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fix_950_clear_overlapped_dirty_draw_during_2d_blit regression results

Note: Only test results that differ from xemu goldens are displayed. There may be many additional differences compared to Xbox hardware.

vs xemu-0.8.68-master-344f7da1323ef22d9d131181b21762b149e345d3/Darwin_arm64/gl_Apple_Apple_M3_Max/gslv_4.10

🔗 Antialiasing_tests

🔗 CPUWriteIgnoresSurfaceConfig

vs Xemu
Diff result for Antialiasing_tests::CPUWriteIgnoresSurfaceConfig vs old xemu

🔗 NonAACPURoundTrip

vs Xemu
Diff result for Antialiasing_tests::NonAACPURoundTrip vs old xemu
vs Xbox
Diff result for Antialiasing_tests::NonAACPURoundTrip vs Xbox

🔗 DMA_corruption_around_surfaces

🔗 DMAOverlap

vs Xemu
Diff result for DMA_corruption_around_surfaces::DMAOverlap vs old xemu

🔗 Image_blit

🔗 DirtyOverlappedDestSurf

vs Xemu
Diff result for Image_blit::DirtyOverlappedDestSurf vs old xemu

🔗 Stencil

🔗 Stencil_REPLACE_ST

vs Xemu
Diff result for Stencil::Stencil_REPLACE_ST vs old xemu
vs Xbox
Diff result for Stencil::Stencil_REPLACE_ST vs Xbox

🔗 Surface_pitch

🔗 Swizzle

vs Xemu
Diff result for Surface_pitch::Swizzle vs old xemu
vs Xbox
Diff result for Surface_pitch::Swizzle vs Xbox

🔗 Texture_signed_component_tests

🔗 txt_A8R8G8B8_ADD

vs Xemu
Diff result for Texture_signed_component_tests::txt_A8R8G8B8_ADD vs old xemu
vs Xbox
Diff result for Texture_signed_component_tests::txt_A8R8G8B8_ADD vs Xbox

🔗 Vertex_shader_rounding_tests

🔗 GeometrySubscreen_0.0010

vs Xemu
Diff result for Vertex_shader_rounding_tests::GeometrySubscreen_0.0010 vs old xemu
vs Xbox
Diff result for Vertex_shader_rounding_tests::GeometrySubscreen_0.0010 vs Xbox

🔗 RenderTarget

vs Xemu
Diff result for Vertex_shader_rounding_tests::RenderTarget vs old xemu
vs Xbox
Diff result for Vertex_shader_rounding_tests::RenderTarget vs Xbox