- Avoid tagging and rely on read/write barriers and the dirty flag mechanism. Testing is done with a weak 8-byte memory test
- Introducing new data when tagging breaks applications with race conditions where tags can overwrite flushed data
- D24S8 targets have 2 aspects that are dealt with separately; Forcefully initialize the remaining data if a partial init is done. Its 'free' anyway
- It seems that the stencil mask matters when clearing unlike the depth mask and color mask
- gl: Include an execution state wrapper to ensure state changes are consistent. Also removes a lot of required 'cleanup' for helper methods
- texture_cache: Make execition context a mandatory field as it is required for all operations. Also removes a lot of situations where duplicate argument is added in for both fixed and vararg fields
- Explicit read/write barrier for framebuffer resources depending on
usage. Allows for operations like optional memory initialization before
reading
- Remove the required_xxx_pitch constraint as it makes no sense. The pitch controls what can be written per line.
- It is possible to have a huge surface width but only render to a small region at the beginning and have a smaller pitch than can fit the surface (NFS carbon)
- If draw call resources consume memory that intersects with NA parts of the texture cache, we get a framebuffer test mismatch.
This mismatch is false and happens because the thread has not yet reached the point of relocking the pages
- Implicitly invoke a memory barrier if actively reading from an unsynchronized texture
- Simplify memory transfer operations
- Should allow more games to work without strict mode
- Do not bind companion framebuffer when clearing single aspect; let the
contest mechanism sort it out instead
- Do not prematurely tag framebuffers, instead only do so at
write-confirmation time. Should avoid false tagging if setup does not
allow a render to occur.