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b13c5c2d1b
Fixes #17014 Even if our depth-testing-equal heuristic believes that the game needs lower depth resolution. This removes some depth-fighting artifacts (that are present on the real PSP, but nice to avoid) in Outrun, Split/Second and Cars: Race-o-Rama - essentially reverting these to the behavior we had before the heuristic. (The heuristic is good though - it means less compat.ini hacks going in the other direction). In the case of Outrun, this relies on two passes that pass exactly the same vertex coordinates twice resulting in the exact same final geometry. This is actually guaranteed by the spec if the vertex math is exactly the same and "invariant" is set on the position output, though I guess you never know.. Haven't seen any issues at least. Also sneak in disabling some validation messages from using extra Vulkan validation layers other than the default. |
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.. | ||
debugger@9776332f72 | ||
flash0/font | ||
lang | ||
mime | ||
shaders | ||
themes | ||
7z.png | ||
asciifont_atlas.meta | ||
asciifont_atlas.zim | ||
compat.ini | ||
compatvr.ini | ||
font_atlas.meta | ||
font_atlas.zim | ||
gamecontrollerdb.txt | ||
knownfuncs.ini | ||
langregion.ini | ||
ppge_atlas.meta | ||
ppge_atlas.zim | ||
rargray.png | ||
Roboto-Condensed.ttf | ||
sfx_back.wav | ||
sfx_confirm.wav | ||
sfx_select.wav | ||
sfx_toggle_off.wav | ||
sfx_toggle_on.wav | ||
ui_atlas.meta | ||
ui_atlas.zim | ||
unknown.png | ||
zip.png |