mirror of https://github.com/PCSX2/pcsx2.git
![]() 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 |
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.. | ||
CDVDnull | ||
FWnull | ||
GSdx | ||
GSdx_legacy | ||
GSnull | ||
LilyPad | ||
PadNull | ||
SPU2null | ||
SSSPSXPAD | ||
USBnull | ||
USBqemu | ||
cdvdGigaherz/src | ||
dev9ghzdrk | ||
dev9null | ||
onepad | ||
onepad_legacy | ||
spu2-x | ||
xpad | ||
zerogs | ||
zerospu2 | ||
zzogl-pg/opengl | ||
CMakeLists.txt |