PCSX2 / pcsx2

PCSX2 - The Playstation 2 Emulator
https://pcsx2.net
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Meta: GSdx top left corner issue #1318

Open gregory38 opened 8 years ago

gregory38 commented 8 years ago

I'm trying to implement a solution to handle properly the top left corner post-processing effect. Let's centralize information here.

Game impacted (from the top of my head, likely more).

Better but still broken

Broken due to bad detection of the effect

Need test:

refractionpcsx2 commented 8 years ago

hope so lol

tabnk commented 8 years ago

Tried latest commit build for GT4. It doesn't crash during Car selection but it still crash during racing with 3xnative if your GPU VRAM only 2GB

MrCK1 commented 8 years ago

Which commit did you try exactly? I'm a few behind now :p

tabnk commented 8 years ago

This https://github.com/PCSX2/pcsx2/commit/7a5e1d4154f09e71c4fccd7c4970d635f6f39906

MrCK1 commented 8 years ago

Oh, I'm actually past that. It's going to be a while until there's a proper fix, I can tell you that ;)

FlatOutPS2 commented 8 years ago

Tried latest commit build for GT4. It doesn't crash during Car selection but it still crash during racing with 3xnative if your GPU VRAM only 2GB

The weird thing is it only still crashes during races. Time trials, which still crashed a few commits/GITversions ago are absolutely fine now...

lp200 commented 8 years ago

Tekken 5 still has top left corner issue v1.5.0-dev-683 8nxh1ff

refractionpcsx2 commented 8 years ago

That is a master build, it is only fixed in the pull request

gregory38 commented 8 years ago

GT4 => please test the crc level impact too. Tekken5 => Ref is it ok in the pr? Nobody report it (or I miss it).

refractionpcsx2 commented 8 years ago

I didn't see any problem with it, I'll check it again to make sure it hasn't changed...

gregory38 commented 8 years ago

I will merge the pr soon. I'm adding a comment for man hunt2.

refractionpcsx2 commented 8 years ago

Just checked tekken, looks absolutely fine to me..

This is a different stage so I don't know if it's just happening on that one (I don't even know which stage it is), but this one is okay

tekken5

(The dark bit in the top left is supposed to be dark :P )

lp200 commented 8 years ago

I tested acid rain stage v1.5.0-dev-695 still had this issue Urban jungle stage is maybe fine

refractionpcsx2 commented 8 years ago

Could you post a GS Dump of the stage for us to check? when I say us I mean @gregory38 :P

tabnk commented 8 years ago

Does this Tekken 5 graphics issue relate to GSdx top left corner issues ?

Attached GS dump https://www.sendspace.com/file/8u363i

https://cloud.githubusercontent.com/assets/10874582/14942179/806db73a-0fe7-11e6-82f3-c5da0ed8e1b1.jpg

gregory38 commented 8 years ago

I need to find a better way to detect the effect.

It start well and then boom.

T:Error ID:1380 S:Mid   => Channel shuffle effect detected (2nd shot)
T:Error ID:1383 S:Mid   => Red channel
T:Error ID:1383 S:Mid   => Channel shuffle effect detected SKIP
T:Error ID:1383 S:Mid   => Channel shuffle effect detected SKIP
T:Error ID:1383 S:Mid   => Channel shuffle effect detected SKIP
T:Error ID:1383 S:Mid   => Channel shuffle effect detected SKIP
T:Error ID:1383 S:Mid   => Channel shuffle effect detected SKIP
T:Error ID:1419 S:Mid   => ERROR: Update RenderTarget 0x34e0
T:Error ID:1440 S:Mid   => ERROR: Update RenderTarget 0x3500
T:Error ID:1461 S:Mid   => ERROR: Update RenderTarget 0x3520
T:Error ID:1482 S:Mid   => ERROR: Update RenderTarget 0x3540
bositman commented 8 years ago

Tested Tales of the Abyss using 6430e41fb524f9f8e6a994bafd61d090fd4c2a13 It should be noted that the CRC hack effect is first encountered in the Engeve village. That said it does not seem to be fixed. (Preload data frame also made no difference)

Software: pcsx2 2016-05-02 14-07-06-34 OpenGL native (CRC off): pcsx2 2016-05-02 14-07-09-08 OpenGL scaling (CRC off): pcsx2 2016-05-02 14-07-23-22

gregory38 commented 8 years ago

Could you give me a dump please.

bositman commented 8 years ago

Here you go: http://bositman.pcsx2.net/dumps/tales_of_the_abyss_crc_bug.rar

gregory38 commented 8 years ago

Thanks you. I can reproduce it. It is indeed the same channel effect. And maybe I know the issue. I suspect the game does 3 effect in a raw but my code only detect the first one. I need to stop when a new palette is uploaded but I need to change urbans chaos behavior. I need to come up with a more generic solution.

gendouhydeist commented 8 years ago

@gregory38 I don't know if it was related but it has the same effect as third screenshot of bositman on VP2

OpenGL Scaling (CRC on) Boxes are visible 1

OpenGL Native (CRC off) Speed 19% 2

OpenGL Native (CRC Full) Speed 104% 3

OpenGL Native (CRC off) 2

OpenGL Scaled 3x (CRC Fullest) 3

Ghost Issues or probably post processing effects not aligned. 2 3

gregory38 commented 8 years ago

I found a bad interaction with accurate blending that could explain some issues. Tales of the Abyss seem to be fine now.

If it fixes another games, raise your hand :+1:

gendouhydeist commented 8 years ago

@gregory38 EDIT: Oops nvm me though nothing has changed in VP2.

gregory38 commented 8 years ago

Seriously! Are previous build working without accurate blending.

gendouhydeist commented 8 years ago

@gregory38 Both v1.5.0-dev-701-g90af611 & v1.5.0-dev-700-ge190841 on VP2 needs Basic Blending Accuracy to emulate properly.

gregory38 commented 8 years ago

What is the status with BA basic? Edit and what is the VP2 forest glitch?

gendouhydeist commented 8 years ago

@gregory38 Accurate Blending (None) 1

Accurate Blending (Basic) 2

gregory38 commented 8 years ago

Question was basic on 700 vs 701. Normally it mustn't have any impact. And my dump seem to be fine. Or you mean the line when upscaling?

gendouhydeist commented 8 years ago

@gregory38 Actually the 700 and 701 are the same , same as the screenshot on BA Basic.

No I was referring to the none BA screenie, the red rectangle on the top of the screenshot. NVM nothing has changed on VP2.

gregory38 commented 8 years ago

Note for myself otherwise my head will explode :p

Ghost in the shell

foreach page of the rt do
      // Note: some channel effects require 2 draws instead of 1, I don't know why
      channel effect red to tmp_page_0
      channel effect green to tmp_page_1
      channel effect blue to tmp_page_2
      // Then copy the tmp data to the RT (done with 3 draw calls)
      rt_page_N = Frag_Color_0 * tmp_page_0 + Frag_Color_1 * tmp_page_1 + Frag_Color_2 * tmp_page_2
end foreach
data 0x1400
tmp 0x3000
**********************************************************************
channel from 0x1400 to 0x3000
X: & 1015 (gauche)
Y:
* & 1017 | 4
* no mask
* & 1017 | 2
* no mask
X: & 1015 | 8 (droite)
y:
* & 1017 | 4
* no mask

Likely Red / Green / Blue
Clamp register

copy ? 0x1400 to 0x3000
**********************************************************************
Fr * 0x3000 + Fg * 0x3020 + Fb* 0x3040

lut:0x3060

Man hunt2:

3 lut CBP:0x3c08/CBP:0x3c04/CBP:0x3c08

GT4:

RT = 0x1a40

Fragment color to select R/B/G

Blend : R += B += G

CBP = 0x3580 for all colors (DC 1891 1894 1897)
target = 0x3560

target read back as palette
texture is 0x3584 (which is the palette actually) (unsizzle?)

Urban Chaos (extract green of 16 bit format)

Upload lut : shift right
effect
Upload lut : shift left
effect + blend
gregory38 commented 8 years ago

Guys I need some test on the new PR #1349

It woud love some Tekken5/Gran Turismo/Tales of Abyss tests :smile:

Struchgo commented 8 years ago

thermal goggles half-fixed too (mgs3) pcsx2 2016-05-15 14-28-32-51

gregory38 commented 8 years ago

What is your mgs3 version exactly.

Struchgo commented 8 years ago

subsistence PAL

FlatOutPS2 commented 8 years ago

Conflict Desert Storm.zip

Conflict Desert Storm has top left corner issue at 60hz.

gregory38 commented 8 years ago

It isn't the same effect. However it could be a regression. Do you have the issue in older build? By the way, you could use the dump to quickly test version. (don't ask me how to use dump on windows ;) )

FlatOutPS2 commented 8 years ago

The issue is there from at least v1.0.0.

FlatOutPS2 commented 8 years ago

There seems to be transparent square in the top left corner of Midnight Club 3: DUB Edition Remix(might be related to worse issue in NTSC version of the game): MC3DER top left corner.zip

FlatOutPS2 commented 8 years ago

There's a top left corner issue in Metal Arms: Metal Arms top left issue.zip

FlatOutPS2 commented 8 years ago

Looks like another top left corner issue: http://forums.pcsx2.net/Thread-Bug-Report-Death-By-Degrees-SLUS-20934-NTSC

lightningterror commented 7 years ago

I think my report for GT4 counts as well. https://github.com/PCSX2/pcsx2/issues/1636

oddMLan commented 7 years ago

1610

Black box with black noodles in top left corner in many of the stages in software mode (the noodles are only supposed to appear on top of the image when you go down a rank)

image

image

MrCK1 commented 7 years ago

According to a new bug report, Silent Hill 3 (PAL) is affected. Somebody else care to investigate this?

http://forums.pcsx2.net/Thread-Silent-Hill-3-PAL-A-couple-of-minor-issues?pid=570004#pid570004

SirFancyBacon commented 7 years ago

Not at home so i can't post a screenshot,

Add Summoner to the list, there is a darkened rectangle in the upper left hand corner of the screen.

MrCK1 commented 6 years ago

Added "Stolen" to the list. The game uses a channel shuffle effect (blue channel) for shadows and bloom/specular.

GS Dump: Stolen_hw_outdoor_gsdump.zip (rename to .gs) Raw Dump: stolen_outdoor_hw.zip (rename to .7z) Debug Log (IDs match Raw Dump): GSdx_opengl_debug_hw_stolen.txt Block Dump (for anybody who feels like making a CRC hack ;) : https://drive.google.com/open?id=1UCSgDVBmb_SVNsLL_CVwtuQDIk2_VmFj OGL HW: (shadows/lighting only present in top-left corner) gsdx_20180115014905

OGL HW (indoor - same shuffle effect) gsdx_20180115023644

OGL SW: gsdx_20180115021150

MrCK1 commented 6 years ago

Added Hitman: Contracts. Side note, the camera is higher than it's supposed to be in HW mode. That's another good issue to investigate at some point.

gsdx_20180128090644

lightningterror commented 5 years ago

Fixing the remaining issues for a 1.6 release milestone seems out of the scope so let's aim for 1.8 instead.

Souzooka commented 5 years ago

Similar to what was mentioned in #2753 Zettai Zetsumei Toshi 2 has this issue with some sort of depth + color effect. This effect occurs on the PAL version, and should also occur on NTSC-U/J versions unless there has been any recent CRC hacks that were applied to those versions only.

lightningterror commented 5 years ago

Yes it does have a crc hack, can you tell me the crc id and serial ?

lightningterror commented 5 years ago

Actually it might be better to upload a gs dump, multiframe preferred. https://forums.pcsx2.net/Thread-How-to-create-a-proper-GS-dump