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Kravickas authored and GitHub committed 2026-10-04 15:13:59 +02:00
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commit fb43efde67
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@@ -27,8 +27,8 @@ Asset pipeline (Python 3 with numpy, Pillow, quicktex; ffmpeg for the music):
gen_ps_clock.py shaders/ps_clock.s (clock mode's glass)
gen_optest5.py src/optest5.h: the OPCODE_TEST 5 rows (every V_CVT_* of GCN2, edge-case inputs,
labels); run clang-format on the header afterwards
gen_ps_cvt.py shaders/ps_cvt.s (without the V_CVT_* shadPS4 cannot translate) and ps_cvt_full.s
(OPT5_FULL, PS4 only): the OPCODE_TEST 5 conversion pass
gen_ps_cvt.py shaders/ps_cvt.s (without the V_CVT_* shadPS4 cannot translate): the OPCODE_TEST 5
conversion pass
DDS rules (src/dds_loader.h): DX10 header, BC1_UNORM_SRGB / BC4_UNORM / BC5_UNORM
/ R8G8B8A8_UNORM_SRGB, power-of-two, mips down to 32 px, rows bottom-up (row 0 =
@@ -49,3 +49,4 @@ make_ui_atlas.py FONT: assets/ui/ui_atlas.bin + src/ui_atlas.h - glyphs of the l
ui_icons/ (from a DS4 icon pack), used by the on-screen panels (src/ui.h). The font is not shipped;
pass the OpenType build (URWGothic-Demi.otf, urw-base35) - the Type 1 build has other metrics and
changes the atlas. Run clang-format on src/ui_atlas.h afterwards.
gen_optest6.py OPCODE_TEST 6 (VOP3 modifiers): writes src/optest6.h and shaders/ps_mod.s.