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GL: fw_dice gcm sample broken texture #1887
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@vlj . In that refactoring commit , i observed GL
DX12
Vulkan
where
It is true for DX12 and Vulkan but not GL i think (i may be wrong) |
Just noticed this as well. The depthmask seems correct by the way since GL just sets it to 0 or 1 |
I see @kd-11 |
The problem seems to be the separable back and front diffuse lighting, but that makes no sense (looking at the shaders, they should have the same value, but they dont) EDIT: Seems the issue is more complicated than that. I'll take a deeper look. |
I'm not sure what's happening here but I've noticed the following: The sample passes diffuse color using the vertex_registers. The register data size is 16 bytes and attribute the size is given as 4. Unless the size parameter is the size of the whole vertex attribute, EDIT: It's the emitted vertex shader that is wrong. Comparing with vulkan and dx12 shows it was supposed to sample vertex 0 always. |
Found the issue here https://github.com/RPCS3/rpcs3/pull/1865/files#diff-b7984c633ee70a99b6c5ade52375b28dL251 Other backends ignore this flag and mark all register access as non_array, while the current rsx decompiler still relies on this behavior. I'll submit a fix for this soon by adding a is_register field to the raw program state |
Nice catch. |
Works fine with D3D12 and Vulkan.
Happened after #1865 by @vlj
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