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This is a partial fix for #6105 (Ratchet & Clank particles visible through things), but there's still weird glitchiness. There's a pass during rendering that scrambles the mini depth buffer by using a triangle mesh. I wonder if it's trying to simulate the swizzle? But it doesn't really look like it... |
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.. | ||
JitHarness.cpp | ||
JitHarness.h | ||
TestArm64Emitter.cpp | ||
TestArmEmitter.cpp | ||
TestIRPassSimplify.cpp | ||
TestShaderGenerators.cpp | ||
TestSoftwareGPUJit.cpp | ||
TestThreadManager.cpp | ||
TestVertexJit.cpp | ||
TestVertexJit.h | ||
TestX64Emitter.cpp | ||
UnitTest.cpp | ||
UnitTest.h | ||
UnitTests.vcxproj | ||
UnitTests.vcxproj.filters |