* Add internal render resolution scale and fix embedded surface DPI scaling Adds a GUI-configurable internal resolution scale (Graphics tab) that renders offscreen color/depth targets below native guest resolution and upscales on present, trading image quality for GPU headroom. Storage/UAV images and sampled asset textures are left untouched, and texture-alias/feedback-loop lookups compare against each target's logical (unscaled) size so scaled render targets are still found correctly when sampled back. Also fixes the embedded game surface not filling the window: the isolated emulator child process had no declared DPI awareness, so Windows silently downscaled every window-geometry query it made against the GUI-owned surface HWND by the display's DPI factor, leaving an unfilled black margin on scaled displays. * Remove flaky Gen5ScalarMemoryFallbackTests * Restore Gen5ScalarMemoryFallbackTests --------- Co-authored-by: Spooks4576 <Spooks4576@users.noreply.github.com> |
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| Program.cs | ||
| SharpEmu.CLI.csproj | ||
| app.manifest | ||