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- Some games use texture semaphore for zcull sync which is rather bizzare. However, it works on realhw as the depth test happens before fragment shader completion - Due to the high performance penalty incurred by this act, this behavior is only enabled by the "strict rendering mode" option. |
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| .. | ||
| Audio | ||
| Cell | ||
| CPU | ||
| Io | ||
| Memory | ||
| RSX | ||
| CMakeLists.txt | ||
| GameInfo.h | ||
| GDB.cpp | ||
| GDB.h | ||
| IdManager.cpp | ||
| IdManager.h | ||
| IPC.h | ||
| System.cpp | ||
| System.h | ||
| VFS.cpp | ||
| VFS.h | ||