axeldavy
axeldavy
Yes, the fewer frames, the better
21647774 is one of the calls of the long trace that draws the buggy stairs. The shader features a texkill and it is apparent the buggy pattern happens on a...
There is no particular cap to 320 fps (in fact you can reach several thousands fps). I guess what happens here is that the game is doing a specific call...
Hum, that is troubling. Maybe it checks the dll to have a specific checksum or something ? Or it could be the dll override system.
Yes exactly for -256, 1.5 and 2.5. We use them to handle out of bounds read of a0 (we have bound checks). But I would guess that r500 would natively...
Yes that's exactly what d3d9 expects. As for the immediates, why not. First step is not even test for 0 or 1.
Alright, here is a branch with the use of constants instead of immediates when relative addressing is used: https://gitlab.freedesktop.org/axeldavy/mesa/-/commits/r500_constant_number
the 'use constants instead of immediates' is only activated when relative addressing is used.
The message "Recompiling shader for constant compact" seems to indicate relative addressing was not detected. Somehow indirect_const_access is False. That's definitely a bug. Could you investigate this ? Find which...
You are right about the mistake. https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/sincos---ps -> It's already in the correct [-pi; pi]