AnyPS5/core/libs
STL1te 30c0cf1dfb feat(agc-driver): sample depth and stencil surfaces from their GPU images
A depth target lives only in a GPU image (its guest surface is never
written), so a texture over its depth or stencil plane now samples that
image through a view of the plane's aspect: R32_SFLOAT for D32, R16_UNORM
for D16, R8_UINT for stencil, one level and slice at the surface's extent.
Other shapes, and storage access to a depth surface, throw. Depth images
get the sampled usage, and the barriers after a render pass and before a
dispatch include depth attachment writes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 21:22:17 +03:00
..
nid fix: correct sscanf %x signedness and avoid a substr copy 2026-09-26 14:11:50 -06:00
prx feat(agc-driver): sample depth and stencil surfaces from their GPU images 2026-09-29 21:22:17 +03:00
tests feat(kernel, libc): memory, files and threads for retail title boot 2026-09-29 21:22:13 +03:00
CMakeLists.txt feat(kernel, libc): memory, files and threads for retail title boot 2026-09-29 21:22:13 +03:00
HitLog.hpp style(prx): apply CONVENTIONS.md to misc PRX additions 2026-09-29 04:24:39 +03:00
SceShaders.hpp feat(libs): libSce types impl + shaders refactor 2026-09-08 10:20:57 +03:00
SceTypes.hpp feat(jpegenc): add parameter structs and real function signatures 2026-09-29 15:17:27 +01:00