9584f24be5
Affects per-pixel transparency The current method renders to the screen by copying the GLES output to a DIB for transparency using the CPU instead of rendering directly to the window via the GPU. This is slower and also forces the window to be borderless as WS_EX_LAYERED affects the non-client region as well. This change uses DWMEnableBlurBehindWindow which allows using the standard glClearColor() background alpha and is also performed through the GPU, eliminating CPU bottlenecks |
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.. | ||
shaders | ||
SCsub | ||
rasterizer_canvas_gles3.cpp | ||
rasterizer_canvas_gles3.h | ||
rasterizer_gles3.cpp | ||
rasterizer_gles3.h | ||
rasterizer_scene_gles3.cpp | ||
rasterizer_scene_gles3.h | ||
rasterizer_storage_gles3.cpp | ||
rasterizer_storage_gles3.h | ||
shader_compiler_gles3.cpp | ||
shader_compiler_gles3.h | ||
shader_gles3.cpp | ||
shader_gles3.h |