Closed hrydgard closed 2 years ago
Carbon is also reported to be affected.
pro street and undercover also with failures! it seems that it is in all need for speed! high speed effects and activate nitro! in pro street it is even worse!
Thanks, yeah, I have a couple of NFS games (not Carbon though) and I have repro. I'll try to fix it tomorrow. eh, or today.
This looks not-so-good:
07:29:762 root W[G3D]: Common\TextureCacheCommon.cpp:692 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04088000 offset: 0 (256x256 stride 256, 565):
[DEPTH seq:22 rel:22 C:04000000/512(565) Z:04088000/512 X:0 Y:0 reint: false]
[DEPTH seq:0 rel:0 C:040cc000/256(565) Z:04088000/256 X:0 Y:0 reint: false]
[COLOR seq:20 rel:20 C:04088000/256(565) Z:00000000/0 X:0 Y:0 reint: false]
07:29:762 root W[G3D]: Common\TextureCacheCommon.cpp:698 Chose candidate 0:
[DEPTH seq:22 rel:22 C:04000000/512(565) Z:04088000/512 X:0 Y:0 reint: false]
Pitch is obviously wrong, that candidate should have been discarded. But it weirdly has a higher sequence number, as if it was written to more recently, probably some kind of false positive in the deferred Z copy code..
Anyway, should be easy to work around.
There's an apparently depth-dependent screen overlay that appears when you go really fast, it looks like a broken gradient typical of depth->565 or similar. Noticed when trying (and failing) to reproduce #15788 ..