- 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
- 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.
- Fixes a data leak that can happen when a surface is rejected due to aspect mismatch.
- Mismatch can lead to rejection due to area covered excluding the RTT and inevitable upload a texture from CPU at the same location.
- Overlapping fbo/shader_read resources are not allowed.
- Detect writes to the display output memory and handle it specially.
It already defines a known 2D region.
- Try and detect situations where raw transfers would be of benefit.
- It is possible to have a RTV<->DSV transfer with compatible-sized formats.
Mark the depth size as typeless in such a situation to avoid crossing the aspect barrier with the API.
- Allows sections reclaimed by the surface store due to overlap/inheritance to be identified and removed.
- Additionally, potentially lowers the number of flushes required per block with multiple overlaps improving efficiency and theoretically performance.
- Reject writes to RTT if the source data is of unknown origin.
non-RTT data and only 1 line in length is suspicious and often GPU data like programs or other rendering inputs.