- Fix special case where n=f making (f-n) = 0
- Dynamically update depth range by setting dirty bits
- Fix depth bounds when n=f and bounds test is disabled
- Tracks which kind of raster was done (Z-ordered vs linear) throughout the application.
- This allows to identify if data is in the expected format or not.
- This option was always enabled for NVIDIA cards, but it seems some games would benefit from the option on other GPUs as well.
- TODO: Hwtest to verify correct behavior and plan how to safely implement in hw
- The bytes in these values are based on the format according to hw tests
- G8B8 is unaffected as the first two bytes are already G8B8 for A8R8G8B8 standard layout (BGRA)
- A8B8G8R8 and its derivatives have words 0 and 2 exchanged.
- 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.
- 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
- 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.
- Queueing commands on the offloader is a good idea but unfortunately
page faults can still happen causing a cyclic dependency and eventual
deadlock. Characterized by a vk::wait_for_event timed out error
accompanied by severe hitching.
- Drain the fault-able commands before pushing a submit operation to the
queue. If a fault is in progress, bypass the queue system and submit
raw. Technically this is incorrect but there isn't much that can be
done about it right now.
- Properly synchronize DMA transfers when handling RSX pipeline
barriers. Texture read barrier is used to signify completion of DMA
routines and is often used to signal that Cell can overwrite vertex
data!