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SPU Realms #4920
SPU Realms #4920
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Fixes #4874 with LLVM only, looks almost on par with ASMJIT now too. |
B2S graphics also similar to ASMJIT. however FPS is much lower than ASMJIT now. Edit: After f19a951 the performance still slightly lags behind ASMJIT. |
Drakengard 3 no longer hangs on breaking boxes. |
GTA IV |
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) |
Sure it much more stable now, sadly it now as fasf as, or even slower than asmjit |
In soulcalibur IV sound is now broken on LLVM with this PR (on master it works fine) |
Wow, Dante Inferno [BLUS30405] picture also has been fixed - video asmjit - llvm log spullvmDanteInferno_RPCS3.zip |
Infamous [BCUS98119] properly displays necks, elbows and knees on this PR with LLVM. Preformance is comparable, maybe even a bit better than ASMJIT. |
@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. |
@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 |
@Parthorisian I don't understand what you wrote. Can you confirm the Death fight freeze is fixed with this PR? Some testing results: It really seems like everything just works now with SPU LLVM, which is just fantastic! Congrats! Regression (potential): |
Yep, missing graphics are fixed in Raging Blast 2 with LLVM, altough it runs a little worse then ASMJIT. |
Updated: minor performance fix. |
This PR fixes #4712 and the Guilty Gear XRD Rev2 mute problem. Awesome! |
On the newest PR build emu throws lots and lots of lines similar to this: |
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. |
I think xfloat accuracy will be implemented as option |
This branch fix missing graphics in Tales of Xillia (missing scalps) with SPU llvm. |
@Nekotekina Appvoyer hasn't build new comit. Can you force it to do it? It would be helpfull in testing. |
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). |
There's a little bit of regression for me in 242fa6e |
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 |
@Xcedf Can you set LLVM CPU to ivybridge in config.yml and check whether this bug is fixed or not? |
@Nekotekina not seems to make any difference for me, still not fixed |
What do you mean? You say it's fixed, I'm asking whether it's still fixed when you set CPU to ivybridge. |
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. |
Also fixes Atelier Shallie |
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
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 |
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
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. |
You need to enable Accurate xfloat: true in config |
@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. |
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