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332bb7feeb
We just set the render area to the union of the scissor rects used in a pass. Might help some games on some mobile hardware, a little bit. Possibly #13464?
28 lines
1021 B
C++
28 lines
1021 B
C++
// Copyright (c) 2016- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include "Common/GPU/thin3d.h"
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class GPUInterface;
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class UIContext;
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// gpu MUST be an instance of GPU_Vulkan. If not, will definitely crash.
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void DrawAllocatorVis(UIContext *ui, GPUInterface *gpu);
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void DrawGPUProfilerVis(UIContext *ui, GPUInterface *gpu);
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