ppsspp/Windows/GPU
Henrik Rydgård b118e25b6a Vulkan: Make multithreaded rendering an option.
Multi-threaded rendering is good for smoothing out performance spikes
and increasing performance on low-power devices. However, the way we use
it it doesn't benefit latency (input lag) at all, rather the opposite.

So make it an option.
2023-07-23 22:06:01 +02:00
..
D3D9Context.cpp Wrap the display globals in a struct (#16998) 2023-02-25 13:09:44 +01:00
D3D9Context.h D3D9: Allow vsync change at runtime. 2020-02-29 22:48:58 -08:00
D3D11Context.cpp I18N: Switch to getting categories by index instead of by string lookup 2023-04-07 10:35:01 +02:00
D3D11Context.h D3D11: Respect vsync setting. 2020-02-29 22:48:58 -08:00
WindowsGLContext.cpp Break out the OSD data holder from Common/System/System.h, into OSD.cpp/h 2023-06-30 17:15:49 +02:00
WindowsGLContext.h Global: Cleanup initialization/pointer checks. 2022-12-10 21:13:36 -08:00
WindowsGraphicsContext.h GraphicsContext: Abstract away things like swapbuffers etc before adding even more backends. 2016-01-01 14:40:16 +01:00
WindowsVulkanContext.cpp Vulkan: Make multithreaded rendering an option. 2023-07-23 22:06:01 +02:00
WindowsVulkanContext.h Windows: Add some missing override specifiers. 2021-02-14 10:30:10 -08:00