mirror of https://github.com/PCSX2/pcsx2.git
8c8b1f497c
Game reads framebuffer depth as alpha of texture. However, this is a problem for d3d11 as a shader read on the fb is not allowed. So let's handle it in a similar fasion to channel shuffle: - Set depth to slot 4 - Detect when slot 4 matches depth rt - Copy and send the copy to the shader |
||
---|---|---|
.. | ||
GSDeviceDX.cpp | ||
GSDeviceDX.h | ||
GSRendererDX.cpp | ||
GSRendererDX.h |