mirror of https://github.com/PCSX2/pcsx2.git
![]() The behavior was verified on Dobie to be correct. The code needs to be ported to SW renderer too to improve rendering on SW side. Current PR will fix plenty of games on HW renderer that had/have zbuffer issues before. v2. Set DepthMask to the maximum the current depth format allows. Will properly clamp for 16bit and 24bit formats. v3. gl: Fix uniform buffer upload/cache for VSConstantBuffer. |
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.. | ||
glsl | ||
convert.fx | ||
fxaa.fx | ||
gsdx-res.xml | ||
interlace.fx | ||
logo-null.bmp | ||
logo-ogl.bmp | ||
logo11.bmp | ||
merge.fx | ||
shadeboost.fx | ||
tfx.cl | ||
tfx.fx |