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Has anything improved here recently? -[Unknown]
Haha, wow that is bad. I still really wonder if this is depth related. If you change the StateMapping.cpp file, and find: ``` c++ glstate.depthFunc.set(ztests[gstate.getDepthTestFunction()]); ``` And replace it with:...
So, the reason estimation affected this is because we only blit the depth if the render width and height matched. Find this in Framebuffer.cpp: ``` c++ void FramebufferManager::BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer...
Actually, how about this function instead: ``` c++ void FramebufferManager::BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst) { bool matchingDepthBuffer = src->z_address == dst->z_address && src->z_stride != 0 && dst->z_stride != 0; bool matchingSize...
I don't know how to make direct3d 9 blit depth buffers, it doesn't seem to work. Just like GLES2, I guess. -[Unknown]
I lied. Or rather was wrong. It seems like depth blitting works now, probably some other bug was fixed since last time I tried... will push a fix soon. -[Unknown]
What this means is that PPSSPP has crashed on startup trying to init your graphics drivers for both OpenGL and Vulkan. So other apps that use OpenGL, Vulkan, or GLES...
I think you need `-DUSE_WAYLAND_WSI=ON` in cmake, and make sure it doesn't say "Could not find Wayland libraries, disabling Wayland WSI support for Vulkan." Your SDL also needs Wayland support,...
SDL is used for Vulkan and for OpenGL. On Linux, we currently default to OpenGL, but when OpenGL is marked as failed (i.e. you tried to use OpenGL, and it...
Does #16219 fix this, or is that just one of more problems? -[Unknown]