Merge branch 'master' into vulkan
This commit is contained in:
@@ -551,7 +551,7 @@ struct ParsedAluInstruction {
|
||||
InstructionResult scalar_result;
|
||||
// Both operations must be executed before any result is stored if vector and
|
||||
// scalar operations are paired. There are cases of vector result being used
|
||||
// as scalar operand or vice versa (the halo on Avalanche in Halo 3, for
|
||||
// as scalar operand or vice versa (the ring on Avalanche in 4D5307E6, for
|
||||
// example), in this case there must be no dependency between the two
|
||||
// operations.
|
||||
|
||||
@@ -854,11 +854,11 @@ class Shader {
|
||||
// highest static register address + 1, or 0 if no registers referenced this
|
||||
// way. SQ_PROGRAM_CNTL is not always reliable - some draws (like single point
|
||||
// draws with oPos = 0001 that are done by Xbox 360's Direct3D 9 sometimes;
|
||||
// can be reproduced by launching Arrival in Halo 3 from the campaign lobby)
|
||||
// that aren't supposed to cover any pixels use an invalid (zero)
|
||||
// SQ_PROGRAM_CNTL, but with an outdated pixel shader loaded, in this case
|
||||
// SQ_PROGRAM_CNTL may contain a number smaller than actually needed by the
|
||||
// pixel shader - SQ_PROGRAM_CNTL should be used to go above this count if
|
||||
// can be reproduced by launching the intro mission in 4D5307E6 from the
|
||||
// campaign lobby) that aren't supposed to cover any pixels use an invalid
|
||||
// (zero) SQ_PROGRAM_CNTL, but with an outdated pixel shader loaded, in this
|
||||
// case SQ_PROGRAM_CNTL may contain a number smaller than actually needed by
|
||||
// the pixel shader - SQ_PROGRAM_CNTL should be used to go above this count if
|
||||
// uses_register_dynamic_addressing is true.
|
||||
uint32_t register_static_address_bound() const {
|
||||
return register_static_address_bound_;
|
||||
|
||||
Reference in New Issue
Block a user