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Emulator Issues #1420

closed

D3D Plugin : EFB issues (Prime 2 visor not working, etc)

Added by ChaosCode over 14 years ago.

Status:
Fixed
Priority:
Normal
Assignee:
Category:
GFX
% Done:

0%

Operating system:
N/A
Issue type:
Bug
Milestone:
Regression:
No
Relates to usability:
No
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:

Description

What steps will reproduce the problem?

  1. use the directx plugin
  2. run smg
  3. try to pick up star bits or use hinging stars

What is the expected output? What do you see instead?
You should be able to pick up or us these objects but it ignores them.

Please use labels and text to provide additional information.
R4275 was used to test.


Related issues 1 (0 open1 closed)

Has duplicate Emulator - Emulator Issues #1484: Scan Visor does not work in Metroid Prime 2 using D3DDuplicate

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Actions #1

Updated by hrydgard over 14 years ago

It's because EFB Z reads aren't implemented yet. They are especially tricky on DX9 but
wouldn't be much of an issue on DX10.

Actions #2

Updated by ChaosCode over 14 years ago

cool, just opening up bugs I find :)

Actions #6

Updated by hrydgard over 14 years ago

One solution is to write Z to a separate MRT color render target and read that back,
but that's not very efficient. INTZ / RAWZ texture formats could be a way around
this. Nvidia supports both and ATI supports INTZ in newer cards. We'd use one of
these as a depth buffer.

See http://developer.amd.com/gpu_assets/Advanced%20DX9%20Capabilities%20for%20ATI%20Radeo
n%20Cards.pdf

However, unless Intel also supports it we'll still need the annoying MRT solution
too. So might as well implement it..

Actions #7

Updated by ChaosCode over 14 years ago

Issue 1484 has been merged into this issue.

Actions #8

Updated by masterkillua123 over 14 years ago

This isn't fixed??I can select the star icon with D3D plugin in the last revs...

Actions #9

Updated by ingrid_ely_serafim over 14 years ago

Well, if it is... Prime 2 scan visor isn't working... so, since the issues are
merged... e_e

Actions #10

Updated by hrydgard over 14 years ago

Renamed the issue.

Actions #11

Updated by Autoran1 over 14 years ago

, of course it isn't, since EFB to RAM wasn't implemented in
D3D

Actions #12

Updated by zantezuken over 14 years ago

Looks like the same issue is responsible for transparent minimap in ZTP and broken
(a bit) global/area map.

Actions #13

Updated by Autoran1 over 14 years ago

Disable Safe Texture Cache fixes global map in ZTP but there is no longer mini map

Actions #14

Updated by zantezuken over 14 years ago

I have tried without STC - there is no minimap and no detailed overlay map on big
dungeon map (only texture).
SCT matters not tbh

Actions #15

Updated by sizednochi over 14 years ago

Yeah, that's right, only the textures appears

Actions #16

Updated by Anonymous over 14 years ago

  • Category set to gfx
Actions #17

Updated by Anonymous over 14 years ago

Is it possible with DX10 to create a dx9 device, in the same way that you may create a
DX10 device from DX11? That way we could be lazy, and manage to add support for peekZ -
just for DX10 devices ;p

Actions #18

Updated by Autoran1 over 14 years ago

Scanner working, i think it's time to close this issue

Actions #19

Updated by sizednochi over 14 years ago

Yeah, it's working, but it's buggy... Try scanning in Metroid Prime 3 or even in
Prime 2 and you'll see. There's no highlight, you have to guess what you can scan or
not... Or use a FAQ. But finally it works! That's quite awesome.

Actions #20

Updated by Migs351 over 14 years ago

works just fine here... I think this should be closed?

Actions #21

Updated by death2droid over 14 years ago

  • Status changed from New to Fixed

Well if you all say so.

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