- 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
- 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
- Adds support for partial (letterboxed) source images by taking insets
into account.
- Bugfix for potential access violation when capturing screenshot on
vulkan