Hi, I am playing some games of the Nintendo GameCube with the new Sony Xperia ZX Premium, with the SD 835.
All games that i tried already works very good, some of them with the option to put textures at 720p, my problem is with Resident Evil 4 NTSCU, that give me a strange shadow-fog that dont let me see the bag ground, can somebody helps me with this problem, or some option, I tried several options but nothing. I have tried different versions now I am using the last build 5.0-4725, but the problems is all the time the same.
The problem with the fog shadow is this in the video:
https://www.youtube.com/watch?v=xV26MTV5atg
Tanks
I believe this is a known issue if your GPU driver doesn't support dual-source blending (Which I believe no mobile GPUs support, with the exception of NVidia's tegra stuff).
There used to be a workaround to do a second alpha-only pass, but that was removed in 5.0-1651 as it was slow and painful to keep while progressing other parts of the renderer.
It may be that older version works fine for what you want to use it for, if not I have some ongoing work to try to implement that using a different method, but I'm not sure if the performance will be good enough (and the driver bug-free enough

to be useful.
(07-20-2017, 05:45 AM)JonnyH Wrote: [ -> ]I believe this is a known issue if your GPU driver doesn't support dual-source blending (Which I believe no mobile GPUs support, with the exception of NVidia's tegra stuff).
There used to be a workaround to do a second alpha-only pass, but that was removed in 5.0-1651 as it was slow and painful to keep while progressing other parts of the renderer.
It may be that older version works fine for what you want to use it for, if not I have some ongoing work to try to implement that using a different method, but I'm not sure if the performance will be good enough (and the driver bug-free enough
to be useful.
Doesn't PowerVR expose desktop GL contexts, and therefore would support the feature on 6XT and 7XT devices?
(07-20-2017, 07:58 AM)Nintonito Wrote: [ -> ]Doesn't PowerVR expose desktop GL contexts, and therefore would support the feature on 6XT and 7XT devices?
Nope.
We have a completely separate codebase for "desktop" GL, but it was rarely used and only supported gl3.x, and looks like that's not going to change in the near term.
But there's no reason why they can't support dual-source blending on the current cores, it's just not as I've never seen it used before Dolphin, so isn't near the top of the priority list.
(07-20-2017, 08:57 AM)JonnyH Wrote: [ -> ]Nope.
We have a completely separate codebase for "desktop" GL, but it was rarely used and only supported gl3.x, and looks like that's not going to change in the near term.
But there's no reason why they can't support dual-source blending on the current cores, it's just not as I've never seen it used before Dolphin, so isn't near the top of the priority list.
I mean if you're that confident it can be done with the current drivers, why not code it yourself? It certainly sounds like a big feature to have
(07-20-2017, 10:01 AM)Nintonito Wrote: [ -> ]I mean if you're that confident it can be done with the current drivers, why not code it yourself? It certainly sounds like a big feature to have
It's not really big, it's not a super needed feature for most applications.
This will mean that in this monet it's completely I possible to play re4. The only way is to search the special build and play the game.
What others games have the same issue like re4?., hope that in futures versions we can arrange this problem
(07-20-2017, 04:25 PM)pollet Wrote: [ -> ]This will mean that in this monet it's completely I possible to play re4. The only way is to search the special build and play the game.
What others games have the same issue like re4?., hope that in futures versions we can arrange this problem
I think at least Mario Kart - Double Dash needs dual source blending too.
Pollet (or anyone else willing to test):
I had a go at implementing the dual-source blending required by using the GL_EXT_shader_framebuffer_fetch extension. This appears to be supported on the adreno 5xx series (as used in the snapdragon 835, 820 and 821, and maybe others), and nearly all PowerVR chips (which are used by squat).
If anyone can give it a go and let me know the results, it'll be appreciated. Particularly looking for if it works at all, any new graphics issues, and possible performance issues (as it puts a lot of extra work on the shader cores)
The apk can be downloaded at:
https://dl.dolphin-emu.org/prs/pr-5802-dolphin-latest.apk
(07-21-2017, 10:33 AM)JonnyH Wrote: [ -> ]Pollet (or anyone else willing to test):
I had a go at implementing the dual-source blending required by using the GL_EXT_shader_framebuffer_fetch extension. This appears to be supported on the adreno 5xx series (as used in the snapdragon 835, 820 and 821, and maybe others), and nearly all PowerVR chips (which are used by squat).
If anyone can give it a go and let me know the results, it'll be appreciated. Particularly looking for if it works at all, any new graphics issues, and possible performance issues (as it puts a lot of extra work on the shader cores)
The apk can be downloaded at:
https://dl.dolphin-emu.org/prs/pr-5802-dolphin-latest.apk
Tried this on my Snapdragon 821 device
Whatever you did just completely destroyed Open GL - black screen and no game loads
Vulkan works fine but I was unable to test Mario Kart or RE4