AnyPS5/core/libs
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
..
nid feat(nid): patch NIDs in Mach-O libraries 2026-10-09 15:40:29 +03:00
prx feat(libSceAgcDriver): storage image access to depth surfaces 2026-10-13 15:00:36 +13:00
tests Merge pull request #4859 from EagleBearerYS/fix/libkernel-flexible-map-flag-8000 2026-10-13 14:48:21 +13:00
CMakeLists.txt Merge pull request #4607 from yunusshaikh7/feat/tracy-profiler 2026-10-12 23:09:21 +02:00
HitLog.hpp
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SceShaders.hpp
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SceTypes.hpp feat(libkernel): implement sceKernelInternalMemoryGetModuleSegmentInfo 2026-10-13 04:29:25 +05:30