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Depth texture support - let's collect the games (and GE dumps if available) #13256
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I am not sure about that one - it could be one, haven't investigated yet. But thanks for the reminder. |
I don't think this is related, but maybe it is: #10229 |
Not likely, but it's also a depth problem indeed. |
Can I do an amateur question? Briefly speaking, if something in which drawing before and behind the object isn't right is found, should it be reported? |
@nassau-tk If it renders wrong, it should be in an issue. Whether it belongs in this one or not is hard to say though - show some pictures. |
Thank you for teach for me! [Minna no Sukkiri (Eng:Everybody Stress Buster)] [Maybe,These type dialog are drawing with blur processing on background.] Is this a not related? |
I'll check the dumps later. It's possible that it's related though would be a little bit surprising if they used depth texturing for simple menu effects. Could also be some other kind of bug. |
Related #12626 |
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Current status of Silent Hill games as we mentioned in #6265 and #8497 in v1.10.3-1459-g678d881a1: Shattered Memories: GE Dump: Origins: GE dump: |
Got a [Depth / Z] label #13950 . |
Yes, but it's not a depth texture issue. |
Some games use depth buffers as textures, generally through CLUT16 or CLUT32, so they can look up the depth value in a palette to perform various effects like custom fog, depth of field etc.
Usually they access the depth buffer through address 0x042xxxxx - that 2 tells the memory controller to swizzle around the data from the depth swizzle to the texture swizzle - so these accesses are actually quite quick to detect.
I plan to add support for this, so let's collect the games that do this - ideally by linking to an issue that has GE frame dumps.
Me and my Katamari: Me and My Katamari Visual Bug Background #6411 (fog effect)
(probably) Silent Hill Origins/Shattered Memories: silent hill shattered memories, the torch does not shine the road. #6265 (very tricky shadow mapping)
Gensou Suikoden: Gensou Suikoden blur screen #5205 (depth of field) (no GE frame dump)
Kurohyo 2: Kurohyo 2 missing blur effect in battle #8390 (depth of field) (no GE frame dump). Also Kurohyou Ryu Ga Gotoku Shinshou (Yakuza) - No clipping of 3d characters behind backgrounds based on depth within screen. #9576 which is a different depth buffer trick.
Silent Hill Zero? Silent hill zero part of the body disappear #8497
Prince of Persia: Revelations: Prince of Persia Revelations title screen graphic issue #6423
NEW: Harry Potter and the Order of the Phoenix: Harry Potter and the Order of the Phoenix graphical problem since v1.10.3-352-gd90630c26 #13621 (depth fog)
NEW: Ford Bold Moves String search for CtrlMemView #12994
[Android][OpenGL][Graphic issue] Muso Orochi 2 Special (ULJM06097) 無双OROCHI2 Special #12626 ?
One complication is that we remap the depth buffer a bit through the projection matrix (to simulate some kinds of clipping and precision). To read back values, we need to run them through the inverse function before we use them.
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