07-13-2014, 05:57 AM (This post was last modified: 07-13-2014, 05:57 AM by TheDax.)
You shouldn't need to use read FB -> mem anymore on Android. Just use buffered rendering + simulate block transfers.
If that still doesn't work, can you describe what kind of device you have?
4GHz AMD 3900X, 32GB DDR4 RAM, 6GB Nvidia RTX 2060, Asus Crosshair 7 Hero (Wifi), Linux
How to ask useful questions: https://web.archive.org/web/20110214010944/http://support.microsoft.com/kb/555375
I'm not Dark_Alex, nor do I claim to be. Our nicknames are merely coincidence.
(07-13-2014, 05:57 AM)TheDax Wrote: You shouldn't need to use read FB -> mem anymore on Android. Just use buffered rendering + simulate block transfers.
If that still doesn't work, can you describe what kind of device you have?
I have try buffered rendering too and
Simulate block is already on by default
What Android device / GPU do you have? You can find out under settings -> system -> developer tools -> system information. I'm after the Vendor and Model of your GPU.
(07-22-2014, 04:59 AM)[Unknown] Wrote: What Android device / GPU do you have? You can find out under settings -> system -> developer tools -> system information. I'm after the Vendor and Model of your GPU.
-[Unknown]
I have a moto g, Vendor - Qualcomm and Model - Adreno 305
OpenGL ES 3.0
08-04-2014, 05:01 PM (This post was last modified: 08-04-2014, 05:06 PM by zentx.)
(07-22-2014, 02:37 PM)notuger Wrote:
(07-22-2014, 04:59 AM)[Unknown] Wrote: What Android device / GPU do you have? You can find out under settings -> system -> developer tools -> system information. I'm after the Vendor and Model of your GPU.
-[Unknown]
I have a moto g, Vendor - Qualcomm and Model - Adreno 305
OpenGL ES 3.0
thanks!
Same issue here:
My device is a Nexus 5, Qualcomm MSM8974, Adreno 330, OpenGL ES 3.0
And thanks for the help
BTW, I have used the 0.9.9 version and I still have the same problem...
08-16-2014, 09:29 PM (This post was last modified: 08-16-2014, 09:30 PM by TeamSprocket.)
(08-04-2014, 05:01 PM)zentx Wrote:
(07-22-2014, 02:37 PM)notuger Wrote:
(07-22-2014, 04:59 AM)[Unknown] Wrote: What Android device / GPU do you have? You can find out under settings -> system -> developer tools -> system information. I'm after the Vendor and Model of your GPU.
-[Unknown]
I have a moto g, Vendor - Qualcomm and Model - Adreno 305
OpenGL ES 3.0
thanks!
Same issue here:
My device is a Nexus 5, Qualcomm MSM8974, Adreno 330, OpenGL ES 3.0
And thanks for the help
BTW, I have used the 0.9.9 version and I still have the same problem...
Same here as well
Using the latest build on my G3, Qualcomm and Adreno 330 for vendor and Model with OpenGL ES 3.0
// When updating VRAM, it need to be exact format.
switch (vfb->format) {
With:
Code:
// When updating VRAM, it needs to be the exact same format.
GEBufferFormat fmt = vfb->format;
// TODO: Only if using cpu.
fmt = GE_FORMAT_8888;
switch (vfb->format) {
This may prevent the dithering, but I don't have any affected device to confirm.
// When updating VRAM, it need to be exact format.
switch (vfb->format) {
With:
Code:
// When updating VRAM, it needs to be the exact same format.
GEBufferFormat fmt = vfb->format;
// TODO: Only if using cpu.
fmt = GE_FORMAT_8888;
switch (vfb->format) {
This may prevent the dithering, but I don't have any affected device to confirm.
-[Unknown]
I'm also experiencing this issue (incorrect objects getting selected) on my OnePlus One. (Snapdragon 801, Adreno 330)
Not familiar with compiling, but I'd be happy to figure it out if you point me in the right direction.
EDIT: Got it compiled and it has fixed the issue for me. Uploading to Dropbox...
I made a dumb mistake (last line should've been switch (fmt) {), but the fact that it worked without that means that what mattered was the framebuffer format being drawn to, even if it blitted to 565 and then downloaded to 8888. So that ended up being more useful than I think I intended.
(08-30-2014, 01:47 PM)[Unknown] Wrote: Anyone having the problem, if you could verify it works on v0.9.9.1-158-g5e07a40 (latest git build), that'd be great. I think it will.
Assuming that works, is there anything left that makes this "in-game" and not "playable"?
-[Unknown]
Using the latest build, I can confirm the drawer is now selectable, and all objects are correctly selectable.
Thanks m8!