GPU/HW: Mask bit handling in hardware renderers
Fixes: - Menu effect in Ghost in the Shell - Incorrect text colours in menu of Dragon Quest VII - Fade effect in TwinBee RPG - Fog in Silent Hill - Water in Duke Nukem - Land of the Babes - Shadows in Ultraman - Fighting Evolution and probably others.
This commit is contained in:
@ -25,6 +25,7 @@ public:
|
||||
std::string GenerateVRAMReadFragmentShader();
|
||||
std::string GenerateVRAMWriteFragmentShader();
|
||||
std::string GenerateVRAMCopyFragmentShader();
|
||||
std::string GenerateVRAMUpdateDepthFragmentShader();
|
||||
|
||||
private:
|
||||
void SetGLSLVersionString();
|
||||
@ -38,7 +39,7 @@ private:
|
||||
bool declare_vertex_id = false);
|
||||
void DeclareFragmentEntryPoint(std::stringstream& ss, u32 num_color_inputs, u32 num_texcoord_inputs,
|
||||
const std::initializer_list<std::pair<const char*, const char*>>& additional_inputs,
|
||||
bool declare_fragcoord = false, bool dual_color_output = false);
|
||||
bool declare_fragcoord = false, u32 num_color_outputs = 1, bool depth_output = false);
|
||||
|
||||
void WriteCommonFunctions(std::stringstream& ss);
|
||||
void WriteBatchUniformBuffer(std::stringstream& ss);
|
||||
|
||||
Reference in New Issue
Block a user