rpcsx/rpcs3/Emu/RSX/Common
kd-11 3150619320 rsx: Preserve read AA state separate from write AA state
- Some applications (e.g Backbreaker) use an evil hack to resolve MSAA.
  The application respecifies a formerly AA region as a region with no AA then performs a framebuffer feedback lookup.
  The old memory keeps AA during read, but writes back to itself with AA resolved.
  This is evil on several levels but it just happens to work on PS3
2018-06-08 22:17:50 +03:00
..
BufferUtils.cpp typos 2018-05-14 21:14:39 +04:00
BufferUtils.h dx12/vk/gl: implement use of vertex_data_base_index when calculating index 2018-03-30 13:30:04 +03:00
FragmentProgramDecompiler.cpp typos 2018-05-14 21:14:39 +04:00
FragmentProgramDecompiler.h typos 2018-05-14 21:14:39 +04:00
GLSLCommon.h rsx: Fix alphakill 2018-04-05 01:06:50 +03:00
ProgramStateCache.cpp rsx: Fix build 2018-05-13 14:44:14 +03:00
ProgramStateCache.h Parallel shader cache loading (#4677) 2018-06-01 19:49:29 +03:00
ring_buffer_helper.h typos 2018-05-14 21:14:39 +04:00
ShaderParam.cpp RSX: Add a class factorizing decompiler code 2015-05-23 20:45:07 +02:00
ShaderParam.h typos 2018-05-14 21:14:39 +04:00
surface_store.cpp EXCEPTION macro removed 2016-08-08 19:19:32 +03:00
surface_store.h rsx: Preserve read AA state separate from write AA state 2018-06-08 22:17:50 +03:00
TextGlyphs.h rsx/gl/vk: Fix some warnings and whitespace issues (LF vs CRLF) 2017-06-22 23:36:15 +03:00
texture_cache.h rsx: Preserve read AA state separate from write AA state 2018-06-08 22:17:50 +03:00
TextureUtils.cpp typos 2018-05-14 21:14:39 +04:00
TextureUtils.h typos 2018-05-14 21:14:39 +04:00
VertexProgramDecompiler.cpp typos 2018-05-14 21:14:39 +04:00
VertexProgramDecompiler.h typos 2018-05-14 21:14:39 +04:00