kd-11
kd-11
VK_USE_PLATFORM_WAYLAND_KHR is a hack/workaround coming back to bite us. If you really think about it, as long as we have the right dependencies at compile time, we have no reason...
Superceded by https://github.com/RPCS3/rpcs3/pull/17120
Good to see others interested in this. I normally use some headers wrapping EXPECT_EQ, ASSERT_EQ etc locally for testing complicated sections like blit engine (sometimes I accidentally push commits and...
All these games will use different techniques for AA. Usually compute-heavy passes are offloaded to the SPUs (you can see how the work shifts away from the GPU when it...
There is no such thing as AA instructions so this is the only way. RSX emulation is not really HLE'd by patching because the eboot has bits of the driver...
Yea, doesn't change much. From the POV of a processor (GPU or CPU) these effects are just basic arithmetic instruction sequences; we can't know its MLAA just like your physical...
If this is about a nice way of altering game logic then that is misguided and impossible. There is simply no way of altering the behavior of a game universally...
This ticket is not about MLAA per se, its about any game that uses CPU or 2D acceleration for post processing. I'll change the title to reflect this.
Checking "disable asynchronous memory manager" reverts to previous behavior before the PR, so this would technically be the same as the "before". I see there are many other bugs related...
"Allow Host GPU labels" requires some driver features currently blocked on linux.