Tested by https://github.com/RPCS3/rpcs3/commit/64a6fbe39ff089d0155a36aeb0d3c6360d223ad9
While attemp to ingame it throws fatal error "Unknown blend eq 0xffff"
F {rsx::thread} class std::runtime_error thrown: Unknown blend eq 0xffff
(in file Emu\RSX\gcm_enums.cpp:733)
Seems to be the same issue on Call Of Duty Modern Warfare 2
F {rsx::thread} class std::runtime_error thrown: Unknown blend eq 0x0
(in file Emu\RSX\gcm_enums.cpp:733)
Retest, may have been fixed with recent builds.
Tested on latest release build bc27f5f
As above, while attempting to load the first level from cutscene the game
throws fatal error "Unknown blend eq 0xffff"
No change on this behavior, tested with ASMJIT and SPU LLVM.
F {RSX [0x0549b48]} RSX: class std::runtime_error thrown: Unknown blend eq 0xffff
(in file c:\projects\rpcs3\rpcs3\emu\rsx\gcm_enums.cpp:733)
Issue still exists
RPCS3.log.gz
Confirm, still crashing
By disabling line 733 in gcm_enums and line 283 in VKGSRender.cpp i was able to get ingame, but it constantly compiling shaders, over 50k for less than a minute, yet they're compiling very fast

Problem persist in versio 0.0.6-8275. At least now I can hear audio and voices.
Can someone share a build with the changes specificated by Xcedf in the previous post?
Same kind of error on Virtua Tennis 3 [BLUS30021]
F {RSX [0x000525c]} RSX: St13runtime_error thrown: Unknown blend eq 0x0
(in file ../rpcs3/Emu/RSX/gcm_enums.cpp:734)
Tried to disable these lines again but on newer build there's no longer an infinite shder compilation, and games works just fine
Tried to disable these lines again but on newer build there's no longer an infinite shder compilation, and games works just fine
How do you exactly do that? @Xcedf
@dyno0
file gcm_enums.cpp line 723:
fmt::throw_exception("Unknown blend eq 0x%x" HERE, in);
comment out or remove
file VKGSRender.cpp lines 190 and 191:
default:
fmt::throw_exception("Unknown blend op: 0x%x" HERE, static_cast
Same comment out or remove
I get that, but did you get the source, commented the code and made your own build, or you did it on a master build and just modify it? @Xcedf
You need to get the source and build it with the changes
Fixed by #7780.
Most helpful comment
You need to get the source and build it with the changes