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rsx: Improve accuracy of shadow compare Ops when non-integer depth formats are used
- The fixed-point D24S8 format does special Z clamping during compare which matches PS3 behaviour - D32S8 is a floating point format and comparison with Dref > 1 always fails causing black edges/borders
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12 changed files with 192 additions and 53 deletions
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@ -196,7 +196,8 @@ void GLFragmentDecompilerThread::insertConstants(std::stringstream & OS)
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void GLFragmentDecompilerThread::insertGlobalFunctions(std::stringstream &OS)
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{
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glsl::insert_glsl_legacy_function(OS, glsl::glsl_fragment_program, properties.has_lit_op, m_prog.redirected_textures != 0, properties.has_wpos_input);
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glsl::insert_glsl_legacy_function(OS, glsl::glsl_fragment_program, properties.has_lit_op,
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m_prog.redirected_textures != 0, properties.has_wpos_input, properties.has_tex_op, device_props.emulate_depth_compare);
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}
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void GLFragmentDecompilerThread::insertMainStart(std::stringstream & OS)
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