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Hardware Oddity Texture Stage Dependencies
Evidence: NVIDIA-family specification, not yet an Xbox measurement. The NV_texture_shader specification describes an exception to simple left-to-right evaluation: in a diffuse/reflection cube-map pairing, the stage-2 cube-map lookup depends on a dot product from stage 3. It also distinguishes a stage's texture-shader intermediate from its RGBA result for register combiners; the documented DOT_PRODUCT operation has a floating-point intermediate while its RGBA result is zero.
An all-black stage thumbnail therefore does not prove that the stage contributed nothing. A preview should show the dependency graph and the two output kinds, while retaining the raw method sequence.
Proposed test: trace the corresponding NV2A setup, then vary the stage-3 dot-product inputs and observe the stage-2 lookup and combiner input independently. Until that test, keep the Xbox applicability labeled as a target rather than a verified silicon fact.
See also NV2A Graphics Architecture and Shrek's HILO_1 path.
DSP tooling guide and navigation updated November 2, 2026 for experimental PR #384, source 8f51d237. Capture/replay usage and limits.
The earlier wiki-wide review was published November 1, 2026. Emulator source: b7140848. Reviewed wiki content: 1d2b671. Current status · Release availability · Publication process.
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