AnyPS5/core
Simon 27e1122774 feat(libSceAgcDriver): storage image access to depth surfaces
Compute shaders bind the depth and stencil planes of a depth surface as
storage images, to read the depth or to write it before later draws
test against it. The driver kept depth on the GPU and refused such
bindings.

A depth surface now owns one storage image per plane (R32_SFLOAT or
R16_UNORM for depth, R8_UINT for stencil). Binding copies the plane
into it through a staging buffer; a written element is copied back into
the depth image during write-back, so the next draw sees the shader's
depth.

A view whose extent differs from the surface's means the memory was
reused for another texture and takes the ordinary texture path; this
applies to sampled views of a depth surface too.

PPSA15304 copies depth and stencil through storage images every frame.
2026-10-13 15:00:36 +13:00
..
Decoder fix(png): bound transparency chunk detection to the input 2026-10-10 09:28:30 +08:00
libs feat(libSceAgcDriver): storage image access to depth surfaces 2026-10-13 15:00:36 +13:00
relinker Merge pull request #4116 from hawwwwwk/investigate/relinker-eip-relative 2026-10-13 13:41:08 +13:00
shader/recompiler Merge pull request #4120 from tibzejoker/fix/vector-window-direct-ssa 2026-10-13 14:47:39 +13:00