GPU/HW: Implement oversized VRAM fills in hardware
Fixes downscaling in Bugs and Taz PAL.
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@ -13,12 +13,12 @@ public:
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std::string GenerateBatchVertexShader(bool textured);
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std::string GenerateBatchFragmentShader(GPU_HW::BatchRenderMode transparency, GPUTextureMode texture_mode,
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bool dithering, bool interlacing);
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std::string GenerateInterlacedFillFragmentShader();
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std::string GenerateDisplayFragmentShader(bool depth_24bit, GPU_HW::InterlacedRenderMode interlace_mode,
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bool smooth_chroma);
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std::string GenerateVRAMReadFragmentShader();
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std::string GenerateVRAMWriteFragmentShader(bool use_ssbo);
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std::string GenerateVRAMCopyFragmentShader();
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std::string GenerateVRAMFillFragmentShader(bool wrapped, bool interlaced);
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std::string GenerateVRAMUpdateDepthFragmentShader();
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std::string GenerateAdaptiveDownsampleMipFragmentShader(bool first_pass);
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