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Tessellation #1528
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Tessellation #1528
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for amd bros who are crashing it would be interesting to know if some pipelines using tessellation shaders do compile successfully or if all of them cause the vkCreateGraphicsPipelines error |
I think if you can get a shad_log that has 2 or more "compiling hs shader"s that would be good. |
Thank you for your efforts, mr. Baggins. Here is my log: |
Linux AMD GPU:
0 lines in all 3 log files, my guess is it might be platform specific? Logs:the ones where i get ingame are too large to upload here. I have attached when i'm running BB using AMDGPU_PRO, using https://github.com/ngoquang2708/shadPS4/tree/linux-hack-tess, which is based on your branch |
No, if you hit tessellation shaders you would see this in the log. Check your log filter and that u have sync logging. You dont have to use and shouldnt report problems with forks. It looks like that fork is out of date |
Does this have #1538 ? |
rebased |
rebased for AMD crashes on failed to create graphics pipelines id actually recommend skipping the last "hs shader" hash you see your log (adding the hash to shouldSkipShader) to see if there are other tess pipelines that compile successfully. example: |
Build 664e61f
Unfortunately, I did not see this in my log. I had two lines of shaders or more:
And so forth. |
if you were crashing before and this did or didnt fix it let me know your gpu, driver, and OS. Also whether your on proprietary or radv drivers or whatever. |
also make sure your game is unmodded. I dont know anything about sfx mods |
Amd Gpu 6700 XT with driver 24.20.19 on Windows, the new tess build works and displays all the effects. |
just a rebase |
i think we should rebase again considering the recent progress on main |
Is there a way to skip shaders with this PR ? |
It seems people merged this on top of current main and found that tess works in Dark Souls 3 too: Without tess. lots of effects don't work. So yeah it's a very similar game to BB, but at least we've found another game that uses tess. :D |
@baggins183 Due to the recent changes to main I think it would make sense to rebase again. Thanks a lot in advance! |
For Bloodborne, people on discord noticed that some particle effects are not displayed even with this PR :o
Not sure if it's related to tess, but since all other particle effects were I thought I would post here. |
I would add fire particles missing too Again here not sure if related to tess |
It doesn't look like you're using this tess. branch. Fire effects have been fixed for a while with it. |
Oh I didn't know they were fixed already on this branch. Gonna test as soon as possible. |
I can confirm that this PR already solved this |
Why is this PR still as draft ? |
…y replace some upon seeing readconstbuffer. Gets rid of some extra passes over IR
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Awesome work!
* shader_recompiler: Tessellation WIP * fix compiler errors after merge DONT MERGE set log file to /dev/null DONT MERGE linux pthread bb fix save work DONT MERGE dump ir save more work fix mistake with ES shader skip list add input patch control points dynamic state random stuff * WIP Tessellation partial implementation. Squash commits * test: make local/tcs use attr arrays * attr arrays in TCS/TES * dont define empty attr arrays * switch to special opcodes for tess tcs/tes reads and tcs writes * impl tcs/tes read attr insts * rebase fix * save some work * save work probably broken and slow * put Vertex LogicalStage after TCS and TES to fix bindings * more refactors * refactor pattern matching and optimize modulos (disabled) * enable modulo opt * copyright * rebase fixes * remove some prints * remove some stuff * Add TCS/TES support for shader patching and use LogicalStage * refactor and handle wider DS instructions * get rid of GetAttributes for special tess constants reads. Immediately replace some upon seeing readconstbuffer. Gets rid of some extra passes over IR * stop relying on GNMX HsConstants struct. Change runtime_info.hs_info and some regs * delete some more stuff * update comments for current implementation * some cleanup * uint error * more cleanup * remove patch control points dynamic state (because runtime_info already depends on it) * fix potential problem with determining passthrough --------- Co-authored-by: IndecisiveTurtle <[email protected]>
Opening PR for testing, not close to merge
Only post results from this fork
https://github.com/baggins183/shadPS4/tree/tess
I know about the "Failed to create graphics pipeline" error on AMD, so dont post about that unless youve debugged the vkCreateGraphicsPipelines call and found something or can spot problems in the code.
Needs testing in other games that have tessellation shaders.
Also for BB, if someone can narrow down the hs_* and vs_* (domain) shaders responsible for blood splatter on clothes, or snow at cainhurst, that would help. Ive done some Cainhurst debugging with no luck so far. I can't confirm if its a tess problem or not.