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Post by spacekomet on Dec 15, 2022 23:12:06 GMT
Hi This is probably far fetched, but still, someone could hopefully give a hint where to look for a fix.
When playing on Linux (Manjaro) with Hardware Render I can observe a lot of green color on walls (in 2nd level especially) and stormtroppers.
The same version plays ok in Windows, so there is probably something wrong with the Linux drivers perhaps.
Opengl settings: OpenGL renderer string: Mesa Intel(R) HD Graphics 4000 (IVB GT2) OpenGL core profile version string: 4.2 (Core Profile) Mesa 22.2.3
TFE Version:
v0.92.000-5-g6ae9150 I recorded a video about this, together with the OpenGL information and console log (doesn't really say much):
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Post by lucius on Dec 16, 2022 7:48:49 GMT
Official Linux support is coming soon after version 1.0 is released (by soon I mean early next year). A that point I can start addressing these kinds of issues.
It looks like a shader issue, specifically the palette color lookups.
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Post by spacekomet on Dec 18, 2022 17:37:08 GMT
Hello Thanks for reply.
What you're doing is simply amazing (to me at least). Unfortunately I have less that zero knowledge about opengl and shaders etc, however because I'm curious how everything works together I invested some time and systematically checked all commits related to the GPU render (not that I know now more about how it fits together, it's just magic to me  ).
Walls started to go green with commit f73eb93d9f1c7abacb01411df01d739411a9f5a9, when 256.0 was changed into 255.0 in return parameter in function sampleTextureClamp in file gpu_render_wall.frag. Changing it back, it seems helps to solve the issue, however, I have no idea if this is a proper fix. Similar for Stormtroppers, in file gpu_render_sprite.frag, in function sampleTextureClamp. However here helps to set 255.0 to something decimal, like 255.1, because higher the number is, more pixelate are the stormtroopers. Again, I've no idea, if simply changing the number is the actual solution. It could be it breaks something else.
BTW. I've noticed some debug flags in GPU Render logic. May I ask what are you using to debug it?
Hands down to all the work and time invested into rewriting the game. And respect to all the knowledge you have.
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Post by lucius on Dec 18, 2022 22:02:28 GMT
Ah, it is a driver issue than. Some drivers don't quite handle floating point precision and sampling the same (or rather the microcode generated from the shader compiler). Ok, thanks for the information - it will help make tracking it down easier.
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mlau
New Member
Posts: 6 Likes: 0
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Post by mlau on Dec 21, 2022 22:38:59 GMT
Hi spacekomet,
I tried it with a development snapshot of mesa on my Haswell (HD Graphics 4600), it's working fine. Please try and update you version of mesa.
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Post by lucius on Feb 7, 2023 21:00:55 GMT
It sounds like there has been a driver fix. So I'm going to close this for now. Re-open if you see the problem again with current information.
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