- 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
- In blit engine logic there is a tendancy to over-allocate so as to avoid having to sticth together textures later
- Sometimes this can lead to out of bounds access and crash applications, so memory must be validated
- 16-bit channel formats have special 0x4|0xE encoding for only 2 channels, not 4
- float textures do not take any remapping and crash if you try it.
Depth float textures work fine though.
- Noticed when debugging X-men origins: wolverine which has a bogus SCA op whilst writing vector to output
- It makes no sense for both SCA and VEC to both write to the same register in the same instruction as memory ordering becomes an issue
- The alpha ref register is compared directly to the ROP output register in realhw
- alpha ref content must match bit-width of ROP register, which means fp16 values are possible
- merge disable_asynchronous_shader_compiler and interpreter_mode
- removes disable_asynchronous_shader_compiler setting
- Adds the resulting settings as radio buttons to the gui tab
- Fix DIV instruction
- Add EXP_TEX modifier
- Implement WPOS register read
- Swap 3D and Cubemap enums to match RSX ids
- Adds two extra instruction classes: flow control and packing control
- Implement remaining FP instructions with exception of the rare projected texture lookups
- Fix typo causing output color index > 0 to not work
- Fix KIL instruction
- Implement conditional vertex program writes
- Must statically write the gl_ClipDistance registers else you get uninitialized trash.
This problem is more readily apparent on NVIDIA technology but even AMD is not completely immune.