-
Notifications
You must be signed in to change notification settings - Fork 2.2k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Driver 76 lines bug #7026
Comments
Has it worked before or is this a new issue? What do you do in the game to get to this point? |
This is old issue. It always showing while you in game. |
Screenshots from latest build from buildbot (v0.9.9.1-694-gacba234) https://docs.google.com/file/d/0B89MjDzbWX2wekkydmlEeFR4ZjQ/edit?usp=docslist_api |
Also these have always happened in the same place on the same race track, on the first track in single player, in Career mode. |
Probably some broken geometry around there that we handle differently than the PSP GPU, but could also be some other kind of bug of course... strange. |
Does this still happen? Also, does it happen in the software renderer? -[Unknown] |
Hm, might be the "continue" primitive type getting mishandled? Could of course also be a race condition / cache invalidation issue between the GPU and CPU causing the former to draw using garbage data. |
Using one of the latest builds from buildbot (ppsspp-v1.2.2-634-g606856c-winx86) the mentioned graphical glitches still happens with Driver 76, but it doesn't happen if you use the software renderer. Another problem is that the game randomly crashes, especially if you are around an specific area of the game while playing the first mission/intro. I have uploaded a simple log from the game after it crashed so you can see the errors at the end, might be useful to the devs. |
Does this still happen in the software renderer? Just want to confirm that it's the frustum culling. -[Unknown] |
confirm, it doesn't happen if you use the software renderer. |
I expect this to work now - on all backends - now that #11393 is merged. How's it look? -[Unknown] |
Does the sky thing happen on all backends, or just certain ones? Could you try exporting a GE debugger dump of that on PC? To do this, open the game and select Debug -> GE debugger..., then when it's displaying the scene, press Record in the top right. After a second or so, it'll finish and save a trace of the drawing activity. After that, check the memstick/PSP/SYSTEM/DUMP folder and it'll have created a file named something like "ULES12345_0000.ppdmp". You can zip that and then drag and drop it into a reply here. -[Unknown] |
Only in OpenGL & Vulkan. D3D11 did not found this problem. Here, GE dump from Vulkan. |
That's actually a separate issue - might be ideal to use a separate issue to track it, since the lines are fixed. Added a note in #11399 about it. OpenGL and Vulkan have different bugs, actually - OpenGL is ignoring the maxz here, and Vulkan is clamping incorrectly to it. -[Unknown] |
This issue still isn't fixed by #12227? |
The original bug here should now be fixed on all non-ancient devices, so I'm closing. |
Screenshot: https://docs.google.com/file/d/0B89MjDzbWX2wZlNGdFpBbmxabm8/edit?usp=docslist_api
The text was updated successfully, but these errors were encountered: