- Noticed a glitch on AMD hw and windows drivers where discard seems to affect entire 4x4 cells.
- Dead fragments (outside the primitive boundary) could have their discards trigger as they do not have proper access to variables.
- This introduces dead fragments along triangle edges, causing a diagonal line pattern across the screen that is very annoying.
- Renormalizes arbitrary N-bit values as 8-bit normalized.
- NV hardware performs integer normalization at 8 bits if the size is less than 8.
- This can cause significant arithmetic drift because the error is multiplied by a huge number when sampling.
- If either source data or dest is a render target, do image operations on the GPU same as before
- If swizzle is desired, use CPU fallback
- If no scaling and no format conversion is required, use CPU fallback
- If scaling is desired and the transfer target is in local memory, use the GPU
- When doing trivial copies, use the routine in rsx_methods instead of
duplicating code. Also has the benefit of better range checking.
- When commiting a block as fbo, keep blit_dst data as well.
- Avoids removing (and losing data from) blit targets that just happen to share a page with a framebuffer.
- Uncacheable resources can be reused as soon as they're made visible to the draw call.
- Since they're likely to be reused every draw call until the shader changes, it is important to reuse as much as possible
- Calculate exact sizes when doing hit tests to avoid false negatives
- Defer page checking until actually require to do memory setup
- Introduce align2 helper to do non-pow2 alignments
- Allow use of intrinsics when SSSE3 and SSSE4.1 are not available in the build target environment
- Properly separate SSE4.1 code from SSSE3 code for some older proceessors without SSE4.1
- With harmonization between all texture types implemented, there is no difference between blit_engine_src and shader_read for supported formats
- Adds extra format filtering to ensure no conflicts when copying data
- While the mask for surface_a is at index 0, the surface cache expects the order to be maintained correctly!
Set the correct mask since surface store now checks each RTT individually