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gtk2: backport GPU scaling feature #854

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merged 1 commit into from
Oct 28, 2024
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@rofl0r rofl0r commented Oct 28, 2024

feature was originally added via PR #764 to the gtk3 frontend.

this makes it possible to run the scaling on the GPU, avoiding the incredibly slow software scaling that's otherwise done via cairo when view->window size is set to anything > 1.0.
note that the window size "scale" needs to be identical to the chosen GPU scale factor, otherwise software scaling kicks in again.

unlike the scale setting in the CLI port, which simply upscales the native NDS framebuffer in hardware, this setting scales up even the actual 3D textures, resulting in a sharper image, at the cost of higher CPU/GPU usage. a game using demanding 3D scenes, like zelda phantom hourglass' intro scene, may be able to still trash the FPS.

the original PR also reported issues when setting the GPU scale to a fraction, therefore the increments are currently locked to 1.0.

feature was originally added via PR TASEmulators#764 to the gtk3 frontend.

this makes it possible to run the scaling on the GPU, avoiding the
incredibly slow software scaling that's otherwise done via cairo
when view->window size is set to anything > 1.0.
note that the window size "scale" needs to be identical to the
chosen GPU scale factor, otherwise software scaling kicks in again.

unlike the scale setting in the CLI port, which simply upscales the
native NDS framebuffer in hardware, this setting scales up even
the actual 3D textures, resulting in a sharper image, at the cost
of higher CPU/GPU usage. a game using demanding 3D scenes, like
zelda phantom hourglass' intro scene, may be able to still trash
the FPS.

the original PR also reported issues when setting the GPU scale to
a fraction, therefore the increments are currently locked to 1.0.
@rofl0r rofl0r merged commit 76a6935 into TASEmulators:master Oct 28, 2024
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