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GachiTora! Abarenbou Kyoushi in High School graphical issue
Reported on https://github.com/hrydgard/ppsspp/issues/14136#issuecomment-778784080
This graphical issue for GachiTora is only occurs for Vulkan.
OpenGL:

Vulkan:

GE dump: NPJH50409_0001.ppdmp.zip
The prims between 3311-3322/4961 draw incorrectly from depth clamp, so this is another depth clamp related issue. It's not a depth skew issue, because minz/maxz are the full range.
The vert depth values are pretty crazy, so this is likely something we've got wrong with the clipping depth clamp performs...
-[Unknown]
I think this has been fixed by the cull/clip changes - it looks fine on Vulkan for me now. Notably, that means it's still an issue on Mali.
Mentioning this for #12058 so it doesn't get lost.
-[Unknown]
Mali-G52 MC2 Vulkan RN9
DisableAccurateDepth=TRUE

DisableAccurateDepth=FALSE

Similar to https://github.com/hrydgard/ppsspp/issues/15016#issuecomment-949245823
How about this now?
This is ok on my oppo a3s adreno 506 gpu vulkan.

Might be fixed via https://github.com/hrydgard/ppsspp/pull/16043
OK. Let's assume it's working on mali too now then :) If not, let's re-open.
I think this is the neg z thing and not fixed on Mali (no clip/culldistance support), but we have multiple issues for that so I think it's okay to close this one.
-[Unknown]
Samsung m20
Exynos 7904
Mali-G71

Samsung m20 Exynos 7904 Mali-G71
Add the game id to disableaccuratedepth
@Gamemulatorer ok thanks

That's a hack and might result in other issues, because it's not how the PSP renders depth. Does it work to use the new geometry shader support in recent git builds? Although I think this one requires clipping.
-[Unknown]
version I'm using now
v1.13.2-1346-gbc1975bc9

I will try the latest version.
v1.13.2-1366-g360eab321

Mali GPU is very problematic gpu in terms of emulator 🤔
Might be good to reopen this @IrfanH495 can still reproduce this on his MALI GPU phone with geo shader enable.
Although if it requires clipping, it not working yet is expected. It'll have to wait until someone gets around to implementing software clipping in the geo shader or fragment shader.
ppsspp-v1.13.2-1393-g7dd93f906-android issue has been fixed
thanks very much.
For the remaining devices, it might be possible to adjust the Z min/max values to clip using standard Z clip, but you'd have to be careful to adjust the output Z to this range and account for it in any depth rounding. I think most modern devices do support shader clip distance.
Alternatively, could discard in the fragment shader, as in: https://github.com/hrydgard/ppsspp/compare/master...unknownbrackets:simulate-clip-range
-[Unknown]
This can be close now issue is finally fix.
sorry, may I share how to use compat.ini on my channel because some people have asked about it.
sorry, this is the same issue
geometry shader culling ON
geometry shader culling OFF
