Tested on recent master build. Crashes after loading screen. On earlier DX12 builds it was possible to reach ingame with very broken graphics. Requires libSre LLE'd.
Code: ...
RSX: E {rsx::thread} Unimplemented TEX_SRB instruction: UPG
RSX: E {rsx::thread} FS build failed:D:\rpcs3\FragmentProgram.hlsl(219,17): error X3000: syntax error: unexpected token '('
D:\rpcs3\FragmentProgram.hlsl(238,2-12): error X3079: 'ps_impl': void functions cannot return a value
GrantKane
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RPCS3 v0.0.1-3-a809f33 Pre-Alpha
Infinite loading after intro.
·E {PPU[0x1000000] Thread (main_thread) [0x00105cf4]} 'sys_semaphore_wait' failed with 0x8001000b : CELL_ETIMEDOUT
Test again with latest master as that has been fixed with a big code refactor.
Game may still hang for other reasons though.
Also, I can't find a809f334 commit anywhere, what's that build?
Desktop: Ryzen 7 5800X, Radeon RX 6800 XT, 2x8G DDR4 3600MHz, Manjaro Linux
Laptop: Ryzen 9 5900HX, Radeon RX 6700M, 2x8G DDR4 3200MHz, Manjaro Linux
Old Desktop: AMD FX-8350, Radeon R9 280X, 2x4G DDR3 1600MHz, Manjaro Linux
GrantKane
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This build https://github.com/RPCS3/rpcs3/commit/a8...bbbe452a84 is not so old. Are you sure that latest build has important differences from this one?
I am, latest build was a core refactor with 2k lines changed.
For example, Super Turbo Fighter went back to Playable from a Black Screen spamming CELL_ETIMEDOUT on latest master.
Edit: Just tested this, issue is an unimplemented RSX instruction and failure in shader compiler
Vulkan
E {rsx::thread} RSX: Unimplemented TEX_SRB instruction: UPG
ERROR: 0:213: '' : syntax error
ERROR: 1 compilation errors. No code generated.
F {rsx::thread} class std::runtime_error thrown: Failed to compile fragment shader
(in file C:\rpcs3\rpcs3\Emu\RSX\VK\VKFragmentProgram.cpp:475)
OpenGL
E {rsx::thread} RSX: Unknown/illegal instruction: 0x70 (forced unit 0)
E {rsx::thread} RSX: Failed to compile shader: Fragment shader failed to compile with the following errors:
ERROR: 0:283: error(#132) Syntax error: "{" parse error
ERROR: error(#273) 1 compilation errors. No code generated
F {rsx::thread} class gl::glsl::link_exception thrown: linkage failed: 'Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
Desktop: Ryzen 7 5800X, Radeon RX 6800 XT, 2x8G DDR4 3600MHz, Manjaro Linux
Laptop: Ryzen 9 5900HX, Radeon RX 6700M, 2x8G DDR4 3200MHz, Manjaro Linux
Old Desktop: AMD FX-8350, Radeon R9 280X, 2x4G DDR3 1600MHz, Manjaro Linux
GrantKane
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Thanks, then I'll test next games with latest build.
I've merged your thread with the existent one, please pay attention while posting new threads
Desktop: Ryzen 7 5800X, Radeon RX 6800 XT, 2x8G DDR4 3600MHz, Manjaro Linux
Laptop: Ryzen 9 5900HX, Radeon RX 6700M, 2x8G DDR4 3200MHz, Manjaro Linux
Old Desktop: AMD FX-8350, Radeon R9 280X, 2x4G DDR3 1600MHz, Manjaro Linux
GrantKane
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It wasn't in compatibility list, but OK, I will.
Goes ingame on recent master build v0.0.1-22c0f0d6 ( PR #2405). Probably requires gamepad gyroscope sensors data to work.
LLE used
Code: - libac3dec.sprx
- libac3dec2.sprx
- libadec.sprx
- libapostsrc_mini.sprx
- libat3dec.sprx
- libatrac3plus.sprx
- libatxdec.sprx
- libdmux.sprx
- libdmuxpamf.sprx
- libl10n.sprx
- libpamf.sprx
- libresc.sprx
- librtc.sprx
- libsail.sprx
- libsail_avi.sprx
- libsail_rec.sprx
- libsjvtd.sprx
- libsmvd2.sprx
- libsmvd4.sprx
- libspurs_jq.sprx
- libsre.sprx
Deminating
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