(07-21-2017, 01:37 PM)cruise871 Wrote: [ -> ]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
Damn, that's a shame. It works for me on Intel and powervr, so I *assume* it's an issue with the Qualcomm drivers not my code. But I've been wrong before.
And I didn't change vulkan, so it's not surprising that wouldn't be affected.
(07-21-2017, 01:45 PM)JonnyH Wrote: [ -> ]Damn, that's a shame. It works for me on Intel and powervr, so I *assume* it's an issue with the Qualcomm drivers not my code. But I've been wrong before.
And I didn't change vulkan, so it's not surprising that wouldn't be affected.
Wait a minute I disabled Disable Fog and it appears to be working now
Just tried Arc Rise Fantasia and the missing enemies are now visible !!
(07-21-2017, 01:58 PM)cruise871 Wrote: [ -> ]Wait a minute I disabled Disable Fog and it appears to be working now
Just tried Arc Rise Fantasia and the missing enemies are now visible !!
Luigi's Mansion - Flashlight is displayed correctly with this
Mario Golf - Characters are now visible
(07-21-2017, 01:58 PM)cruise871 Wrote: [ -> ]Wait a minute I disabled Disable Fog and it appears to be working now
Just tried Arc Rise Fantasia and the missing enemies are now visible !!
So I broke "disable fog"? It's good it's at least mostly working though.
How's the performance? Is there much difference? It may be slower even for games that don't use dual-source blending. If it's an issue I can try to make it more clever and only enable the slower shader if it's really needed...
(07-21-2017, 02:26 PM)JonnyH Wrote: [ -> ]So I broke "disable fog"? It's good it's at least mostly working though.
How's the performance? Is there much difference? It may be slower even for games that don't use dual-source blending. If it's an issue I can try to make it more clever and only enable the slower shader if it's really needed...
I would say it's about 2 - 5 frames slower than it used to be with the current build
One of the main problem with this is these black squares that randomly flash in certain games like Wind Waker and Mario Golf
(07-21-2017, 02:45 PM)cruise871 Wrote: [ -> ]I would say it's about 2 - 5 frames slower than it used to be with the current build
One of the main problem with this is these black squares that randomly flash in certain games like Wind Waker and Mario Golf
I forgot to mention the garbled unreadable text in alot of games too almost like there is some of the text missing
Ok huge development after pouring through ARM GL Info. Does require a vendor path. ARM supports this extension even on lower ES versions however it's implemented as GL_ARM_shader_framebuffer_fetch. It appears to be implemented on all Mali GPU's with ES3.1 or newer. They do not however implement the generic extension on any known revisions of the driver on any of their GPU's. I can however confirm their vendor extension is exposed on all ARM Midgard and BiFrost GPU's, and at a high level this appears to be the same extension, just wrapped in ARM's Proprietary goop.
If you code the extension in and give me a list of games affected I will test it (assuming I own at least one of the games) using my Mali device to determine compatibility
(07-21-2017, 10:47 PM)Nintonito Wrote: [ -> ]Ok huge development after pouring through ARM GL Info. Does require a vendor path. ARM supports this extension even on lower ES versions however it's implemented as GL_ARM_shader_framebuffer_fetch. It appears to be implemented on all Mali GPU's with ES3.1 or newer. They do not however implement the generic extension on any known revisions of the driver on any of their GPU's. I can however confirm their vendor extension is exposed on all ARM Midgard and BiFrost GPU's, and at a high level this appears to be the same extension, just wrapped in ARM's Proprietary goop.
If you code the extension in and give me a list of games affected I will test it (assuming I own at least one of the games) using my Mali device to determine compatibility
The issue with the ARM one is that the spec hasn't been updated since GLES2, and there's lots of changes to the shading languages in ES3. I guessed about how it works and pushed that to that same review, so it *might* work?
As for games, the most obvious one I've been testing with is Resident Evil 4 - apparently Mario Kart Double Dash is another, and some shadows seem affected in Super Mario Sunshine and Super Mario Galaxy.
You can always run a fifo log - here's one for RE4
http://s2.jonnyh.net/pub/list/dolphin/RE4.dff
http://s2.jonnyh.net/pub/list/dolphin/fb-blend/RE4.png is how it should look like,
http://s2.jonnyh.net/pub/list/dolphin/master/RE4.png is showing broken dual-source blending
(07-22-2017, 01:21 AM)JonnyH Wrote: [ -> ]The issue with the ARM one is that the spec hasn't been updated since GLES2, and there's lots of changes to the shading languages in ES3. I guessed about how it works and pushed that to that same review, so it *might* work?
As for games, the most obvious one I've been testing with is Resident Evil 4 - apparently Mario Kart Double Dash is another, and some shadows seem affected in Super Mario Sunshine and Super Mario Galaxy.
You can always run a fifo log - here's one for RE4 http://s2.jonnyh.net/pub/list/dolphin/RE4.dff
http://s2.jonnyh.net/pub/list/dolphin/fb-blend/RE4.png is how it should look like, http://s2.jonnyh.net/pub/list/dolphin/master/RE4.png is showing broken dual-source blending
The spec can't be that old either, considering ES 3.1 and r7 drivers appear to be minimum for having the extension. Looking at the mainline extension, it was introduced for ES2.0 as well. I haven't poked through other vendors fully yet but I haven't seen any of them implementing it before ES3.0 anyways
EDIT: Just confirmed PowerVR doesn't implement it in ES2.0 either.