mirror of https://github.com/PCSX2/pcsx2.git
faecc6913b
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 |
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.. | ||
cas.hlsl | ||
convert.fx | ||
interlace.fx | ||
merge.fx | ||
present.fx | ||
shadeboost.fx | ||
tfx.fx |