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SPU Realms #4920

Merged
merged 9 commits into from
Aug 12, 2018
Merged

SPU Realms #4920

merged 9 commits into from
Aug 12, 2018

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Nekotekina
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@scribam
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scribam commented Jul 27, 2018

Results are good except for spu_roundtf (FRDS)

screenshot from 2018-07-27 20-50-42

@Xcedf
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Xcedf commented Jul 27, 2018

Fixes #4937, and it seems also fixes #4478 -FS precision issue for llvm only

@stride21
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Fixes #4874 with LLVM only, looks almost on par with ASMJIT now too.

@raveskirza
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raveskirza commented Jul 27, 2018

B2S graphics also similar to ASMJIT. however FPS is much lower than ASMJIT now.

Edit: After f19a951 the performance still slightly lags behind ASMJIT.

@13xforever
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Drakengard 3 no longer hangs on breaking boxes.

@Kravickas
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GTA IV
SPU LLVM - fixed bug where character fall under the map
ASMJIT - still falling under the map

@Parthorisian
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Parthorisian commented Jul 27, 2018

Shadows of the Damned [BLUS30653] no longer hangs on shooting barrels, boxes and another destructible objects. Fixes also mute issue (available also for Mirror Edge [BLUS30179] and another UE3 games) after shooting enemies. Fixes broken graphics+ fatal error access violation reading location 0x0 (available also for another UE3 games) for Dark void [BLUS30323] (played around 30 min, very stable comparing to master)

@Xcedf
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Xcedf commented Jul 27, 2018

Sure it much more stable now, sadly it now as fasf as, or even slower than asmjit

@Lemiru
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Lemiru commented Jul 27, 2018

In soulcalibur IV sound is now broken on LLVM with this PR (on master it works fine)

@Parthorisian
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Parthorisian commented Jul 27, 2018

Wow, Dante Inferno [BLUS30405] picture also has been fixed - video asmjit - llvm log spullvmDanteInferno_RPCS3.zip

@ActualMandM
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The physics bug on the LBP games that appeared on ASMJIT seems to not appear on SPU LLVM using this PR.
2018-07-27_16-08-56
2018-07-27_15-12-53

@vietnam13231
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Infamous [BCUS98119] properly displays necks, elbows and knees on this PR with LLVM. Preformance is comparable, maybe even a bit better than ASMJIT.

@legend800
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@Parthorisian Geez, this PR is just magic. It fixed the Death fight?? Wonder if it fixed that one swinging puzzle near the end that required a crazy workaround to get through.

@Parthorisian
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Parthorisian commented Jul 28, 2018

@legend800 if we will get solid 60fps with SPU LLVM then it will be real magic, i'm almost sure of it. In any case this is huge improvement of SPU LLVM since pr4816 before merging and after and latest pr4919 (almost, but it doesnt matter) - just MEM: Access violation reading location 0x7c6a1b98

@legend800
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@Parthorisian I don't understand what you wrote. Can you confirm the Death fight freeze is fixed with this PR?

Some testing results:
Backbreaker series: Appears more stable than SPU JIT now, almost fully playable
Captain America: No more broken characters models
Wipeout HD: washing out screen is fixed.

It really seems like everything just works now with SPU LLVM, which is just fantastic! Congrats!

Regression (potential):
On master, I get perfect audio on Ridge Racer 7 (no crackling/static) with SPU LLVM. On this PR, it sounds as staticy as ever.

@Patkos96
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Yep, missing graphics are fixed in Raging Blast 2 with LLVM, altough it runs a little worse then ASMJIT.

@dampih
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dampih commented Jul 28, 2018

ni1
Fix ni no kuni weird color with SPU LLVM but performance is worse than ASMJIT

@Nekotekina
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Updated: minor performance fix.

@LuismaSP89
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This PR fixes #4712 and the Guilty Gear XRD Rev2 mute problem. Awesome!

@vietnam13231
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On the newest PR build emu throws lots and lots of lines similar to this:
U {PPU[0x1000000] Thread (main_thread)} SPU TODO: [0xf58c] MFC_WrTagUpdate: $3 is not a good constant
Performance is comparable to ASMJIT right now.

@ghost
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ghost commented Jul 28, 2018

anotacao 4

@legend800
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Ridge Racer 7 audio is still broken on this PR with the latest commit.

Just doubled checked today's Master and the audio is perfect there - even with fluctuating FPS, the audio is always smooth. On this PR, it's super staticy constantly like it is with SPU Jit.

@Nekotekina
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I think xfloat accuracy will be implemented as option

@Xcedf
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Xcedf commented Jul 28, 2018

An option is great, but different games want different instructions to look fine
i've made few custom builds for different games for myself for maximum speed and accurate enough
here's the example
GoW 3
this pr, normal build
5
this pr, only FCGT, FCMGT and FNMS are accurate
4
I know its hacky as hell, but sill

@Lagahan
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Lagahan commented Jul 28, 2018

This PR fixes missing graphics on WipeoutHD in SPU LLVM:
Master:
master spu llvm
PR:
pr spu llvm

@ivicamarkovic
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ivicamarkovic commented Aug 2, 2018

This branch fix missing graphics in Tales of Xillia (missing scalps) with SPU llvm.

@woj1993
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woj1993 commented Aug 3, 2018

@Nekotekina Appvoyer hasn't build new comit. Can you force it to do it? It would be helpfull in testing.

@vietnam13231
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On latest build I see less crashes while closing games, and a slight performance improvement in comparison to previous build of this PR. (2-3 fps on average in those few of my games that still didn't hit the stable FPS cap).

@Xcedf
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Xcedf commented Aug 4, 2018

There's a little bit of regression for me in 242fa6e
the audio may cut off randomly and it also kills further game processing

@Xcedf
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Xcedf commented Aug 4, 2018

Yet, new version of this PR fixed some strange issue in GoW 3, the best explanation of this issue in the end of this video by JohnGodGames
https://www.youtube.com/watch?v=JSc5vOSdotM
now this fixed and the same issue presented in Hermes chase sequence also fixed, started to play this game through to see if this possible to comlete it
29

@Nekotekina
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@Xcedf Can you set LLVM CPU to ivybridge in config.yml and check whether this bug is fixed or not?

@Xcedf
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Xcedf commented Aug 9, 2018

@Nekotekina not seems to make any difference for me, still not fixed

@Nekotekina
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What do you mean? You say it's fixed, I'm asking whether it's still fixed when you set CPU to ivybridge.

@Xcedf
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Xcedf commented Aug 9, 2018

I meant the regression in 242fa6e, and if you're about gow3 it's really wierd, i tested ivybridge mode in Hermes chase sequence and issue happens all the time, and it still may happen on skylake, but it woks properly from 3rd-4th try.

@vsub
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vsub commented Aug 11, 2018

Also fixes Atelier Shallie
In master when you go near the cauldron in the ship,a falling animation starts and she stays there in the air until you move,also in some areas there are invisible walls that can be passed by jumping or sometimes her movement seems like she is about to fall.
All that is fixed with this pr

Propagate constants in non-volatile registers between chunks
Disable function table in Mega mode
With lööps for TSX bróþers
Build cache in reverse order
Catch exceptions in instruction loop: print IR
@legend800
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Regression: Using SPU LLVM on SPLATTERHOUSE [BLUS30335] triggers the same mem error that plagues the game when using PPU LLVM with SPU JIT.

F {PPU[0x1000000] Thread (main_thread) [0x00df5054]} MEM: Access violation reading location 0x11e

The only way to avoid this error (making the game stable) is to use either PPU intepreter (slow...) or using SPU LLVM (on mainline). Note: It's still not playable because of constant SPU LLVM building spam - probably this issue: #4834

RPCS3.log.gz

Use doubles for intermediate representation
Add option "Accurate xfloat" to enable
Regardless of whether they have name or not
Should fix "Linkage failed" errors introduced after RPCS3#4886
@LuismaSP89
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Regression in Guilty Gear XRD rev 2:

15 days ago the mute issue was solved in this PR (As I commented in this thread) but now regressed with this PR merged.

@raveskirza
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You need to enable Accurate xfloat: true in config

@legend800
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@Nekotekina Just as an FYI, the regressions noted above on Ridge Racer 7 (stuttering audio) and Splatterhouse (SPU LLVM stability) are not fixed with Accurate xfloat set to true or false.

2018-08-12 08_13_11-window

@ActualMandM
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It seems like on master (since this PR was merged) with xfloat accuracy enabled (or else it crashes when going in-game), the physics in LBP can be worse than ASMJIT.

ASMJIT:
2018-08-12_13-06-28

LLVM:
2018-08-12_13-05-18

I'll probably make an issue on this later on in the month.

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