![]() |
D3D12 backend, a couple of issues - Printable Version +- EmuNewz Network (https://www.emunewz.net/forum) +-- Forum: Official Boards for Emunews Affiliated Emu Projects (https://www.emunewz.net/forum/forumdisplay.php?fid=47) +--- Forum: Official RPCS3 Forum [archive] (https://www.emunewz.net/forum/forumdisplay.php?fid=172) +---- Forum: RPCS3 - Support & Issue Reporting (https://www.emunewz.net/forum/forumdisplay.php?fid=163) +---- Thread: D3D12 backend, a couple of issues (/showthread.php?tid=171654) |
D3D12 backend, a couple of issues - Pachus - 09-16-2015 Hi, there is a couple of issues I have found lately, which doesnt happen with OpenGL backend. An assertion failed window shows up when either Write Depth Buffer or Write Color Buffer are activated in Braid [NPUB30133] (also found in other games). When Depth Buffer enabled: ![]() When Color Buffer enabled: ![]() Another error occurs with Vertex Shader, which can not recognise the identifier "ivec4": Quote:E {RSXThread} VS build failed:D:\rpcs3\VertexProgram.hlsl(72,2-6): error X3000: unrecognized identifier 'ivec4' This error shows up with Machinarium [NPEB00257] and Tank Battles Trial Version [NPEB00158]. As I said, It only happens with DirectX 12. I tested It with commit gc407c78, but with previous builds also happened. I tried various SPU and PPU configurations with no difference. EDIT: I attach the Vertex Program and logs. RE: D3D12 backend, a couple of issues - vlj - 09-16-2015 Does Braid require write color/depth buffer ? They can often be left unchecked in most app The write depth buffer implementation was only tested against depth_read.elf sample. Write color buffer implementation is still not tested since I didn't find a sample/app/game that uses Cell to modify rtt before reusing them. Anyway thanks for the report, will investigate. RE: D3D12 backend, a couple of issues - Pachus - 09-16-2015 As It is stated in this post, Braid needed color/depth buffer enabled with OpenGL in order to show textures (in a last year commit). At the moment, It doesn't show a single thing even with OpenGL, but the assert happens. RE: D3D12 backend, a couple of issues - vlj - 10-05-2015 I fixed the crash with ivec4 in dx12 in Machinarium. However, the game only display a black screen...but GL also only show a black screen. RE: D3D12 backend, a couple of issues - Pachus - 10-05-2015 Ok, thanks for all your effort anyway. I'll check a couple of games that also showed this error when your commits get (or got (?), my english...) merged. |