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rsx: Epic fixes #4312
rsx: Epic fixes #4312
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There are some regressions here, due to incorrect colorspace detection for some games (skate3 for example). I'm working on that and will push a fix before merging this. |
Before/After Comparisons (Click to Expand) Project DIVAhttps://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=96868b9a-2d37-11e8-b263-0edaf8f81e27 |
The most pleasant part Issue #3031 is affected |
@Xcedf Actually Dante's Inferno kinda regressed: https://cdn.discordapp.com/attachments/345204501831221249/426056393527787526/unknown.png Edit: Fixed in new commits |
@Asinin3 yeah, but i think it regressed by some other pr not this one, i remember someone wrote a few days ago that game became darker, and since i like this game i'm gonna investigate |
@Asinin3 will try to build combined version later |
Edit: Scrap that. I was on your rsx_volatile branch, not on master. Sorry. |
This fixed Silent Hill: Downpour, but bump-maps on characters and some itmes seems still to be rendered weird way, and dynamic shadows are glitchy if any resolution scaling different from 720p is chosen. |
Dante's Inferno regressed with very first commit c33f095
same for OGL, but of course it breaks the main gamma fix |
The scope of this has grown significantly following further investigation. Relegated to WIP status until the supporting patches are ready. |
What about this issue - #3656 |
You've got typo in includes. In commit "video out: Set up video configuration options in fxm". Can't build on Linux without this fix, as Linux is case sensitive... |
how to download it |
- Implement SRGB (gamma corrected) textures (DXT1, DXT3, DXT5, RGBA8 only) - Fix channel map decode for XY data texture formats - Fix remap layout for X16 textures (verified with Mass Effect 3)
- Export some debug information in the free texture register space components zw Very useful when analysing renderdoc captures - Enable shadow comparison on depth as long as compare function is active and texture is uploaded for depth read Some engines (UE3) read all the components in the shader and use mul/mad with the result
The restart emulation is there to keep the proprietary drivers from randomly crashing when using primitive restart
- TODO: Actually do something with the values
- Separate TXB from TXL: They are completely different! - Properly perform TMU emulation in the fragment shader. Implemens SRGB conversion and alphakill at the moment - Properly perform ROP emulation in the fragment shader. Implements FRAMEBUFFER_SRGB. While support on the chip looks to be incomplete (and wierd), it does work - Document some more bits in SHADER_CONTROL register
- Seems to be of limited use but if it is determined to be useful, a vulkan implementation can be done
- Reimplements render target views used for sampling - Optimizes access using an encoded control token - Adds proper encoding for 24-bit textures (DRGB8 -> ORGB/OBGR) - Adds proper encoding for ABGR textures (ABGR8 -> ARGB8) - Silence some compiler warnings as well - TODO: Real texture views for OGL current method is a hack
…che. - glEnable/glDisable should not be used with GL_BLEND as the main renderer uses the indexed variant
- GL queries share the target binding (not asynchronous!) - Discard active queries by closing them, leave closed queries alone (nothing to be done for discard op)
- gl/vk: Properly handle remapping temporary resources
@guofuchou Go to Commits. Click on tick on the last one. Chose Appveyor details, artifact and chose file. |
Where can I find it? It's an user-defined feature, or just something internal? |
@Psycho-A |
Its enabled for gamma correction, but that doesnt seem to have much effect. Limited RGB does have a big effect but it simulates the washed out visuals you get on standard TV display and isnt visually pleasing imo It does add some implicit brightness to the games though - can be edited in config.yml |
This pull request has caused a potentially game-breaking graphical regression on Kamen Rider: Battride War Genesis, as after the game publishers logo screens and the loading screen, all the game shows most of the time were black screens with music running. |
Partially fixes the common unreal engine 3 bugs #4025
Extended commits
The extended set fixes regressions introduced by the first set of patches