rpcs3/rpcs3/GLGSRender.vcxproj.filters
kd-11 33f3a3e014 rsx: Major fixes
- Handle aliased depth + color target by disabling depth writes. This looks to be the correct way
- Add support for generic passes that cannot be done using general imaging operations. Lays the framework for tons of features and effects
- Implement RGBA->D24D8 casting. Sometimes games will split depth texture into RGBA8 then use the new RGBA8 as a depth texture directly
-- This happens alot in ps3 games and I'm not sure why. Its likely the ps3 did not sample fp values with linear filtering so this is a workaround
-- Only implemented for openGL at the moment
-- Requires a workaround for an AMD driver bug
2017-12-01 21:00:50 +03:00

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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<ClCompile Include="Emu\RSX\GL\GLTexture.cpp" />
<ClCompile Include="Emu\RSX\GL\GLHelpers.cpp" />
<ClCompile Include="Emu\RSX\GL\GLCommonDecompiler.cpp" />
<ClCompile Include="Emu\RSX\GL\GLFragmentProgram.cpp" />
<ClCompile Include="Emu\RSX\GL\GLGSRender.cpp" />
<ClCompile Include="Emu\RSX\GL\GLVertexProgram.cpp" />
<ClCompile Include="Emu\RSX\GL\OpenGL.cpp" />
<ClCompile Include="Emu\RSX\GL\GLRenderTargets.cpp" />
<ClCompile Include="Emu\RSX\GL\GLVertexBuffers.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="Emu\RSX\GL\GLTexture.h" />
<ClInclude Include="Emu\RSX\GL\GLHelpers.h" />
<ClInclude Include="Emu\RSX\GL\GLCommonDecompiler.h" />
<ClInclude Include="Emu\RSX\GL\GLFragmentProgram.h" />
<ClInclude Include="Emu\RSX\GL\GLGSRender.h" />
<ClInclude Include="Emu\RSX\GL\GLProcTable.h" />
<ClInclude Include="Emu\RSX\GL\GLProgramBuffer.h" />
<ClInclude Include="Emu\RSX\GL\GLVertexProgram.h" />
<ClInclude Include="Emu\RSX\GL\OpenGL.h" />
<ClInclude Include="Emu\RSX\GL\GLTextureCache.h" />
<ClInclude Include="Emu\RSX\GL\GLRenderTargets.h" />
<ClInclude Include="Emu\RSX\GL\GLTextOut.h" />
<ClInclude Include="Emu\RSX\GL\GLOverlays.h" />
</ItemGroup>
</Project>