- use CELL_AUDIO_BLOCK_32 where possible
- use CELL_AUDIO_BLOCK_SAMPLES where possible
- remove redundant logging
- return CELL_AUDIO_ERROR_AUDIOSYSTEM in cellAudioGetPortConfig (probably unreachable code anyway)
- return CELL_AUDIO_ERROR_PORT_OPEN in cellAudioPortOpen
- stub cellAudioSetPersonalDevice cellAudioUnsetPersonalDevice and cellAudioMiscSetAccessoryVolume
- Sometimes, usually with shaders that do pack/unpack operations, there is a write-to-self operation.
For example r0.xy = r0.xy
Obviously no new data was introduced into "r0" by this, so we should not mark the register as having new data.
- TODO: Investigate on realhw if self-reference is needed to "cast" the overlapping half registers to their full register counterparts.
- Do not allocate too many objects. This is a problem in games using dynamic memory allocators that can make it rare for a surface to fall on the same address twice, keeping zombie RTVs and DSVs alive much longer than needed.
- Current limit used is 256M of virtual VRAM which is impossible on retail PS3
- Those strange offsets noted in some games seem to match to subpixel addressing.
For example, when scaling down by a factor of 4, a pixel offset of 2 will end up inside pixel 0 of the output
- Partial stencil buffer clears were not implemented. This is for example where a game can choose to clear only some bits from the stencil buffer.
- Vulkan does not support masked stencil clears natively, it has to be implemented as a graphics operation.
- Also refactors vulkan overlay passes to use global resource system instead of forcing the render backend to own all of them and manage lifetimes.
It works fine on Mesa iris
Fixes detection of Mesa as recent Mesa does not have "x.org" on vendor string, allowing vendor_MESA to become true instead of vendor_INTEL on Mesa Intel