02-02-2016, 10:18 PM -
(02-02-2016, 09:08 PM)Inue Wrote: About that alpha on texture feature does it have any name?
Texture alpha kill I think. This is a rather low level functionnality that doesn't really increase shader expressive power.
Quote: Does RSX support destination alpha test or any exotic blending modes that require programmable blending with texture barrier to emulate like say PS2, PSP ,GC and even Saturn?
No.
Quote:Does it support alpha to coverage?
Yes.
Quote: I'm not sure I understand about that per camera function is that something related to the viewport?
Not really.
Triangles from vertex shader can be either "front facing" or "back facing". Usually back facing triangle are culled since they're assumed to be unviewable.
However it's possible to disable back facing triangle culling.
Stencil functionnality have several parameters like mask, opcode for zfail, zpass, fail, and function.
RSX allows to set different parameters for front and back facing triangle. D3D12 on the other hand allows only a couple of parameters to be different.
Quote:Does RSX still have register combiners in addition to shaders or was that already removed and finally does it support tessellation since I know Xenos does.
No and no.