The hardware allows for some rather complicated operations to be performed on the data during the copy, this is not implemented.
Only same-format same-size raw copies are implemented for now.
This is based on research from nouveau. Many things are currently unknown and will require hwtests in the future.
This commit also stubs QueryMode::Write2 to do the same as Write. Nouveau code treats them interchangeably, it is currently unknown what the difference is.
The vertex arrays will be copied to the stream buffer one after the other, and the attributes will be set using the ARB_vertex_attrib_binding extension.
yuzu now thus requires OpenGL 4.3 or the ARB_vertex_attrib_binding extension.
Each predicated instruction will be wrapped in an `if (predicate) { instruction_body; }` in the GLSL, where `predicate` is one of the predicate boolean variables previously set by fsetp.
Predicate variables are now added to the generated shader code in the form of 'pX' where X is the predicate id.
These predicate variables are initialized to false on shader startup and are set via the fsetp instructions.
TODO:
* Not all the comparison types are implemented.
* Only the single-predicate version is implemented.
The Ryujinx macro interpreter and envydis were used as reference.
Macros are programs that are uploaded by the games during boot and can later be called by writing to their method id in a GPU command buffer.
TODO: A shader may not use all of these textures at the same time, shader analysis should be performed to determine which textures are actually sampled.