Erik Abair

Results 83 comments of Erik Abair

I tried forcibly replacing the seemingly broken texture with the one from hardware in `upload_gl_texture` but that doesn't have any effect. The texture is also not recreated each frame, so...

Test written for basic texture rendering, no issue there. When I look at the output of the vertex shader, I see something curious about the specific numbers: ``` -0.9916992 |...

Confirmed that the behavior between xemu and hw differs in this case: [Test](https://github.com/abaire/nxdk_pgraph_tests/blob/main/src/tests/vertex_shader_rounding_tests.cpp) HW: ![xbox_Rounding](https://user-images.githubusercontent.com/448413/153959296-d3b860b9-1dc5-4868-ac29-f67a1cba83ea.png) xemu (the render target is initialized to magenta): ![Screenshot_20220214_144613](https://user-images.githubusercontent.com/448413/153959348-c7b2d04a-cc6d-449b-a254-4e728c67c8a3.png)

It also looks like the render target behavior differs between macOS/M1 and linux/nvidia (on m1 the blue texture fails to render entirely) The rounding issue affects both render targets and...

The critical threshold for rounding is 0.5625 (0.5 + 1/16). Anything at that value or higher will be treated as the next pixel. Anything below will be treated as the...

Moving some of my findings from the PR back into the bug: ---- It looks like there is differing behavior between cases where we are rendering to the framebuffer versus...

This may be fixed by one (or a combination) of my unmerged PRs. I can still reproduce with a master build of 0.7.3 but my work branch (which has all...

The glitching seems to consistently get worse the longer the game is left running, I let it run on the main menu for ~30 minutes, then got into the loading...

Looking back in the renderdoc trace for a non-glitched draw, I see the exact same vertices being passed for an entirely different draw. Spot checking a few other obviously incorrect...