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Implement copy bypass optimization. (#262)
* Initial work on copy bypass optimization. * Force depth stencil textures to be transient. * Get rid of texture copying for shadow maps. * Move barrier populate function. * Set viewport/scissor rect explicitly for MSAA depth resolve.
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3 changed files with 381 additions and 152 deletions
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@ -918,3 +918,21 @@ jump_address = 0x822C111C
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[[midasm_hook]]
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name = "PressStartSaveLoadThreadMidAsmHook"
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address = 0x822C4358
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[[midasm_hook]]
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name = "FxShadowMapInitMidAsmHook"
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address = 0x82BAD8F4
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registers = ["r11"]
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[[midasm_hook]]
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name = "FxShadowMapNoTerrainMidAsmHook"
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address = 0x82BAD9EC
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registers = ["r4", "r30"]
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after_instruction = true
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[[midasm_hook]]
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name = "FxShadowMapMidAsmHook"
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address = 0x82BADADC
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registers = ["r4", "r5", "r6", "r30"]
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jump_address_on_true = 0x82BAD9F0
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jump_address_on_false = 0x82BADAFC
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