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nv2a: add NV_PGRAPH_CONTROL_3_TEXTURE_PERSPECTIVE_ENABLE, fix W_param tests and see through #1826
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Passing clipRange variable as a uniform and performing perspective divide in fragment shader for z_perspective = true solves the see through issue that affects many games. Shader code for z_perspective = false is virtually unaltered.
Hi again. I think this is the 4th PR now opened for this. As much as I'd like to see Halo 2 and other games fixed, I still have yet to see the test cases that I've asked for that demonstrate this actually matches hardware behavior. Will you please create the test cases? |
Hi. Yes sure, I'm having a look at the nxdk but I need some guidance. How could I build a scene that replicates this unwanted see through effect? could someone give me some specs? With perspective enabled, I'd put two or more 3D objects in a way that one occludes the other(s), but I assume they'd have to be in a specific position and orientation. Also, I wanted to test the titles in #1016 that are known to suffer from this @Triticum0 And finally, the latest release of nxdk_pgraph_tests has no .xiso image attached, and there's a ZMinMaxControl test that might be helpful for this PR that is not included in the previous release @abaire |
Dunno if i've mentioned in previous issues but just in case, the pr does fix clipping but breaks shadows and lights in splinter cell. |
Thanks for the heads up, the workflow should be fixed now and the latest release has an iso artifact. |
How so? I haven't tried any Splinter Cell yet. Anyway, this pr is slightly different bc the code was reorganized when Vulkan was implemented. Try it if you like :) |
some send my an app image forgot how to build from source. |
There you go |
there is like shadow/light clipping and you can see them behave like a vertex explosion. There might be still a depth conflict. |
yeah think I got same issue on splinter cell as well thought comparing both images to xbox might be unrelated as seem dynamic light no even rendered on master build. Reference: https://www.youtube.com/watch?v=tA26hB0vbGk |
Now that you mention it, this PR may also fix many of the missing shadows in #577, I could test it on Wallace & Gromit, Conker and Halo CE. It also fixes some clipping issues in Halo 2 cutscenes. |
Done some more testing seems to have fixed most of the z-ordering issues. in most of game I tested. 007: Nightfire Battlefield 2: Modern Combat Breakdown Marvel Nemesis: Rise of the Imperfects Midtown Madness 3 Fixeds the shadows as well Project Gotham Racing Shadows are broken Games unaffected Games Untested. will not test any more game on-till a test case has been written. |
Edit: this one is trickier than expected, probably unrelated. It changes on different scales |
Fixes robots, bionic ingame clipping and ice age 2 |
Partially fixes Halo 2 master: 956ef0b |
They are still there, but unused
- z_perspective refactor to PixelShader and texture_perspective var added - vtx_inv_w and vtx_inv_w_flat vars totally removed - Fixes warping of textures from previous commit w/o breaking tests - Also fixes dashboard menu background regression
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This commit did NOT fix dashboard menu regression:
@mborgerson @Triticum0 @Fabxx I'm conducting more tests, but here are some:
w_gaps:
https://github.com/abaire/nxdk_pgraph_tests_golden_results/blob/main/W_param/w_gaps.png
v0.8.8
PR
w_neg_strip:
https://github.com/abaire/nxdk_pgraph_tests_golden_results/blob/main/W_param/w_neg_strip.png
v0.8.8
PR
VK
OGL
w_pos_strip:
https://github.com/abaire/nxdk_pgraph_tests_golden_results/blob/main/W_param/w_pos_strip.png
v0.8.8
PR
- Regression of some fixed missing shadows from xemu-project#577, identified the source of the problem
Restores shadows for many games in xemu-project#577 w/o removing the Xbox dashboard background
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Some stylistic nitpicks.
I don't know graphics programming nearly good enough to make a comment on the "actual" code.
Happy new year everyone!
I was holding this PR until Vulkan rendering was ready. So here it is, for both Vulkan and OpenGL.
The fix is quite simple; passing clipRange variable as a uniform and performing perspective divide in fragment shader for z_perspective = true solves the see through issue that affects many games.
Edit: Removing vtx_inv_w and vtx_inv_w_flat and using the flag texture_enable fixes or shows progress in some pgraph tests