(07-22-2017, 01:51 AM)Nintonito Wrote: [ -> ]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.
We didn't support it before SGX XT (which was 543, 544 and 554), but that requires a relatively up to date driver (branch 1.11 or later). Not that it's useful, as dolphin requires a number of things that simply weren't realistically possible on hardware pre-rogue (some integer instructions being the biggest I can think of off the top of my head)
As for the specs, the EXT one was updated after release to specify it's interaction with GLES3 (
https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_shader_framebuffer_fetch.txt - last modifed Sept 2016)
While the ARM one doesn't seem to have been touched since release (
https://www.khronos.org/registry/OpenGL/extensions/ARM/ARM_shader_framebuffer_fetch.txt - Nov 2013)
(07-22-2017, 02:34 AM)nonexist Wrote: [ -> ]since mali gpu not use generic name for some gl extension, Can it affect something or not?
more info and screenshoot here https://github.com/dolphin-emu/dolphin/pull/5802
The extension list isn't really useful - I already know what mali supports
As I mentioned earlier, I tried to guess how ARM_shader_framebuffer_fetch worked and have updated that PR accordingly. It *might* work on mali that support that extension now. I don't have any devices to test on myself.
(07-22-2017, 02:37 AM)JonnyH Wrote: [ -> ]The extension list isn't really useful - I already know what mali supports 
As I mentioned earlier, I tried to guess how ARM_shader_framebuffer_fetch worked and have updated that PR accordingly. It *might* work on mali that support that extension now. I don't have any devices to test on myself.
I will test it later today, within the next 5 hours I will have my Mali device on hand and I will be able to check it directly. The only relevant game I have immediately is super Mario sunshine, can you clarify the correct vs incorrect rendering? Also is this a processed PR and/or a compiled apk yet? Otherwise I will be delayed as I need to re-setup the build tools if that's not the case
(07-22-2017, 03:12 AM)Nintonito Wrote: [ -> ]I will test it later today, within the next 5 hours I will have my Mali device on hand and I will be able to check it directly. The only relevant game I have immediately is super Mario sunshine, can you clarify the correct vs incorrect rendering? Also is this a processed PR and/or a compiled apk yet? Otherwise I will be delayed as I need to re-setup the build tools if that's not the case
I don't have Mario Sunshine myself, so I'm running off a little fifo snippet:
http://s2.jonnyh.net/pub/list/dolphin/SMS.dff
The difference isn't massive, but without dual-source it looks like:
http://s2.jonnyh.net/pub/list/dolphin/master/SMS.png
and with the fb-blend implementation:
http://s2.jonnyh.net/pub/list/dolphin/fb-blend/SMS.png
(Pay no attention to the mouse cursor)
I can't guarantee that's the *correct* rendering, but it's a difference. If someone sees something that's *not* correct there, please let me know!
(07-22-2017, 04:46 AM)Nintonito Wrote: [ -> ]Those two pngs appear nigh on identical. As for correct rendering, I'll just use console hardware to verify. Can't really see the visible differences though so it may be a bit hard.
The only difference is the ground decal either side of mario's head, and that's by switching between the two images at the same scale and window to make differences more obvious.
I haven't verified that's correct, though, it may be that it's just causing a "different" incorrect rendering

Having someone try this on a console to make which (if either) is 'correct' would be cool.
(07-22-2017, 06:39 AM)JonnyH Wrote: [ -> ]The only difference is the ground decal either side of mario's head, and that's by switching between the two images at the same scale and window to make differences more obvious.
I haven't verified that's correct, though, it may be that it's just causing a "different" incorrect rendering
Having someone try this on a console to make which (if either) is 'correct' would be cool.
So I started my testing and frankly I can't see the difference in sunshine, at least not on a tiny phone screen. What's the best game to test? Hopefully I have it.
(07-22-2017, 11:08 AM)nonexist Wrote: [ -> ]Resident evil 4
These games also have graphical improvements with this change
Luigi's Mansion - Flashlight fixed
Arc Rise Fantasia - enemies and character models visible
Crash Nitro Kart - Videos Displayed
Mario Golf - Character models visible
There are a multitude of graphical defects however like black artifacts on screen, Garbled text , green colored screens etc.
From what I've seen this is a step in the right direction once the bugs have been ironed out
(07-22-2017, 11:27 AM)cruise871 Wrote: [ -> ]These games also have graphical improvements with this change
Luigi's Mansion - Flashlight fixed
Arc Rise Fantasia - enemies and character models visible
Crash Nitro Kart - Videos Displayed
Mario Golf - Character models visible
There are a multitude of graphical defects however like black artifacts on screen, Garbled text , green colored screens etc.
From what I've seen this is a step in the right direction once the bugs have been ironed out
Can you list the games that showed bugs? Or even better, get a fifo log with a few frames that show the issue (see
https://dolphin-emu.org/docs/guides/fifo and "How to record a fifo log") - it does *not* have to be on the same device, so you can record the fifo on your desktop that doesn't show the issues, but it saves me having to buy lots of games