Release of External Software Rendering for JPCSP - Printable Version +- EmuNewz Network (https://www.emunewz.net/forum) +-- Forum: PSP Emulation (https://www.emunewz.net/forum/forumdisplay.php?fid=191) +--- Forum: JPCSP Official Forum (https://www.emunewz.net/forum/forumdisplay.php?fid=51) +---- Forum: JPCSP builds and releases (https://www.emunewz.net/forum/forumdisplay.php?fid=53) +---- Thread: Release of External Software Rendering for JPCSP (/showthread.php?tid=160732) |
RE: Release of External Software Rendering for JPCSP - hlide - 05-08-2014 While TOE looks much better, I still see some bugs in the combat scenes. I think a picture is more speaking than a description. I don't know if it is an issue with our renderer or with the game itself though. RE: Release of External Software Rendering for JPCSP - hlide - 05-08-2014 (04-28-2014, 09:09 AM)pal1000 Wrote: I decided to give a try to this experimental, brand new full software renderer and ignoring the fact that is terribly slow I found some problems with it. JPCSP crashes and drags Java with it when entering a random battle in FFIV CC (ULUS120560) in the latest JPCSP and software renderer revisions. Also, the text from menus is missing except for the game startup menu.@gid15: we'd better to let dump a vertex decoder binary file with the base address in the name whenever one is generated. That way, if a crash occurs, we'll see if the exception occurs inside and why. RE: Release of External Software Rendering for JPCSP - gid15 - 05-09-2014 (05-08-2014, 03:33 PM)onelight Wrote: I try SEE2,SEE3 version , but jpcsp close if 3d models is existAlso with the cube demo? If it happens with the cube demo, please provide a log file at the TRACE level. It shouldn't be too large for the cube demo. If the crash only happens in another application, please try the generate a log file at the DEBUG level... Thank you! RE: Release of External Software Rendering for JPCSP - onelight - 05-09-2014 (05-09-2014, 06:44 AM)gid15 Wrote:it no happens with the cube demo(05-08-2014, 03:33 PM)onelight Wrote: I try SEE2,SEE3 version , but jpcsp close if 3d models is existAlso with the cube demo? test Phantasy Star Portable 2 - NPJH50043 JPCSP close before show character SSE3-log SEE3-log.zip (Size: 1.07 MB / Downloads: 209) noSSE Use Video Resize 1X is triple speed the Video Resize 2X. it can run in 100% speed but too small. how about use Video Resize 2X but 1X psp resolution. RE: Release of External Software Rendering for JPCSP - nickblame - 05-09-2014 (05-08-2014, 03:05 PM)hlide Wrote:(05-08-2014, 01:24 PM)nickblame Wrote: What am I doing wrong Okay you were right. Turns out I am completely retarded and this time arround, I was going into the plugins directory instead of the lib -for some mysterious reason- blunder I get 13-14 fps with AVX and a little less in SSE41 on Tekken 6 during battle. Not bad!! RE: Release of External Software Rendering for JPCSP - hlide - 05-09-2014 (05-09-2014, 06:44 AM)gid15 Wrote:@gid15: when I build (only tested on 64-bit):(05-08-2014, 03:33 PM)onelight Wrote: I try SEE2,SEE3 version , but jpcsp close if 3d models is existAlso with the cube demo? 1) without SSE, i have no crash with TOE, 007 and PBP 2) with SSE4.1, i have a crash 3) with AVX2, i have a crash If i disable jitasm on vertex decoder, those crashes are gone. The reason is there is a load instruction which tries to use a 64-bit address as a signed 32-bit offset which is alway truncated. As long as this address ranges between 0x00000000 and 0x7FFFFFFF, it works but outside, chance to get an exception. So we'd better to disable jitasm vertex decoder until this issue is gone. This is my fault, i added some functions in jitasm to be able to pass immediate address to a load/store instruction but it happens to be more complicated to do in 64-bit because of that 32-bit offset limitation . P.S.: oh gosh, I just forgot to answer the right topic: jitasm-ed vertex_decoder was in use when __use_sse__ >= __use_sse2__ when I had a phenom X4 but this decoder now uses "dpps" which is a SSE4.1 intruction ! RE: Release of External Software Rendering for JPCSP - hlide - 05-09-2014 Another issue with "Dracula - Undead Awakening (NPEZ00124)" : RE: Release of External Software Rendering for JPCSP - onelight - 06-09-2014 Test Gundam vs Gundam Next PLUS - NPJH50107 External Software Rendering fix 16 bit color depth bug, and the speed is good (40% to 60%) if you use 1X video size External Software Rendering 32 bit color opengl 16 bit color but bring another color bug External Software Rendering opengl RE: Release of External Software Rendering for JPCSP - hlide - 06-10-2014 (06-09-2014, 06:47 AM)onelight Wrote: but bring another color bugCan you elaborate what the color bug is exactly ? RE: Release of External Software Rendering for JPCSP - onelight - 06-10-2014 (06-10-2014, 12:16 AM)hlide Wrote:(06-09-2014, 06:47 AM)onelight Wrote: but bring another color bugCan you elaborate what the color bug is exactly ? |