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Check for closest render-to-tex, ignore high bits of fb addr #6383
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There could be multiple, or even an exact match too. Make sure to take the closest one.
And depth buffer. On a PSP, these bits don't affect where it renders to even slightly.
Clearer this way I think.
@unknownbrackets Yes, the flickering in BOF3 is resolved by that specific commit. But the "halved framerate" issue re-introduced by 0b9db17 still remains. Last completely unaffected build is still 822f936 , just for the record. |
Well, the halved framerate should've caused both issues. The second change just made it not wrap anymore on the framebuffer (incorrectly anyway.) This just meant it was selecting the wrong framebuffer. Can you upload a debug log (even a few frames while the framerate is halved)? -[Unknown] |
@unknownbrackets Debug log (zipped for size):- https://www.mediafire.com/?aelg3g81k2cfnac |
How about this? -[Unknown] |
@unknownbrackets Perfection. No issues remain with the game now. No more flickering and it's full speed ahead. |
Makes sense, thanks for testing it! |
Check for closest render-to-tex, ignore high bits of fb addr
Tested on a real PSP:
sceGuDepthBuffer((void *)((intptr_t)dbp0 | 0x99000000), 512);
sceGuDrawBuffer(GU_PSM_8888, (void *)((intptr_t)fbp0 | 0x99000000), 512);
Still draws exactly the same place. Tried a couple other combinations to be sure. I think we should just ignore the high bits entirely.
@solarmystic does this (specifically the closest framebuffer) help Breath of Fire 3?
-[Unknown]