pcsx2/bin/resources/shaders/dx11
Stenzek faecc6913b GS/HW: Texture cache improvements
GS/HW: Only use temporary source for recursive draw

.. and don't insert it into the page map.

GS/HW: Lookup page list for depth sources

GS/HW: Avoid target copies by using shader sampling

GS/HW: Make texture cache a global pointer

GS/HW: Remove GetID() from GSTexture

It only made sense for OpenGL, was always zero in Vulkan.

GS/HW: Rewrite texture sampling hazard detection

Also avoid redundant channel shuffle setup.

GS/HW: Turn Haunting Ground CRC into an OI fix
2023-03-30 21:55:50 +01:00
..
cas.hlsl GS: Implement FidelityFX CAS 2022-11-23 11:45:37 +00:00
convert.fx GS/HW: Texture cache improvements 2023-03-13 20:29:05 +00:00
interlace.fx GS: Reduce MAD buffering draw size 2023-03-19 23:31:37 +00:00
merge.fx GS/DX11: Fix MMOD=1 merge background color 2022-04-18 04:29:19 +01:00
present.fx GS: Add lottes crt to present shader. 2022-06-22 16:26:19 +02:00
shadeboost.fx GS: Put shadeboost params in uniforms 2022-03-28 09:24:51 +02:00
tfx.fx GS/HW: Texture cache improvements 2023-03-30 21:55:50 +01:00