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GTA V: the prologue plays (testing branch of the PRs it needs) - #426
MichonGoddijn231849 wants to merge 33 commits into
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image_sample_cd takes its derivatives in the image_sample_d address layout; only the hardware LOD selection differs (one LOD per quad instead of per pixel). The decoder refused it. It now samples with the given gradients per lane, which matches whenever the lanes of a quad pass equal derivatives. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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Nice work! I have more performance fixes coming real soon! |
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Other open pull requests touch the same code. Merging one will break the other, or both implement the same thing. If this one builds on them, list them in Depends on.
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Hi! I’m preparing to reproduce your GTA V prologue results with PPSA04264 v01.005. Could you share the exact app/content version and a reference manifest with file paths, sizes and SHA-256 hashes, particularly for eboot.bin, sce_sys/param.json and the bundled sce_module files? |
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Sure. This is the dump I tested with: PPSA04264,
The The prologue result was on this branch's head at the time, b14c340. I'm rebasing it today after yesterday's merges and will post the new head here. The branch is a testing integration of the PRs listed in the description on top of |
…slice Color targets with the SW_4KB_S swizzle (CB_COLOR_ATTRIB3 tile mode 5) are laid out in 4 KiB blocks with the standard element order the texture detiler uses, and are resident through the same storage images as 64 KiB targets. A CB_COLOR_VIEW selecting one slice (SLICE_START equal to SLICE_MAX) renders into that slice: the target starts one slice size per slice after the surface, the slice size being the surface's mip chain as a texture of the same tile mode lays it out. Views of several slices are still rejected. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
# Conflicts: # core/libs/prx/libSceAgcDriver/Graphics/src/State.cpp # core/libs/prx/libSceAgcDriver/tests/Graphics.cpp
# Conflicts: # core/libs/prx/libSceAgcDriver/Graphics/src/DepthSurface.cpp
# Conflicts: # core/libs/prx/libSceAgcDriver/Graphics/include/State.hpp
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@MichonGoddijn231849 since this is a testing branch rather than a change to merge, would a Discussions thread work better for it (like #357 does for PPSA21564), with a link to the branch and the PR list? It would keep the PR list and the overlap checks to changes meant for review, and testers like @RomainROCH could follow it there. Marking it as a draft would also help in the meantime. @boykopovar your call on whether testing branches like this should live in Discussions. |
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Update on the rebuilt head (now 21ffa4f, after today's second round of merges). It builds and passes ctest apart from the failures |
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@oneandonlydean Makes sense, it's a draft now. Once @boykopovar decides, I'll move it to a Discussions thread with the branch link and the PR list, or keep it here as a draft. |
What
GTA V (PPSA04264) now plays its North Yankton prologue at about 10 fps, with music, speech, sound effects and the HUD:
This builds on @STL1te's #153 (and #144 before it), which boots the game with its own
sce_moduleinto the Story Mode load. @oneandonlydean's #276, #277, #303, #408 and #415 are a large part of the speed and correctness here. Thank you both.This PR is for testing, not for merging. Every change in it is its own PR below, each with its own description and tests. This branch is current
mainwith all of them merged, plus the merge resolutions between them. Once they land, this PR closes.What it takes
Rendering:
image_sample_cdv_writelane_b32ignores EXEC (merged)v_mov_b32SDWA byte destinations (an intermittent abort during boot)Audio:
Memory:
Performance, from 1.5 to about 10 fps in the prologue:
Story Mode is an add-on entitlement. Listing
GTAVSTORYMODE001inanyps5-entitlements.ini(the #153 mechanism) enables "Resume Story".Not done yet
Tested
Windows 11 Pro, AMD Ryzen 5 7600, NVIDIA GeForce RTX 5080 (driver 32.0.16.1074), 32 GB DDR5-5600, MinGW-w64 GCC 15.2.0.
sce_module. On this exact branch: Main menu → Resume Story → the prologue plays at about 10 fps. Rendering, reflections, music, speech and sound effects are correct. No draws are refused.ctest: all tests pass.Checklist
main; no other open PR implements the same functionsNotImplemented_nid_no_patch); silent stubs are listed in TechnicalDebt.mdfiles or images added to the repository (the screenshot is hosted outside it)🤖 Generated with Claude Code