* [Agc] Emit addressed draw events for occlusion query counters
* [Gpu] Keep fallback occlusion results coherent and conservatively visible
* [Gpu] Honor disabled color buffers during depth-only draws
* [Gpu] Upload complete unchecked constant vertex attributes
* [Agc] Emit direct draws for every draw modifier
sceAgcDcbDrawIndex and sceAgcDcbDrawIndexAuto returned without writing a
packet unless the modifier was exactly 0x40000000. The modifier names the
shader stage and user registers of the bound pipeline, so any other
pipeline lost its draws without a trace. Unreal bakes its color-grading
LUT through a geometry-stage pipeline, which left the LUT unwritten and
tinted every 3D frame of Poppy Playtime blue.
Both draws now emit their packets for any modifier. Modifiers other than
the vertex-stage default are logged once each.
(cherry picked from commit 8d46a6068b7d1a999662eeac1ee17f9e6d87c2eb)
* [VideoOut] Separate guest display mode from presentation buffer dimensions
* [GPU] Map half-wave shuffle lanes into the host subgroup
* [Docs] Explain display modes and internal resolution limitations
* [GUI] Translate guest display mode settings in all supported languages