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rsx: Fixes #5146
rsx: Fixes #5146
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Will fix the red-blue color swap soon. |
Retest against latest master, cos ratchet was fixed by other pr already merged Delete comment after |
He is correct, this PR (the second commit) fixes the flashing menu in R&C ToD, as well as fixing the black screen once you go in-game. The PR that went to master only got the game to the menu reliably. It might also fix bugs such as the DeS black/white flashes and other games with WCB where there is framebuffer flickering on Vulkan (OpenGL still has issue) |
Ubuntu 18.04 - Nvidia 396.54 |
I'll let you know when the blue is fixed so please don't spam reports. |
Blue color bug should have been fixed, time to retest. |
TOCS2 & Hyperdimension Neptunia color issues are fixed as of c852d5c. |
i concur - with the last commit, gow 3 blue screen is gone (without having to use cpu blit) |
B2S ingame-->Loadable Crashes with below message |
@raveskirza I'm not fixing validation errors in this PR as ruipin's PR restructures the whole cache and automatically avoids such situations. Adding more temporary workarounds isn't too great an idea. |
Verification error will be analysed further and I will decide whether to patch it now or wait for the refactoring. Looks like this is still WIP for now. |
@kd-11 i'm experiencing slowdowns, even to a complete crawl (2fps) with some of the games i tested. |
- Forcefully downloads and reuploads data from the CPU in case of unexpected overlaps - Properly detect correct size of newly created blit targets - Remember to clear any existing views when changing the default component map!
- Orders flushing to preserve memory at all cost - Avoids false positive where flushing overlapping sections can falsely invalidate another with head/tail test
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Yea, the degraded performance is due to another issue where glCheckFramebuffer is returning success even when the attachments are removed via glDeleteTextures. A proper fix is incoming. |
The performance regression should be fixed now. Turns out the driver is reusing texture handles and CheckFramebuffer is not actually checking to see if the handle is the same one used when attaching. Switched to manually tracking usage and attachment refs and the problem is now gone. |
- Matching attachments with resource id fails because drivers are reusing handles! - Properly sets up stale fbo ref counting and removal - Properly sets up resource reference test with subsequent removal to avoid using a broken fbo entry
- Removes all use of valid_count as a metric until the new refactor is merged
Fixes #4348 |
I can confirm that Golden Axe Beast rider issue is fixed, i can load first level and see cutscene, but after i get only black screen a hear game sounds.. |
It's easier to rebase that PR on top of RPCS3#5115 than vice-versa
- Forcefully downloads and reuploads data from the CPU in case of unexpected overlaps - Properly detect correct size of newly created blit targets - Remember to clear any existing views when changing the default component map! (From PR RPCS3#5146)
(From PR RPCS3#5146)
- Orders flushing to preserve memory at all cost - Avoids false positive where flushing overlapping sections can falsely invalidate another with head/tail test (From PR RPCS3#5146)
- Matching attachments with resource id fails because drivers are reusing handles! - Properly sets up stale fbo ref counting and removal - Properly sets up resource reference test with subsequent removal to avoid using a broken fbo entry (From PR RPCS3#5146)
Blit Engine
Other
Fixes #5135
Also fixes part of #4258