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GL/Vulkan: Naruto Shippuden: UNS Generations / RenderDoc #2149
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I think this is related to #1949 |
Please test https://ci.appveyor.com/project/kd-11/rpcs3/build/1.0.262/artifacts when its done building (opengl only) |
If its still not working, get the title screen renderdoc trace with opengl and the build i've posted. |
Oops. I messed up generating the reconstruction function; its missing a constructor declaration. This should have that specific issue fixed. Check if anything has changed. |
https://ci.appveyor.com/project/kd-11/rpcs3/build/1.0.264/artifacts Should fix the black and white bug when using regular textures. |
https://ci.appveyor.com/project/kd-11/rpcs3/build/1.0.267/artifacts |
Uggh. I forgot something else. Will update with a better build. EDIT: I'm losing precision elsewhere during the reconstruction. |
@kd-11 |
https://ci.appveyor.com/project/kd-11/rpcs3/build/1.0.268/artifacts Manually re-uploads the texture data. I'll need it to compare my reconstruction with the proper upload. |
Fixed re-upload of the texture. If this doesnt work, we probably have another error elsewhere. If it runs correctly (or somewhat correctly) using dx12, i'd like to take a look at the dx12 shaderlog. https://ci.appveyor.com/project/kd-11/rpcs3/build/1.0.269/artifacts |
The problem is elsewhere. There's another RTT being sampled even before we reach the code where depth reconstruction is done. As such, I think the reconstruction function works quite well. |
https://ci.appveyor.com/project/kd-11/rpcs3/build/1.0.270/artifacts |
@kd-11 its not just "might" break some games, it does break some :P (project diva games) |
I know it does; its hacky right now. I removed this from the vulkan renderer for this very reason, but if there are games that rely on the remap behaviour, I need to know. |
@kd-11 |
That means something else is broken. Its not the same issue as #1949 then. Something about the texture coordinates used is wierd. |
With the texture reconstruction and some minor tinkering: P.S: I've finally figured out why this is happening. Will need to rewrite parts of the glsl code generator. The method "return" as inserted in the middle of a shader does not mean exit and abandon all, we have discard for that. The main_end has to be invoked upon routine termination. I was right here: #2149 (comment) |
https://ci.appveyor.com/project/kd-11/rpcs3/build/1.0.271/artifacts Should fix this on opengl. The depth reconstruction is still WIP so if you can get ingame, check for depth artifacts. |
@kd-11
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I'm guessing the shader contains a tc9 or clip plane input. Could you attach the shader. Just clear the shaderlog folder and attach the last vertex shader generated. It will have the largest number. |
@kd-11 @Nekotekina |
I'm creating a PR with the shader stuff without the depth reinterpret stuff as it seems kinda broken at the moment. Also, depth read sample binds a depth buffer as RGBA, but expects to read a normal depth value from it, not a reconstructed one. At least until we can go ingame, then we can proceed. EDIT: Seems removing the depth reconstruction code causes the fence and structure behind naruto disappear. EDIT2: I have a workaround for that as well. |
#2155 should fix this issue without the wierd depth reconstruction glitches |
[ add58c01 ] Naruto Shippuden: UNS 3 ( In Game ) |
Is the red color present in the title screen and menus as well? Also, a trace of opengl would help a lot. |
Naruto Shippuden: UNS Generations ( Menu works well ) |
okay. then just attach the renderdoc trace for that red UNS3 scene. Does it show correctly using DX12? |
DX12 |
@kd-11 |
#2155 might solve this. |
@kd-11 |
Actually, the image has changed from the look of things. You can see the correct scene covered by the fullscreen effect. Only the post-process stuff needs some adjustment now. |
The scene is now correctly rendered but the post-process effects are upside-down. Can you retest with current master? Some fixes have been implemented opengl side. I'm not sure its anything that'll fix it, but just take a look. |
The problem is that the game is using an input texture as the render target which is just crazy. Maybe I should force copying of surfaces in cases like these |
GL and vulkan dont mirror wpos based on window origin! |
This should have been fixed now. If its fixed, please close this ticket. |
@kd-11
![Fotoszok.pl](https://camo.githubusercontent.com/6edff7cf820f4c7e2978116d3da3883c171eb450aadee3557ae2666fe7ce359b/687474703a2f2f7777772e666f746f737a6f6b2e706c2f75706c6f61642f31653031613666332e6a7067)
Vulkan:
Title Screen.rdc
Menu.rdc
OpenGL:
![Fotoszok.pl](https://camo.githubusercontent.com/02868c37da1fd129296ca37cb06ecfdb197e2ca8175b4630835f749e511906d1/687474703a2f2f7777772e666f746f737a6f6b2e706c2f75706c6f61642f61656235326465612e6a7067)
Title Screen.rdc
Menu.rdc
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