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- Handle aliased depth + color target by disabling depth writes. This looks to be the correct way - Add support for generic passes that cannot be done using general imaging operations. Lays the framework for tons of features and effects - Implement RGBA->D24D8 casting. Sometimes games will split depth texture into RGBA8 then use the new RGBA8 as a depth texture directly -- This happens alot in ps3 games and I'm not sure why. Its likely the ps3 did not sample fp values with linear filtering so this is a workaround -- Only implemented for openGL at the moment -- Requires a workaround for an AMD driver bug |
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| .. | ||
| BufferUtils.cpp | ||
| BufferUtils.h | ||
| FragmentProgramDecompiler.cpp | ||
| FragmentProgramDecompiler.h | ||
| GLSLCommon.h | ||
| ProgramStateCache.cpp | ||
| ProgramStateCache.h | ||
| ring_buffer_helper.h | ||
| ShaderParam.cpp | ||
| ShaderParam.h | ||
| surface_store.cpp | ||
| surface_store.h | ||
| TextGlyphs.h | ||
| texture_cache.h | ||
| TextureUtils.cpp | ||
| TextureUtils.h | ||
| VertexProgramDecompiler.cpp | ||
| VertexProgramDecompiler.h | ||