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rsx: Fixups and improvements #5565
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kd-11
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Jan 16, 2019
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- Rewrite index buffer base offsets. Preserves use of u16 index buffers for consistency and reduced memory footprint.
- Partial revert of a change in fbo_fixes PR affecting async shaders.
- Fix Red-Blue color inversion when using OpenGL (old regression)
- Avoid potential deadlock in fifoctrl
- Reimplement alpha-to-coverage transparency with a better approximation technique
- Rewrite vertex attribute divisor logic
- Misc spec compliance and typo fixes
where i can download the branch |
Click green checkmark and click details. |
Tested a bunch of games and didn't see any improvements or regressions. This regression from FBO fixes PR is still active: Tested all of these titles (disregard the general emu notes - not related to PR - but maybe of some interest): |
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In this PR the mini map flickers various colors when near objectives but when close to enemies it starts flickering stars of various colors and sizes all over the screen. With no enemies or objectives near by on the mini map everything seems the same as master. PR: |
Battlefield: Bad Company and Ratchet and Clank Future: Tools of Destruction have exploding vertices in this PR. Bad Company has it when destroying walls and Tools of Destruction has it multiple places like when enemies attack or explode and while grinding on the rails. Master: Master: |
Whoa, did some perf testing with the latest build and I gained close to +3 fps across several games. Nice work! I think you may have fixed those horizontal line artifacts on GOW3/Ascension effects too. Someone else will need to confirm as I can't get past the first area due to low fps + timing on QTE. |
Wow, you just made NFL Blitz FULLY playable by fixing this: Wipeout HD has those exploding vertices/lines regression: |
Jesus, this is getting ridiculous now. You fixed the background of Double Dragon Neon finally. This PR is unreal. |
This PR breaks foliage transparency in X-men Origins |
The last commit needs a ton of work, a lot more than I initially anticipated, so this has been relegated to WIP while I finish the implementation. Should be ready in a few more days. |
MotorStorm Pacific Rift, environment random exploding verices fixed |
Ni no kuni works perfectly for me, try of remove the shader cache. |
@Illynir |
Pushed a rewrite of the attrib frequency modifiers, hopefully nothing regressed. Retest games that were fixed by earlier versions of the PR to confirm everything is ok. |
Battlefield: Bad Company and Ratchet and Clank Future: Tools of Destruction regressions are now fixed. Motorstorm, Journey and Battlefield: Bad Company still have the improvements from this PR and Infamous 2 which regressed and was fixed earlier in this PR still looks the same as master. |
- Do not compile body if the shader is of no consequence, leave as a passthrough shader
- Implement move and copy ctors
- Typo fix. I meant to disable scissor test, not stencil test - Also clean up and simplify/optimize the core logic
…-Q-R enums for texture coordinate space
Retest. |
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I tested RED DEAD REDEMPTION with this PR, and it dont get any further anymore, it stop emulator with this message: F {RSX [0x0148a24]} RSX: class std::runtime_error thrown: Verification failed (e=0x7f): |
@thx4ever flickerig polygon problem in Ghost Recon is also presented on master, and older builds, nothing to do with this PR |
GTA V VK is ok |
Fixes color regression caused by #5146 with OpenGL in Worms Crazy Golf. |
- Disable DEPTH<->RGBA typeless transfers for now as they require a lot more work to work for all vendors - Do not allow switching layouts to UNDEFINED/PREINITIALIZED formats
GTA V OGL fixed |