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Regression : Disgaea 3 grey color issue #2178

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dbz400 opened this issue Oct 1, 2016 · 16 comments
Closed

Regression : Disgaea 3 grey color issue #2178

dbz400 opened this issue Oct 1, 2016 · 16 comments

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@dbz400
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dbz400 commented Oct 1, 2016

This affects all backends .Regressed at #2173

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@dbz400 dbz400 changed the title Regression : Disgaea 3 greg color issue Regression : Disgaea 3 grey color issue Oct 1, 2016
@dbz400
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dbz400 commented Oct 1, 2016

It affected by the depth read texture fetch.

    case rsx::texture_dimension_extended::texture_dimension_2d:
        if (m_prog.redirected_textures & (1 << dst.tex_num))
            SetDst(getFunction(FUNCTION::FUNCTION_TEXTURE_SAMPLE2D_DEPTH_RGBA));
        else
            SetDst(getFunction(FUNCTION::FUNCTION_TEXTURE_SAMPLE2D));
        return true;

@kd-11
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kd-11 commented Oct 1, 2016

Thats rather odd: the depth read does not alter color.r but only changes color.g and color.b to be tiny non-zero values (so that the combination yields back the original value). I'll need to analyze a trace of this, although I remember texture swizzle problems with this title.
Attach an opengl renderdoc trace and I'll take a look when I can.

@dbz400
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dbz400 commented Oct 2, 2016

Here it is
rpcs3_the_gate_paradox.zip

@kd-11
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kd-11 commented Oct 2, 2016

Seems that an RGBA8 RTV is returned as being bound to the depth buffer which should not be possible. Either the game is just being crazy, or there's a bug in our rtt cache code. Redirection should only occur for native depth textures of D24_X8.

@ssshadowww
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This also happens in Atelier Ayesha (and other Atelier games).

renderdock trace: https://mega.nz/#!A5VzRJpB!gfrqI2jl7la_ccKJS4NEOsqpDNENLuk0GkAmqd-cebs

Example:
2016-10-03 21_16_10-fps_ 28 57 _ opengl _ atelier ayesha_ the alchemist of dusk _ bles01793

@kd-11
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kd-11 commented Oct 3, 2016

Thanks. The bug is our rsx surface cache returning color textures as depth_stencil textures. This can easily be worked around for ogl, but vulkan and dx12 do not attach an internal format to image data, so I'll need to debug this with a sample that is affected to find the real cause.
I'll look through to see if any samples or games that I have are affected by this, since it should be an easy fix.

@kd-11
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kd-11 commented Oct 3, 2016

@ssshadowww @raven02 Could you run with this build https://ci.appveyor.com/project/kd-11/rpcs3/build/1.0.304 and attach the rpcs3.log for opengl? It'll spam the log with alot of information, but it should help narrow down possible culprits.

@kd-11
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kd-11 commented Oct 3, 2016

I've updated the link to the appveyor build since it failed to compile the first time

@ssshadowww
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ssshadowww commented Oct 3, 2016

Here is the log for Atelier Ayesha running through the logos:
https://mega.nz/#!5g9lwLxR!vlnwdMLGFnONUCDQRHXxyv4wWy3AtrYb8K5xM3iXSVQ

@dbz400
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dbz400 commented Oct 4, 2016

Here is the log from debug build on Disgaea 3

http://www.filedropper.com/rpcs3

@kd-11
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kd-11 commented Oct 4, 2016

The only way these logs are even possible is if we can somehow have a DSV and RTV at the same address! I'm posting a build that should debug this case, and give RTVs priority as that is what the texture cache does.

@kd-11
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kd-11 commented Oct 4, 2016

https://ci.appveyor.com/project/kd-11/rpcs3/build/1.0.305 should get this one. Please confirm. If it doesnt work, post the new log here.

@kd-11
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kd-11 commented Oct 4, 2016

Appveyor crashed. New build https://ci.appveyor.com/project/kd-11/rpcs3/build/1.0.306

@dbz400
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dbz400 commented Oct 4, 2016

Disgaea 3 looks okay again .

@SakataGintokiYT, Is Naruto series also ok?

@kd-11
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kd-11 commented Oct 4, 2016

If it works it means I was right. Well, now on to #2093

@dbz400
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dbz400 commented Oct 4, 2016

I run the latest build (https://ci.appveyor.com/project/kd-11/rpcs3/build/1.0.307/artifacts) on Disgaes 3 as well . Log here - RPCS3.zip

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