-
-
Notifications
You must be signed in to change notification settings - Fork 1.8k
GS/VK/GL/DX12/DX11: Depth feedback loops and accurate AFAIL. #13631
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
base: master
Are you sure you want to change the base?
Conversation
|
Barriers on the OSD do not seem to display properly now only showing 0 on Vulkan. The setting itself seems to do nothing for me currently. |
Oops, I put the wrong setting name - it should be HWAFAILFeedback=1. For the OSD issue, could you enable debug device and post the log, please? |
ff3a8f2 to
cd9ac0b
Compare
|
Fixed barrier counts in VK and deleted some old commented code. |
7677673 to
ab0be04
Compare
|
Added a new commit to refactor alpha test selection so that it is contained in a single function. Some minor changes to shaders, etc. |
ab0be04 to
55b3dbd
Compare
55b3dbd to
efa1c94
Compare
c3d6bc7 to
850f972
Compare
850f972 to
5d14b0f
Compare
20abc83 to
8da66bd
Compare
|
Latest push rebases and adds a temporary commit that for depth feedback via copy in OpenGL (based on the DX11 method). Based on a a few tests we have reason to believe that texture barriers for a depth attachment bound as a shader resource doesn't always work, so this is for testing until we can determine exactly. |
8da66bd to
ab26c7c
Compare
|
Lastest commit rebases and adds a temporary commit to try a different depth feedback method for DX12 and OpenGL: convert Z to a temp color texture and attach it as a second RT (allows using recent barriers addition to DX12 (#13653) and barriers/FB fetch in OpenGL). |
ae11c3e to
34f3357
Compare
|
God.of.War_SCUS-97399_20251220193624.gs.zst.zip
|
Thanks for the comparison. I don't notice any visual difference in the two images, does this mean the issue is fixed on your end? |
34f3357 to
4787aa6
Compare
The severe ordering issue is resolved, yes. HW Renderer on the PR now appears to match Master. |
Got it, thanks for clarifying. |
33e2797 to
d2aadf7
Compare
f23b94e to
65d6a3a
Compare
65d6a3a to
6a53b09
Compare


Status
Draft until
VK, GL, DX12, DX11.Description of Changes
Follow-up for separate PRs
ate_RGBA_then_Zandate_RGBA_then_ZinGSRendererHW::DrawPrims()for the current AFAIL system.Add texture barriers to DX12 instead of copies.Nvm, I just found out that DX12 doesn't support this for feedback loops.Rationale behind Changes
Suggested Testing Steps
Please put the following in the INI:
Then use one of the renderers: VK, GL, DX12, DX11. Performance testing would be a big help.
Did you use AI to help find, test, or implement this issue or feature?
Yes, to reference graphics API functions/semantics.
Comparisons
There are many dumps with significant difference, but for the most part it is not obvious that they are fixes (i.e., random pixels in foliage). However, there are some clear cases below.
"everybody_golf_shadow.gs.xz" (see loading bar at bottom)
Master VK

PR VK

"Hot Shots Golf FORE!_SCUS-97401_20221204040422.gs.xz" (see character portraits)
Master VK

PR VK

"Minna no Tennis_SCPS-15113_20230922202011.gs.xz"
Master VK

PR VK
