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Syphon Filter: Remaining lighting problem (HW/SW transform difference) #19385

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hrydgard opened this issue Aug 5, 2024 · 1 comment · Fixed by #19489
Closed

Syphon Filter: Remaining lighting problem (HW/SW transform difference) #19385

hrydgard opened this issue Aug 5, 2024 · 1 comment · Fixed by #19489
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GE emulation Backend-independent GPU issues
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@hrydgard
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hrydgard commented Aug 5, 2024

The problems in #7306 have been partially fixed (lens flares now work okay in Vulkan, at a bit of a performance cost), but there are other issues.

Behzhad reported this through e-mail, and provided helpful frame dumps that do reproduce the problem.

Software and hardware transform differ a lot, it's far darker in hardware, seems some light is missing.

UCUS98606.zip

Will look into soon.

EDIT: Tested on Windows, not able to reproduce. However, on Mac, it does reproduce but only on GL, which is quite curious.

@hrydgard hrydgard added the GE emulation Backend-independent GPU issues label Aug 5, 2024
@hrydgard hrydgard added this to the v1.18.0 milestone Aug 5, 2024
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hrydgard commented Sep 25, 2024

It's a vertex shader problem, something in light computation related to spotlight attenuation (if I disable that, things are bright, although of course too bright).

EDIT: It's the last term that somehow ruins the computation:

 * (u_lightangle_spotCoef%s.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef%s.y));```

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