1690f1adba
Some games like The Legend of Zelda: Breath of the Wild assign render targets without writing them from the fragment shader. This generates Vulkan validation errors, so silence these I previously introduced a commit to set "vec4(0, 0, 0, 1)" for these attachments. The problem is that this is not what games expect. This commit reverts that change. |
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.. | ||
buffer_cache | ||
engines | ||
renderer_opengl | ||
renderer_vulkan | ||
shader | ||
texture_cache | ||
textures | ||
CMakeLists.txt | ||
dma_pusher.cpp | ||
dma_pusher.h | ||
gpu_asynch.cpp | ||
gpu_asynch.h | ||
gpu_synch.cpp | ||
gpu_synch.h | ||
gpu_thread.cpp | ||
gpu_thread.h | ||
gpu.cpp | ||
gpu.h | ||
macro_interpreter.cpp | ||
macro_interpreter.h | ||
memory_manager.cpp | ||
memory_manager.h | ||
morton.cpp | ||
morton.h | ||
rasterizer_accelerated.cpp | ||
rasterizer_accelerated.h | ||
rasterizer_cache.cpp | ||
rasterizer_cache.h | ||
rasterizer_interface.h | ||
renderer_base.cpp | ||
renderer_base.h | ||
sampler_cache.cpp | ||
sampler_cache.h | ||
surface.cpp | ||
surface.h | ||
video_core.cpp | ||
video_core.h |