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Fix render-to-texture: Midnight Club L.A. Remix #3578
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Well, that's basically disabling the hookup (which is in Is the framebuffer it grabs not being rendered to? -[Unknown] |
How i can check the framebuffer it grabs not being rendered to in this case ? |
Here's where it grabs it: // If we ended up with a framebuffer, attach it - no texture decoding needed.
if (entry->framebuffer) {
SetTextureFramebuffer(entry);
lastBoundTexture = -1;
entry->lastFrame = gpuStats.numFlips;
return;
} But maybe the most relevant way would be to stop keeping it alive: // Keep the framebuffer alive.
// TODO: Dangerous if it sets a new one?
entry->framebuffer->last_frame_used = gpuStats.numFlips; Comment that out, and it'll decimate the framebuffer at some point if it's not being rendered to. -[Unknown] |
I did try to comment out that one keep the frambuffer alive but it didn't help |
I just checked Brave story still seems to be fine with this change. |
@unknownbrackets , just wonder if comment this out , does it break Mana Khemia ? |
To clarify, this is what it seemed to be doing from looking at the renders:
Basically, you have a once in a lifetime chance of getting the correct framebuffer at step 1. It never uses A again. Once it draws B, it assumes B is good. So we can't just be lazy and get it wrong the first time and rely on the game redrawing it over and over to make it right. -[Unknown] |
I see. Render-to-texture is really tricky and difficult to handle it correctly . For the fbCahce_ change , it is a significant improvement for Mana Khemia |
Yeah.. very tricky. To be fair, the blurred part is only during dialog, and it doesn't move (e.g. the dialog goes away and it unblurs when people walk around.) The game at least from what I've played seems fine otherwise. But it's pretty jarring. -[Unknown] |
Oh, it looks good ! it is better than 0.8.1.1678 |
But there are a lot of black block in the background? |
Yes , it is becasue the stencil test is still incorrect .It should hide those trees |
This picture looks almost with real PSP ,good job! |
This is my testing combination of zfail/zpass
|
This has been fixed by latest build .Closed |
Responsible line :
Correct one should be
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