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VK: Super Robot Wars Advance Portable - Bad VShader Cached #11599
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Is this the same games as Super Robot Taisen? |
Hm. In Execute_Bezier / Execute_Spline, we don't actually flush before we But, I'm not sure it's causing this, since This might help if someone can reproduce it: if ((*vshader)->UseHWTransform() != useHWTransform) {
VShaderID CorrectVSID;
ComputeVertexShaderID(&CorrectVSID, vertType, useHWTransform);
ERROR_LOG_REPORT(HLE, "Wrong: %s, right: %s", VertexShaderDesc(VSID).c_str(), VertexShaderDesc(CorrectVSID).c_str());
} -[Unknown] |
This recording was provided near the error, but unfortunately it doesn't trigger the error for me: -[Unknown] |
It seems like this can, at least, happen when switching hardware transform on/off mid game. -[Unknown] |
My theory is that this was happening with the prim inner loop, when the prim type switched from triangle to rectangle. So I suspect #11613 may have fixed this since it added a call to Does this still happen? -[Unknown] |
Seems not having it in v1.7.5-431-g9736bc431 |
Thanks again for reporting this is fixed. -[Unknown] |
As reported in the forums:
http://forums.ppsspp.org/showthread.php?tid=24427
This error keeps appearing when the Vulkan backend is selected.
Got to be some state caching bug. A frame dump (from any API) would be most useful: https://github.com/hrydgard/ppsspp/wiki/How-to-create-a-frame-dump
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