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Senritsu no Stratus missing layer in buffered rendering mode #5151
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Non-buffering okay becasue it didn't trigger the depth copy here. Any savestate can share here? |
that just the beginning,start a new game can get there soon. |
I see let me try it out |
@hrydgard , looks like ignore copy if size different may break thing here .Just wonder how to do the copy upper left overlapping rect? |
Hm, can you check what the two framebuffer sizes are that don't match? Anyway, should be a matter of just taking the min() of the two buffer sizes. |
Okay now :)
47:04:883 user_main N[HLE]: GLES\Framebuffer.cpp:884 currentRenderVfb_->renderWidth=958, vfb->renderWidth=510 |
Probably, the game is doing this: Buffer A / Depth A This is difficult to preserve with the model I used. Copying a mismatching size will partially solve it but is probably what causes issues in other games. To clarify, the model I used in the code was the simplist fix to Jeanne d'Arc's problem: copy depth only when switching buffers. So, it's not able to handle the distance between buffer A and buffer C above. Tracking it wholly separately would solve this. -[Unknown] |
I did attempt to adjust the framebuffer guessing and it did fix it .However wondering if we have any methodology can do better framebuffer guessing .
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mark this for myself |
Latest build fixes it . |
Yes,#5197 fixes it. |
since aaf219d
0.96-340
0.96-338
0.96-340
0.96-338
Non-buffered rendering mode layer seems OK
0.96-340
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