In non-autosort, the abuffer depth test should only be done for the second
pixel (if the first writes to the depth buffer). The depth test is already done
in the fragment shader. Fixes flashlight and lightning effects in Alone in the
Dark.
Fix dimensions of buffers if RTT needs a bigger buffer than the screen.
Use normalized coordinates in abuffer.
Don't draw VMUs and crosshair on textures.
Use VAOs everywhere
Tom Clancy's Rainbow 6 needs RTT to vram option
Use default asyncmap for LCP control packets
Delay reading from picotcp ppp stream when connecting
Accept [PSH,SYN] as valid tcp connect packet
Add PBA Tour Bowling 2001 as wince game
Disable vmem32 for StarLancer and Maximum Pool (req'd for online support)
Adjacent textures in other pages still need vram protection
wince: disable vmem32 for Marionette Company 1 & 2 and Rune Jade
Disable verify in TA parsing: fix F1 World Grand Prix for Dreamcast
need RTT to vram option:
L.O.L
Miss Moonlight
Eternal Arcadia
Yu Suzuki Game Works vol.1
All ram pages containing code are write protected. In that case, no need
for block checks. Memory reads in the same block(s) can also be executed
at compile time and the results propagated as constants.
When a write is detected in a protected area, the corresponding blocks
are discarded and recompiled using traditional (slow) block checks.
Backported the blkmap code finding change from upstream.
Use smart pointers for block management to avoid reference issues.
Added WriteAfterWrite ssa pass
Fixed crash in ssa ConstProp pass when op list is modified
Add Ducati World to disable-div-matching games
pass exception pc in x2 reg for both slow/fast paths
infer the op type and size from the armv8 op encoding
rewrite doesn't need access to the block anymore
add support for some imm args
ssa: swap setpeq args in ssa if first is imm
Some games do 64-bit / 32-bit division (Pro Pinball Trilogy)
DIV0s/1 use and output 1's complement numbers
The final reminder fixup wasn't correct for negative dividend