Skip to content
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

The 3rd Birthday (fog in some GLES gpus) #6526

Closed
brujo5 opened this issue Jul 9, 2014 · 20 comments
Closed

The 3rd Birthday (fog in some GLES gpus) #6526

brujo5 opened this issue Jul 9, 2014 · 20 comments
Labels

Comments

@brujo5
Copy link

brujo5 commented Jul 9, 2014

in beffered rendering (block transfer on/off is the same,also dissable alpha mask hack do nothing)
img_0063

in read buffer to memory (gpu) looks a bit better
img_0062
test build 0.9.8-1574

@brujo5 brujo5 changed the title The 3rd Birthday (blurred in powervr gpu) The 3rd Birthday (blurred graphics in powervr gpu) Jul 9, 2014
@brujo5 brujo5 changed the title The 3rd Birthday (blurred graphics in powervr gpu) The 3rd Birthday (white fog in powervr gpu) Jul 9, 2014
@brujo5 brujo5 changed the title The 3rd Birthday (white fog in powervr gpu) The 3rd Birthday ( fog in powervr gpu) Jul 9, 2014
@aidan0203
Copy link

I assume you're not in Windows, are you? Looks fine in here.
2014-07-09 19_40_45-greenshot

My specs:
a

@brujo5
Copy link
Author

brujo5 commented Jul 9, 2014

My device,iPhone 5S los 7.1.2

@unknownbrackets
Copy link
Collaborator

I wonder if we need highp (like for fog) on PowerVR for depal?

-[Unknown]

@unknownbrackets
Copy link
Collaborator

Has this improved at all in the latest version (v1.0-101-g1170331 or newer)?

-[Unknown]

@brujo5
Copy link
Author

brujo5 commented Feb 24, 2015

Will test tomorrow early.

@brujo5
Copy link
Author

brujo5 commented Feb 24, 2015

@unknownbrackets
Think fixed, what you think?

image

@hrydgard
Copy link
Owner

That looks right. Although the colors are slightly different from the Windows shot above, that could come down to the gamma difference between mac and windows when taking the screenshots.. maybe.

@brujo5
Copy link
Author

brujo5 commented Feb 24, 2015

@hrydgard

Here in non-befered rendering
image

Here in befered rendering + slow effects ON+ GPU block transfer ON
image

@unknownbrackets
Copy link
Collaborator

That doesn't look any different from before. I think it's just that you had slow effects disabled (which also disables the bloom entirely.)

-[Unknown]

@brujo5
Copy link
Author

brujo5 commented Feb 24, 2015

Yeap that whit befered rendering+ slow effects offs
Note: Powervr alphatest off/on is the same
image

@unknownbrackets
Copy link
Collaborator

The above screenshot doesn't really look wrong to me. It's a bit bluer and darker as hrydgard mentioned. Closing.

-[Unknown]

@daniel229
Copy link
Collaborator

The fog is not rendering in above screenshot.

@unknownbrackets unknownbrackets changed the title The 3rd Birthday ( fog in powervr gpu) The 3rd Birthday (fog in some powervr and mali gpus) Jun 16, 2017
@unknownbrackets unknownbrackets changed the title The 3rd Birthday (fog in some powervr and mali gpus) The 3rd Birthday (fog in some GLES gpus) Jun 17, 2017
@unknownbrackets
Copy link
Collaborator

FWIW, checked quickly - this is what would happen if depal resulted in a completely white texture. It doesn't seem related to dual source blending or framebuffer fetch or anything.

The stages of depal are (may be noted elsewhere, but just to recap):

  • Screen -> temporary, extracting top 4 bits of G from 8888 to 4444, but only the R channel has values in CLUT.
  • Temporary -> temporary, to blur using blending. In this case all components are set to the same value as R, creating a grayscale blurry version of the top 4 bits of G.
  • Temporary -> screen, again mapping R to all components (this is why dualsrc doesn't matter.)

White could occur if the depal index became 15 for all pixels, since that color is white.

Also worth noting is that a single temporary is used, so the temporary -> temporary step is render-to-self (but since it's depal, we should be using a temporary buffer...)

-[Unknown]

@unknownbrackets
Copy link
Collaborator

How does this look now?

-[Unknown]

@psennermann
Copy link

On my Samsung Galaxy Tab 2 official PPSSPP 1.5.4 still has this problem...is there a particular reason (presumed fix) to test a new development version?

@unknownbrackets
Copy link
Collaborator

Latest git builds have lots of changes to OpenGL, some state handling fixes, and recent fixes to depal handling. So yes - worth testing, I think. Will soon be 1.6.0.

When it still has this problem - does it still have wrong fog, or missing fog?

-[Unknown]

@psennermann
Copy link

Ok, I've tried 1.5.4-971 and from what I can see the problem is fixed only using Vulkan, while OpenGL still has the "overbrightness" (fixed only by disabling slow effects)

@unknownbrackets
Copy link
Collaborator

Okay - it could be the depal stuff then, we have some disabled code to do the same thing for OpenGL we do for Vulkan (on GPUs that support it), but we don't plan to enable until after 1.6.0.

Noting #10908 here so we remember to take another look. Hopefully it's related to that.

-[Unknown]

@psennermann
Copy link

I've tried official 1.6.3 and I think that now OpenGL is fixed...

@unknownbrackets
Copy link
Collaborator

Great. Going to close this then.

-[Unknown]

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Projects
None yet
Development

No branches or pull requests

6 participants