[GPU] EDRAM looped addressing (resolves #2031)

This commit is contained in:
Triang3l
2022-07-22 23:51:29 +03:00
parent 74d83e4af8
commit 3c12814276
66 changed files with 44142 additions and 43718 deletions

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@@ -1143,7 +1143,9 @@ class DxbcShaderTranslator : public ShaderTranslator {
// 8:11 - Whether color buffers have been written to, if not written on the
// taken execution path, don't export according to Direct3D 9 register
// documentation (some games rely on this behavior).
// Y - Absolute resolution-scaled EDRAM offset for depth / stencil, in dwords.
// Y - Absolute resolution-scaled EDRAM offset for depth / stencil, in dwords,
// before and during depth testing. During color writing, when the depth /
// stencil address is not needed anymore, current color sample address.
// Z - Base-relative resolution-scaled EDRAM offset for 32bpp color data, in
// dwords.
// W - Base-relative resolution-scaled EDRAM offset for 64bpp color data, in