, but we only do it once per efb2ram call. As the cpu can't access the vram, it has to queue a memcpy for the gpu and wait for the gpu to finish this copy. We did this for every cache line which is just stupid. Now we copy the complete texture into a pbo and readback this at once. So we don't have to wait for lots of round-trip-times. |
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D3D | ||
OGL | ||
Software | ||
CMakeLists.txt |