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Project Diva Extend - Graphical issue #10928

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Leopard20 opened this issue Apr 17, 2018 · 11 comments · Fixed by #11393
Closed

Project Diva Extend - Graphical issue #10928

Leopard20 opened this issue Apr 17, 2018 · 11 comments · Fixed by #11393
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Depth / Z Issue involves depth drawing parameters. Guardband / Range Culling Involves vertices outside fustrum.
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@Leopard20
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Leopard20 commented Apr 17, 2018

What happens?
In song *Hello Planet there's a scene near the 2 minute mark where Miku cries and the camera focuses on the ground and there's supposed to be teardrops on the floor but there's nothing!
screenshot_2018-04-17-08-30-16-740_org ppsspp ppsspp

What should happen?
Watch this video from an actual PSP (it's not mine). Skip to ~2:00. You can see the teardrops.
https://m.youtube.com/watch?v=F1RDRohjGxA

What hardware and operating system are you running PPSSPP on? GPU might matter if it's a graphical issue.
Android 7.0
Snapdragon 821
Vulkan and OpenGL tested.
Block transfer on or off makes no difference either.

@unknownbrackets
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Could you try exporting a GE debugger dump 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]

@zminhquanz
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I'll check this on my PC

@Leopard20
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Here it is:
DUMP.zip
I wasn't sure if backend mattered, so I recorded two files. The first one is on DirectX 11 and the second one OpenGL.

@unknownbrackets unknownbrackets added the Depth / Z Issue involves depth drawing parameters. label Apr 17, 2018
@unknownbrackets
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The tears in that dump are texture 0x088ed860 (can set a breakpoint to get right there.)

Disabling depth testing makes them visible. They are drawn with src >= dst, where src is in the range of ~13000 and dst is in the range of ~15000.

Depth is initially cleared to 0, then goes up to ~10000, and later the real damage is done by Texture L0: 0x088ec7a0 (16x16). It's drawn with verts well outside valid screenspace, which I believe should be dropped.

So, this is a depth-ish issue but it's also a guardband issue.

-[Unknown]

@hrydgard
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Which means it really just is a guardband issue since the depth problem wouldn't be an issue if that polygon wasn't drawn, right? And thus a manifestation of #9527 .

@hrydgard hrydgard added this to the v1.7.0 milestone Apr 17, 2018
@unknownbrackets
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Well, I think so. But if that's not it, it's a depth issue.

-[Unknown]

@Leopard20
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Leopard20 commented Sep 19, 2018

@hrydgard @unknownbrackets
Thanks. OGL is fixed now.
However, Vulkan still has issues.
screenshot_2018-09-19-10-25-09-812_org ppsspp ppsspp

But I think you guys knew that already. So the issue shouldn't be closed.

@unknownbrackets
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Hm. The GE debugger dump doesn't look like that for me in the latest build for Vulkan - it looks the same as OpenGL. But I'll reopen.

-[Unknown]

@Leopard20
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@unknownbrackets Could it be because my driver (Adreno) doesn't support depth clamping?

@unknownbrackets
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Hm, perhaps. At least the culling issue is fixed.

-[Unknown]

@Leopard20
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@unknownbrackets Fixed by the latest commit.

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Labels
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4 participants