It skips the scaler and doesn't filter anything.
It supports layers (and therefore unbound sprites).
It runs in its own thread.
A single shader handles both non-smzx and smzx modes.
I could add a step to render in 640x350 and scale it up, or split up regular and smzx modes to skip a condition in the shader but I think it runs well enough the way it is at the moment.
Let me know if you've got a windows PC supporting DirectX 11 that can't reach 60 frames per second at your desktop's native resolution, has rendering errors or has significantly worse performance compared to other renderers.
https://github.com/l...ee/d3d11_branch
As a side note, the shoddy threading code has an SDL_Delay(0) loop checking for updates, which should probably be changed before merging to the master repository as it wastes ~15% CPU not doing much.
This post has been edited by LogiCow: 21 May 2018 - 04:25 AM

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