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Red Dead Redemption (01007820196A6000) on the current pin, and two rendering fixes found on it - #1000
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@robandstuff thanks for the work. Three open points.
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…ing fixes found on it, and a test for rpf6.py Red Dead Redemption on the current pin (c78d737). The movies' second audio renderer plays through upstream's support for several renderers, so the fork carries no audio patch for it. 0102: the shader split reads Rockstar RPF6 archives, RAGE rgxd effects and Double Eleven .pkdswitch packs. 0103-0105: the profile and note, 1.0.4's archive key (read from its key setup), and the registration of 1.0.4. 0106: a draw that samples the depth attachment its render pass already wrote ends the pass first: the cloud fog read partly stored tiles and left flickering blocks in the sky over distant hills. DM_NVN_FB_DEPTH=0 turns it off. Forwarded as seedds/nxnative#1866. 0107: upstream's fix for the samples-passed counter (cfbdd93c, from seedds/nxnative#1867) as a backport: the game never resets the counter, and its distant characters were drawn as hats and props only. 0108: the game note after the two fixes. 0109: test_rpf6, synthetic bytes for the archive header, the entry table and key_from_setup. 0102-0105, 0108 and 0109 are forwarded as seedds/nxnative#2005. Checked: python3 tools/engine.py check (75 patches apply to c78d737). The gfx suite on this pin with 0102-0108: 136 groups, 71,647 checks, 10 failed in t_present_crop, t_render_counter_overlap and t_render_enable_queue; the same 10 fail without 0107, which adds 6 passing checks. Red Dead Redemption 1.0.4 built from the dump and replayed from a save in Armadillo: no [RED], frame time p50 33.3 ms, the distant characters have bodies and the sky is clean. Issue: LNPANDY#999
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Thanks for the review. All four points are addressed; the branch is rebased onto main (e0ce357), so the patches are now 0102-0109.
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Superseded: all of it landed upstream (976fbd57, 81906931, cfbdd93c), and main's pin (ccd834e0) has them. |
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Fix or feature
What and why
Red Dead Redemption support on
main's pin c78d737, plus two engine fixes found while playing it. Fixes #999.rgxdeffects and Double Eleven.pkdswitchpacks.DM_NVN_FB_DEPTH=0turns it off.test_rpf6, synthetic bytes for the archive header, the entry table andkey_from_setup.Upstream: 0102-0105, 0108 and 0109 in seedds/nxnative#2005; 0106 in seedds/nxnative#1866; 0107 is upstream's cfbdd93c.
Checked
python3 tools/engine.py check: the 75 patches apply cleanly to c78d737.make -C dm/gfx/tests GAME=0100000000010000 runon this pin (Apple M4, Metal), with the patches and without 0107: 136 groups. With 0107, 71,647 checks; without it, 71,641. The same 10 checks fail both ways, int_present_crop(a crash in the fixture, fixed upstream in 3b6b980),t_render_counter_overlapandt_render_enable_queue. 0107's 6 new checks pass.test_rpf6(11 checks) and the shader split's tests pass; ruff and pyright find nothing new.01007820196A6000) built from the dump through the NSP script (3,628 shaders) and replayed headless from a save in Armadillo:[RED]through frame 7,500, frame time p50 33.3 ms; at the saloon (frame 2,310) the distant characters have bodies and the sky over the ridge is clean.[RED]through frame 5,400; bodies drawn; a few light blocks over the ridge, as expected without #1866.Screenshots
None, no visible change in the launcher.
Scope
dm/,scripts/,docs/,ref/) is added to the repository: a change there is a patch inpatches/(a commit inengine/, thentools/engine.py export, andtools/engine.py checkpasses), with itsUpstream-Statusforwarded seedds/nxnative#..., orpendinguntil that PR is open