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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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DrawEngineGLES.cpp | ||
DrawEngineGLES.h | ||
FragmentTestCacheGLES.cpp | ||
FragmentTestCacheGLES.h | ||
FramebufferManagerGLES.cpp | ||
FramebufferManagerGLES.h | ||
GPU_GLES.cpp | ||
GPU_GLES.h | ||
ShaderManagerGLES.cpp | ||
ShaderManagerGLES.h | ||
StateMappingGLES.cpp | ||
StateMappingGLES.h | ||
StencilBufferGLES.cpp | ||
TextureCacheGLES.cpp | ||
TextureCacheGLES.h |