- The scale offset matrix is fine but on real hardware the z results seem to be independent of near/far clipping distances
-- If depth falls within near/far, clamp depth value to [0,1]
- Track last working state and reset to it if RSX starts to desync
-- This is especially useful when running vulkan since the renderer will easily outpace the rest of the system when merely recording draw commands
- Ignore empty sets
-- Mark empty/invalid IB sets as having 0 element counts.
- Force mipmap count to 1 if sampling from an RTV/DSV
- TODO: Better wcb flush detection, it should be better to re-upload the texture after it has been dwnloaded if expected mipmaps are > 1
- Sometimes square renders are done to surfaces with pitch=64 and re-uploaded with swizzle scanning
-- This setup avoids discarding targets if they are square and pitch == 64
- Reorganize storage hash vs ucode hash
- Scan for actual fragment program start in case leading NOPed code precedes the actual instructions
-- e.g FEAR2 Demo has over 32k of padding before actual program code that messes up hashes
- Zeta pitch is ignored by real HW for some reason
- Monitor ptch value changes as well since they may affect disabled surfaces
- TODO: Verify if MRT pitch is really taken into consideration
- Handle aliased depth + color target by disabling depth writes. This looks to be the correct way
- Add support for generic passes that cannot be done using general imaging operations. Lays the framework for tons of features and effects
- Implement RGBA->D24D8 casting. Sometimes games will split depth texture into RGBA8 then use the new RGBA8 as a depth texture directly
-- This happens alot in ps3 games and I'm not sure why. Its likely the ps3 did not sample fp values with linear filtering so this is a workaround
-- Only implemented for openGL at the moment
-- Requires a workaround for an AMD driver bug
- In rare cases the driver derefs a nullptr and dies, taking the emulator with it
- From testing, it seems the vram is indeed freed when this happens so its "safe" to continue
- Support for raster offsets in surface descriptors (looks to be unused)
- Do not tag disabled render targets when using MRT (pitch = 64)
- Add missing notify_surface_changed() call for openGL