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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
79 lines
2.8 KiB
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79 lines
2.8 KiB
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