kd-11
kd-11
How does it look with OpenGL?
AMD follows OpenGL swizzle convention when sampling borders. NVIDIA just ignores swizzles for border sampling. I don't think either one is right, but I'll just add a workaround to normalize...
Looks like we can define the rules using an extension: https://registry.khronos.org/vulkan/specs/latest/man/html/VK_EXT_border_color_swizzle.html
Ok, fixed OpenGL rendering, now it matches what vulkan has, for better or worse. https://github.com/RPCS3/rpcs3/pull/12850 The reason for the flickering is really annoying, basically with PS3, vertex clip planes are...
Not really necessary, I know exactly why it's like that. The problem with all of this is that I really try to avoid emulating fixed-function GPU stages. The more stages...