xemu/hw/xbox/nv2a/pgraph/gl
Erik Abair 196726b898
nv2a/gl: Allocate only needed size for inline arrays
Some HW/driver combinations appear to slow down dramatically when using very
large GL buffers. Since the GL buffer supporting inline arrays is allocated
after the guest `END`, the total size needed is known and the buffer may be
sized appropriately.

It would be good to test performance in games that use relatively large inline
arrays (e.g., "King of Fighters 2003").

Fixes #2301
2025-07-20 16:59:31 -07:00
..
blit.c nv2a: Add Vulkan renderer 2024-12-31 01:37:05 -07:00
constants.h nv2a/gl: Fix COLOR_LE_G8B8 GL surface format type 2025-04-11 04:18:28 -07:00
debug.c nv2a: Allow multiframe RenderDoc captures with nv2a traces 2025-05-15 08:37:13 -07:00
debug.h nv2a/gl: Add format attr to gl_debug_* 2025-06-28 00:18:28 -07:00
display.c nv2a/gl: y-flipped rendering to framebuffer object 2025-05-20 13:15:12 -07:00
draw.c nv2a/gl: y-flipped rendering to framebuffer object 2025-05-20 13:15:12 -07:00
meson.build nv2a: Add Vulkan renderer 2024-12-31 01:37:05 -07:00
renderer.c ui,xbox: Copyright updates on changed files 2025-01-06 23:06:21 -07:00
renderer.h nv2a/gl: Cache shader modules 2025-07-02 20:11:30 -07:00
reports.c nv2a/gl: Improve renderer teardown 2024-12-31 01:37:05 -07:00
shaders.c nv2a: Const-ify some function parameters 2025-07-02 21:26:17 -07:00
surface.c nv2a: Split nv2a_pgraph_surface_cpu_access trace into read/write 2025-07-02 01:41:09 -07:00
texture.c nv2a: Const-ify LRU callback key parameters 2025-07-02 21:21:08 -07:00
vertex.c nv2a/gl: Allocate only needed size for inline arrays 2025-07-20 16:59:31 -07:00