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And thus change of depth buffer scale/offset. Previously, old depth buffers with values that now are out of range could stick around, causing #16941. This clears them to the expected 0 value, which helps Outrun. Ideally we should convert depth buffers to the new format, but if we can get away without that, that's also nice. This is enough for #16941. |
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D3D11Util.cpp | ||
D3D11Util.h | ||
DrawEngineD3D11.cpp | ||
DrawEngineD3D11.h | ||
FramebufferManagerD3D11.cpp | ||
FramebufferManagerD3D11.h | ||
GPU_D3D11.cpp | ||
GPU_D3D11.h | ||
ShaderManagerD3D11.cpp | ||
ShaderManagerD3D11.h | ||
StateMappingD3D11.cpp | ||
StateMappingD3D11.h | ||
TextureCacheD3D11.cpp | ||
TextureCacheD3D11.h |