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Gundam AGE Universe Accel/Cosmic Drive - Characters transparent/spotty #6243

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AGXVoidBurner opened this issue Jun 6, 2014 · 19 comments
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@AGXVoidBurner
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Same problem as #2579, but Force depth write doesn't "fix" the problem any more since around v0.9.8-966-g0c7c736 or so
npjh50566_00001

@unknownbrackets
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Need a debug log. There's no demo that exhibits this, right?

-[Unknown]

@AGXVoidBurner
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I get this in the debug console
b4b0644dd623c91b3c01247a4c7c40fd

@daniel229
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These games require dual source alpha the same as Jeanne D Arc.
01

@unknownbrackets
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Oh, so your OpenGL driver / card is too old then, it sounds like. I don't know if there's any way to support these games without OpenGL 3...

-[Unknown]

@dbz400
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dbz400 commented Jun 7, 2014

Meanwhile , missing background in this scene also fixed in the latest build now .

npjh50566_00000

@daniel229
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Some backgrounds are still missing
201406071643_002
04

@daniel229
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These two pictures should the same background,but after "screen change",the later one is missing the background,and don't see the background in Gedebuger.
02
03

@unknownbrackets
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Are any FBOs decimated between? I'd guess that's what's happening.

-[Unknown]

@daniel229
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04:13:448 idle0 I[SCEGE]: GLES\Framebuffer.cpp:1896 Decimating FBO for 000cc000 (480 x 272 x 1), age 6
04:13:448 idle0 I[SCEGE]: GLES\Framebuffer.cpp:1896 Decimating FBO for 00154080 (256 x 272 x 1), age 6
04:13:782 user_main I[SCEGE]: GLES\Framebuffer.cpp:930 Creating FBO for 000cc000 : 480 x 272 x 1
04:13:782 user_main W[SCEGE]: GLES\Framebuffer.cpp:965 FBO reusing depthbuffer, 000cc000/00088000 and 00044000/00088000

@unknownbrackets
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In Framebuffer.cpp, I'd guess it goes away if you set FBO_OLD_AGE = 5, to a higher value like 10?

I wonder if we can safely save/load FBOs from memory on destroy/create. Sounds dangerous...

-[Unknown]

@daniel229
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set to 10 or 15,No different as before.

@daniel229
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Tese it agains,set the enum FBO_OLD_AGE = 10, would not help.
it helps if I comment out these.

        /*if (age > FBO_OLD_AGE) {
            INFO_LOG(SCEGE, "Decimating FBO for %08x (%i x %i x %i), age %i", vfb->fb_address, vfb->width, vfb->height, vfb->format, age);
            DestroyFramebuf(vfb);
            vfbs_.erase(vfbs_.begin() + i--);
        }*/

@daniel229
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the background is difference now since 8974cd6
01

before
02

@unknownbrackets
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Thanks. The dump shows the same on a PSP, which means a missing block transfer or decimated FBO is probably to blame.

NPJH50566_#6243_gundam_bg
(I'm assuming the eyes are just from a slightly different frame.)

-[Unknown]

@Panderner
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Screenshot_2020-10-14-15-50-30-11_2f85358b2198d26f8aca533d68bee793
Character talking backgrounds are ok in recent versions of PPSSPP. but it breaks the background if you disable block transfer effects or using fast forwarding

@ghost
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ghost commented Dec 9, 2022

This still an issue?

@unknownbrackets
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I believe this game requires depth buffer copies, so it's an issue on GLES2. But for GLES3/Vulkan/etc. it should be working fine. I'm not sure if there's really any reasonable way to fix this on GLES2 except maybe some frankenstein of "skip buffer effects"... and not even sure that would work.

-[Unknown]

@ghost
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ghost commented Dec 9, 2022

Yes, this issue can't be fixed with opengl 2.0 or without depth buffer copies just like hrydgard said in Hammerin Hero #10777 (comment)

@hrydgard
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hrydgard commented Dec 9, 2022

Alright. I don't think we'll get around to doing some kind of workaround here, and it's fixed on GLES3+. So I'll close.

@hrydgard hrydgard closed this as not planned Won't fix, can't repro, duplicate, stale Dec 9, 2022
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