What worry me most is how RSX is gonna emulate my stencil shadows code
GS has not a stencil buffer, stencil buffer is emulated via alpha blending ops or reusing frame buffer as a texture.
It is something like this...
frame buffer and texture buffer pointing to the SAME location:
KickOneTriangle()
TextureCacheFlush()
KickOneTriangle()
TextureCacheFlush()
etc...
This is pretty fast on GS but it could be very slow on a modern GPU, since it flushes texture cache after drawing any single primitve in the shadow volume.