AnyPS5/core/libs/prx/libSceAgcDriver/Graphics/shaders
Simon 51c043ba51 fix(agc): keep the texels of CMASK tiles with codes other than 0 and 15
A fast-clear materialization threw when a CMASK nibble held a code other
than 0 (cleared) or 15 (expanded). PPSA18391 (engine: Clickteam Fusion) fast
clears a target whose CMASK it never initialized, so some nibbles hold
leftover values such as 1 and 10, and presentation failed on the first
frame.

Such a tile now keeps its texels like an expanded tile, on the CPU path
and in the compute pass. A cleared tile of a DCC target still throws.
The graphics and CMASK fast-clear tests now check that an unknown code
leaves the tile unchanged instead of expecting the throw.
2026-10-13 02:17:33 +02:00
..
CmaskClear.comp fix(agc): keep the texels of CMASK tiles with codes other than 0 and 15 2026-10-13 02:17:33 +02:00
ColorTransfer.comp feat(agc): present 16-bit float display buffers 2026-10-11 00:38:12 +02:00
MeshArguments.comp perf(agc): draw mesh-stage indirect draws on the GPU 2026-10-04 15:45:56 +13:00
SampleCounter.comp perf(agc): record occlusion counter dumps on the GPU 2026-10-04 16:17:09 +13:00
SampleDumps.comp perf(agc): keep occlusion counter dumps inside the open render pass 2026-10-10 14:24:27 +13:00
TextureDetile.comp perf(agc): move storage texels between the image and its tiled bytes in one pass 2026-10-10 23:46:06 +13:00