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Alpha problem ULJS00379 Dai2Ji Super Robot Taisen Z Hakaihen #1982

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ghost opened this issue May 30, 2013 · 20 comments
Closed

Alpha problem ULJS00379 Dai2Ji Super Robot Taisen Z Hakaihen #1982

ghost opened this issue May 30, 2013 · 20 comments

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@ghost
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ghost commented May 30, 2013

v0.7.6-910-gc5976fb
Black transparency has a small problem.

my videocard
RadeonHD7770 Catalyst 13.5beta

video log statesave save here
https://drive.google.com/folderview?id=0By8WbS_hvsesSEZXb0MtdjlLS2c&usp=sharing

uljs00379

@raven02
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raven02 commented May 30, 2013

Humm i think it may be ATI issue .

@ghost
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ghost commented May 30, 2013

I am sorry.
The same Issues was found.
#1060

@ghost ghost closed this as completed May 30, 2013
@ghost ghost reopened this May 30, 2013
@thedax
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thedax commented Aug 22, 2013

Can you test if this is fixed? @hrydgard just pushed a new fix attempting to fix black boxes in games.

@daniel229
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not fixed yet
01

@raven02
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raven02 commented Aug 23, 2013

@hrydgard , just wonder how to write the " disable alpha writes if alpha blending is enabled "? would like to try for this game to see if it helps.

@raven02
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raven02 commented Sep 16, 2013

Just for record here here .This game uses 'Unsupported absdiff blend mode' .

@hrydgard
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agh, absdiff, that's a PSP-specific blend mode that has no corresponding mode on PC.

We need to write support for blend-mode-in-the-shader for cards that can support that - which is pretty much all nVidia cards, and, I think, most ATI cards on PC. Maybe the later intels can do it too. Either way this is not standard functionality so it will be quite tricky. And on OpenGL ES, only Tegra can do it AFAIK. The rest will have to use the software renderer to get exactly the right graphics.

Maybe we can find a replacement mode that look "good enough" without that black square at least..

@raven02
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raven02 commented Sep 16, 2013

@daniel229 , can you check this out using #3801 for your scenes in SRW Z2 ?

@daniel229
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Yeah,the black box disappeared.
01

@raven02
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raven02 commented Sep 16, 2013

Thanks . It is incorrect though .Having said that , it is better to get a black square .

@daniel229
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It's correct with SoftGPU.
01

with OpenGL.
02

@raven02
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raven02 commented Sep 16, 2013

Yep, because softGPU support absdiff blending mode .I'm wondering is it possilbe to switch between SW and HW mode in the case.........

@raven02
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raven02 commented Sep 17, 2013

On GLES2 , it didn't support GL_MIN/MAX and we use GL_FUNC_ADD instead , wondering it would cause black square issue as well on all mobile platform

@raven02
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raven02 commented Sep 17, 2013

As @hrydgard mentioned earlier , on NV platform , we can use programmable blending by using extension GL_NV_shader_framebuffer_fetch (gl_LastFragColor) so as to implement the abs diff . (On Tegra , we can use it to implemet min/max as well)

One Apple platform , we may use GL_APPLE_shader_framebuffer_fetch to implement min, max and abs diff all together .

However , how about Andreno ?........

@raven02
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raven02 commented Sep 17, 2013

I'm guessing the implmentation would be something like .

When we detect blending equation uses ABSDIFF , then

    if(gstate.getBlendEq() == GE_BLENDMODE_ABSDIFF && gl_extensions.GL_NV_shader_framebuffer_fetch) {
        WRITE(p, "  gl_FragColor = abs(gl_LastFragColor - v);\n");

@raven02
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raven02 commented Sep 24, 2013

Feel free to close this .Issue resolved.

@raven02
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raven02 commented Dec 22, 2013

@daniel229 , can i have the savestate for the following scene from your screenshot ?

https://f.cloud.github.com/assets/3481559/1149567/28565b2c-1edd-11e3-949f-e4c4df052649.jpg

@daniel229
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@raven02
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raven02 commented Dec 26, 2013

Thanks a lot

@unknownbrackets
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If I understood correctly, this was fixed by #6070 in the end after the scissor fix. Let me know if I'm incorrect.

-[Unknown]

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