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Split-Second Missing HUD for 3rd person view #13957

Closed
Panderner opened this issue Jan 22, 2021 · 36 comments · Fixed by #15500 or #15501
Closed

Split-Second Missing HUD for 3rd person view #13957

Panderner opened this issue Jan 22, 2021 · 36 comments · Fixed by #15500 or #15501
Labels
GE emulation Backend-independent GPU issues Regression!
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@Panderner
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I tried OpenGL and Vulkan the HUD for 3rd person view in Split-Second is broken in latest builds of PPSSPP

Here's a comparison:

v1.10.3-352-gd90630c26 and newer:
Screenshot_2021-01-22-12-49-33-907_org ppsspp ppsspp

v1.10.3-348-gdd79d33f1 and older:
Screenshot_2021-01-22-12-40-31-719_org ppsspp ppsspp

Here's a GE dump:
ULUS10513_0001.ppdmp.zip

@hrydgard hrydgard added the GE emulation Backend-independent GPU issues label Jan 22, 2021
@hrydgard hrydgard added this to the v1.11.0 milestone Jan 22, 2021
@hrydgard
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hrydgard commented Jan 22, 2021

Thanks for the nice bug report :)

That implicates #13262 ...

@hrydgard
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Changing

WARN_LOG_ONCE(diffFormat1, G3D, "Texturing from framebuffer with reinterpretable format: %s != %s", GeTextureFormatToString(entry.format), GeBufferFormatToString(framebuffer->format));
return FramebufferMatchInfo{ FramebufferMatch::VALID, 0, 0, true, TextureFormatToBufferFormat(entry.format) };

to

return FramebufferMatchInfo{ FramebufferMatch::VALID };

in MatchFramebuffer "fixes" the issue. Hm.

@hrydgard
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OK this is another game that renders reflections to spheremaps like Outrun, and it does it in the same render target it uses to render the 3D HUD thing. The rendering results in lots of "color reinterprets", some wastefully large due to the detected render target size. Anyway, doing it fixes the game so I'm just gonna enable it. I don't think the performance hit will be that bad....

(Curiously, enabling ShaderColorBitmask too breaks transparency of the 3D HUD... very odd, should probably be investigated at some point).

@UbiSergei
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OpenGL Can't firm Like Vulcan..

@Panderner
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Enabling ReinterpretFramebuffers for this game makes the graphics worse but the HUD displays
Screenshot_2021-01-24-02-53-21-585_org ppsspp ppsspp

@hrydgard
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hrydgard commented Jan 23, 2021

Worse in what way? I don't see much of a difference..

Hm, I see, it's a bit darker, missing bloom?

Yeah maybe need to look into this more..

@Panderner
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Panderner commented Jan 24, 2021

This how it looks like in real hardware
IMG_20210124_114735
IMG_20210212_215804

@anr2me
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anr2me commented Jan 24, 2021

Enabling ReinterpretFramebuffers for this game makes the graphics worse but the HUD displays
Screenshot_2021-01-24-02-53-21-585_org ppsspp ppsspp

Is this screenshot taken on Vulkan? Does OpenGL didn't show the bloom either?

@unknownbrackets
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Hm, this dump doesn't play back correctly on a PSP:
playback expected

I do see the circles below the car though. I can't tell if the shading is also wrong because of the dump problem. The tool I use to playback the frame dumps can't handle dumps that take too much RAM well, and I suspect that's what happened here.

-[Unknown]

@Panderner
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Enabling ReinterpretFramebuffers for this game makes the graphics worse but the HUD displays
Screenshot_2021-01-24-02-53-21-585_org ppsspp ppsspp

Is this screenshot taken on Vulkan? Does OpenGL didn't show the bloom either?

Yes, I'm using Vulkan for this screenshot and also OpenGL

@hrydgard
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It uses exactly the same trick as Outrun to draw into the alpha channel of the reflection map that it (very inefficiently) builds. Additionally, it uses it to draw alpha masks into the HUD digits which are in the same texture used for the reflection map. Our in-shader blending used when masking is on seems to screw something up there and write full blue instead of a gradient, resulting in ugly black boxes if I turn on masking. Maybe we don't handle the case of blend+mask yet. Lots going on.

I don't know how to rescue this for 1.11 without awful hacks...

@hrydgard hrydgard modified the milestones: v1.11.0, v1.12.0 Jan 30, 2021
qurious-pixel added a commit to qurious-pixel/ppsspp that referenced this issue Feb 9, 2021
* add assets to ubuntu build artifact

This enables us to run PPSSPPSDL in the ubuntu artifact zip as normal release. Can be uploaded to the automated ppsspp download pake. After downloading the artiact zip just chmod +x PPSSPPSDL and install libsdl2-dev libgl1-mesa-dev libglu1-mesa-dev. Then everything works fine :)

* Add more error checking in SD storage detection

See hrydgard#13827

* Add 3 games to ForceMax60FPS

* Add game ID for russian version of Tron Evolution

* Prevent access violation when running out of userMemory due to piling up AdhocMatching events.

* Send AdhocMatching Data from within HLE whenever possible instead of through matchingEvent Thread.

* Reducing AdhocMatching events delay to prevent matchingEvents from piling up on Lord of Arcana.

* Try another method for getting SD card storage paths (env vars).

See hrydgard#13827

* Add a fullscreen toggle button to the main screen (Windows-only for now)

* Manually tighten up the layout a bit in the top right corner

* Use the same logic of game setting for main menu full screen, add other system

* Add a file picker (WIP)

* Enable using the folder browser on Android to select SD card through a gross hack.

Should help hrydgard#13827

Not yet using storage framework properly, just stealing the URI.

* Improve some i18n things

- reuse some translations
- move some strings to a more suitable category

I will adapt the lang .ini files accordingly.

* jit: Fix conditional disable flags.

* irjit: Correct flags for SetCtrlVFPUReg.

Fixes hrydgard#13897.  Caused the reg to be optimized out.

* irjit: Fix mtv for INF4.

* Windows: Handle fullscreen message consistently.

This handles it the same way as SDL, etc. so that the new button on the
main screen works again.

* http: Prevent Windows header leak from HTTPClient.

* UI: Cleanup Windows header in MainScreen.cpp.

Better to have this come from System, probably.  It's mainly for Windows
anyway, to alert people their save data isn't permanent.

* FixPGF for Euro Characters.(Balance emphasis)

* GPU: Correct shader gen with weights as floats.

For now, this supports the option.  We should probably just move to
everything being floats, but we already prefer software skinning.

Fixes hrydgard#13903.

* Fix copy/paste typo causing crash getting tempdirs if an env var had no value

* Android: Fix headless and unittest build.

* Build: Validate unittest/headless on Android.

* Android: Add NEON/SSE funcs into Headless/UnitTest.

* irjit: Add disable flag for simplify passes.

* irjit: Update clobber flag on inst swap.

Fixes IR in Persona 3.

* PGF Re-Fixed Euro Characters

* Enable BlockTransferAllowCreateFB for Gradius Collection

* Update Template

* Make sure we don't try to set a negative viewport size.

Should help hrydgard#13921.

* VK: Re-apply the old Adreno driver bug workaround. Fixes hrydgard#13910.

Should likely fix issue hrydgard#13923 too.

* Fix Stuck issue on some games (Dissidia 012, Full Auto 2, etc) when Failed to connect to Adhoc Server (faked success)

* Module: Reverse a single HI16/LO16 pair correctly.

If there is only one imported variable as a HI16/LO16, unloading the
module wasn't properly reversing the link.  See hrydgard#13104.

* Module: Keep HI16/LO16 in a temp state object.

This doesn't need to live any longer than the link or unlink, so let's
just make that abundantly clear.

* Remove re-test each month

* Compat: Note that Gradius requires block transfer.

Of course, there are many more that do, but might as well add since we're
tracking it here.

* Headless: Allow connecting the web debugger.

* Module: Keep the state for each import.

On exports, we iterate modules then imports.
But on imports, we iterate the exports to find the module, so we need to
keep the state around higher up.

* SoftGPU: Fix sprite provoking vertex in fast path.

It was right everywhere else.

* Vulkan: Delete only created swapchain images.

We do other null checks here, same reason.  Create may have failed.

* There's little reason to build at O3, so let's just not. Changing to O2.

See hrydgard#13920 for a breakage report.

* CMake fixes and new --ios-xcode ./b.sh command.

Also enables stencil for the iOS backbuffer. Fixes the GPU test and will doubtlessly
fix problems with running non-buffered (which you shouldn't do anyway though).

Slim alternative to hrydgard#13766 with less risk to buildbots.

* Adds two new tests to GPU driver test screen: Adreno shader logic test and flat shading

The adreno test tests for the bug mentioned in hrydgard#13910.
Very clear repro on Adreno 630, Pocophone F1.

The flat shading test is an untested attempt at a repro of

(will test that tomomorrow).

* Add texture to flat shaded test.

* Compat: Note that 3 LEGO games those are require Buffered rendering

* More GPU test improvements

* Fix the flat test. Unfortunately doesn't repro the bug :(

* GL FB readback: Only use "inout" if we actually want to read from the fb.

* Headless: Allow screenshot compare without backend.

This makes not just graphics-enabled tests work in headless on softgpu,
but also screenshot comparison ones.

* Headless: Read expected file as a FileLoader.

This makes it possible to run tests from network locations.

* Headless: Allow PNGs and http:// for screenshot.

* Headless: Disable http disk cache.

* Headless: Simplify executing a ppdmp via headless.

* Headless: Default to PNG for ppdmp tests.

* GPU: Fix safe size checks when rect offscreen.

* Vulkan: Prevent scaling shader leak.

No need to recreate if they haven't changed.

* Compat: Enable reinterpret for Kingdom Hearts.

See hrydgard#11223.  Should enable it for everything at some point.

* Debugger: Add API to trigger buttons.

* Debugger: Broadcast ctrl input events.

This can be useful to trigger debugging functionality on button press.

* Debugger: Include all press states for convenience.

In case of a multi-button shortcut, which might be common for debugging.

* Kernel: Adjust sceKernelGetThreadExitStatus timing.

See hrydgard#13703.

* PGF Fixed Bold & Italic property and camouflage the Font name.

* Oops! I misstook uploading jpn0.pgf.

* Resample all mp3

Fix hrydgard#5213

* Fix Russian (Cyrillic alphabet) on jpn0.pgf.

* Some marks position fixed on jpn0.pgf

* build fix

* PPGe: Scale down by worst of window/internal res.

See hrydgard#13958.

* compat.ini: Add Split/Second to [ReinterpretFramebuffers]. See hrydgard#13957

* Plugins: Enable by default.

* Resample only in 32000Hz

* Fix Greek characters & Roman numbers & all balance on jpn0.pgf

* Do PtpConnect internally during PtpOpen, since some games (ie. The Warriors) seems to do PtpSend immediately after PtpOpen without trying to PtpConnect first.

* Fix returned error code on PtpSend and PtpRecv when socket is not connected yet.

* OpenGL fragment shader gen: Fix precision inconsistency for v_color0/1.

Probably won't fix anything, just want this in for, well, consistency.

Noticed it debugging the iOS flat shading issues, but doesn't fix that.

* Fix duplicate shader version in the flat shader test

Unbreaks the flat shading test on Adreno (ended up in trying to link a
 #version 300 and a #version 320 shader together which it didn't like)

* Io: Don't allow async close while async busy.

See hrydgard#6582.

* GE: Better naming of render passes for color reinterpret

* GPU: Respect stencil write mask for 5551 buffers.

If the mask is 0x7F on 5551, that's equivalent to allowing the clear
entirely.  See hrydgard#13391.

* D3D9: Don't allow separate alpha clears.

Doesn't seem like the color mask applies to clears.

* Reporting: Expose CRC queue methods for other uses.

This way UI can expose the CRC if needed.

* Don't allow ForcedFirstConnect hack when using PtpConnect within PtpOpen to prevent returning result from blocking PtpConnect instead of result of PtpOpen.

* sceMp3Init:Add layerBits and versionBits information

* Add header information

* GLES: Remove direct khrplatform.h header include.

Shouldn't be needed anymore, was a hack for Nokia.  See hrydgard#13978.

* Mp3: Correct error handling for newer sdk versions.

The 6.xx behavior might be important if a game relies on it to add data.

* Mp3: Allow decode without pcm pointer.

Just like other audio decoding, you're allowed to skip audio.
Also prevents a crash if the mp3 is not yet inited.

* Add back XCode TARGETED_DEVICE_FAMILY config line

xcode warns that the value is deprecated or something, but maybe it still does something. Appears iPad support is broken right now.

* Mp3: Always keep sample rate from original mp3.

Our codec context is updated with the source sample rate, so this makes us
not resample at all.

Converting to stereo still seems correct.

* Updated GameMode initial data sync, in case remote players aren't listening yet when sending initial data (fix Pocket Pool)

* Mp3: Correct logging for init.

* Remove duplicates from ThreadManForKernel

* Vulkan: Add MMPX upscaling texture shader.

See https://casual-effects.com/research/McGuire2021PixelArt/index.html

* Vulkan: Allow tex shaders to specify a max scale.

* Specify MaxScale=2 for the new MMPX texture scaling shader

* Fix Greek characters ltn0~7.pgf

* gitlab ci change requested by m4xw

* FindFFmpeg: Fix a few issues

1. postproc now looks for postprocess.h (there is no postproc.h header).
2. pkg-config fallback condition now works (find_path/library set the
   variable to ${var}-NOTFOUND but it was checking for an empty string).

* (.gitlab-ci.yml) Add windows-x64 target

* Mpeg:Only allow firmware >= 3 for warmup

Fix hrydgard#13996

* Try to build fix on non-windows

* CMake: Add USE_UBSAN

* CMake: Rename USE_ADDRESS_SANITIZER to USE_ASAN

For consistency with USE_UBSAN

* CMake: Fix UBSAN link error

* Fix Russian characters ltn8~15.pgf

* Fix alignment issues in ISOFileSystem

Fixes hrydgard#14002

* jit: Make branch shift more obvious.

And also not technically undefined behavior.

* Fix connection issue on Dynasty Warriors (Shin Sangoku Musou) games when playing with more than 2 players.

* Minimize the Adreno shader compiler bug repro test

* Fix left shift of negative value in MIPSCodeUtils

Fixes a benign UBSAN error to improve the signal-to-noise ratio of
UBSAN errors.

Fixes hrydgard#14015

* x64Emitter: Fix unaligned store UBSAN errors

This compiles to the same assembly as before even without optimizations and avoids UB.

https://godbolt.org/z/4G5edM

While the UB here is benign, this improves signal-to-noise ratio of UBSAN errors.

Fixes hrydgard#14005

* Fix logging flags

1. The logging flags were being ignored (-v, -d)
2. Adds a `--loglevel` argument. Useful when using the debug build for
   ASAN/UBSAN to hide extremely noisy debug messages.

* Attempt to fix hrydgard#14022

* Fix Apple gpu detection

* Core: Correct branch analysis truncation.

* jit: Be very clear on sign extension.

* Only force the log level if it set via an argv

Follow-up to hrydgard#14019

* Io: Consistently use LE values of ISO entries.

Better to be consistent across big endian and little endian, in case
something was mastered wrong.

* Vulkan: Fix image layout issues after compute shader uploads.

We're already in GENERAL so probably not worth to transfer to DST just
to do even more transfers due to the silliness of GenerateMip.

I'm planning to rework the whole texture upload thing to be far more
optimal with some kind of TextureUploadManager

Fixes hrydgard#13987

* Mpeg:Only allow firmware >= 6 for warmup

Fix blue screen in hrydgard#13146

* Ge: Improve some logging and memchecks.

Explicitly trigger memchecks on readback.

* Ge: Restore saved context when ending a list.

Otherwise another list queued by a Head push could use the wrong context
data.  See hrydgard#13346.

* Framedump test screen. Downloads a list of framedumps.

* Add a new command in developer tools to list and load framedumps from framedump.ppsspp.org/repro/

Useful to make it easy to test GPU driver bugs etc, without having to
use real games or copying files around.

* Add checkbox to enable/disable driver bug workarounds.

* Fix minor rendering glitch in PPSSPP's menus on iOS

* Have the flat shading workaround obey the driver workarounds checkbox

* Loaders: Prevent errors on 0 byte reads.

Was happening when opening an http:// GE frame dump.

* Core: Maintain frame dump disc ID in SFO.

This way we won't generate a fake one later and use it for anything else.

* vertexjit: Correct saved registers on x64.

* Core: Assert debug stats remain positive.

* vertexjit: Only save extra regs on x64.

* Updated PdpStat and PtpStat

* Update README.md for 1.11

* Address initial feedback by iota97

* List fixed games. Thanks sum2012

* More from unknown and sum2012

* More stuff in README.md

* (.gitlab-ci.yml) Add linux-i686 and windows-i686 targets (+ prevent creation of 'null' file when building Windows libretro cores)

* Fix possible lock issue during AdhocMatchingStart

* Updated PdpStat to prevent rcv_sb_cc from exceeding the buffer size arg (since we use larger buffer size to prevent micro stutters or disconnection issue due to too many dropped packets with small buffer size).
TODO: May need to improve it to be able to calculate the correct size if there are multiple datagram messages

* UI: Correct developer tools test run.

* Make a couple of UI animations refresh rate independent

* Core: Reset state properly on CPU init failure.

* Windows: Prevent crash on null symbol map.

Happened during a double error scenario, but might as well check.

* We don't really need to allocate a buffer when using MSG_TRUNC on recvfrom

* Minor renaming

* Moving hleDelayResult from internal function of SetSocketAlert to prevent waking up HLE-blocked thread

* Fix possible race condition issue.

* Fix jpn0.pgf characters position.

* Debugger: Populate funcs if disassembly open early.

* PPGe: Fallback to atlas text on alloc fail.

* PPGe: Clear text allocations on shutdown.

* Updated some Logs to help finding the location of the call to debug.

* Removing hleDelayResult from internal adhoc functions to prevent waking up thread that supposed to be blocked by the outer HLE.

* Run the link script

* Run the link script, fixups

* Update lang,pspautotests submodules

* Do the title screen animation by accumulator instead, to avoid a long first frame breaking it.

* Update version to 1.11

* PPGe: Decimate text images properly.

Co-authored-by: kaiomatico <kai.wienberg@gmail.com>
Co-authored-by: Henrik Rydgård <hrydgard@gmail.com>
Co-authored-by: Panderner <37503397+Panderner@users.noreply.github.com>
Co-authored-by: ANR2ME <anr2000@gmail.com>
Co-authored-by: iota97 <giovi.cocco@gmail.com>
Co-authored-by: vnctdj <3978690+vnctdj@users.noreply.github.com>
Co-authored-by: Unknown W. Brackets <checkins@unknownbrackets.org>
Co-authored-by: nassau-tk <dt.kadoike@gmail.com>
Co-authored-by: sum2012 <consignpo@gmail.com>
Co-authored-by: AdamN <ANR2ME@users.noreply.github.com>
Co-authored-by: Florin9doi <Florin9doi@users.noreply.github.com>
Co-authored-by: Gleb Mazovetskiy <glex.spb@gmail.com>
Co-authored-by: jdgleaver <james@leaver.myzen.co.uk>
hrydgard added a commit that referenced this issue Feb 12, 2021
…buffers]. See #13957"

Also see #14123 . Not sure I intended to actually do this.

This reverts commit d0c3a5a.
Panderner added a commit to Panderner/ppsspp that referenced this issue Feb 14, 2021
* Adds two new tests to GPU driver test screen: Adreno shader logic test and flat shading

The adreno test tests for the bug mentioned in hrydgard#13910.
Very clear repro on Adreno 630, Pocophone F1.

The flat shading test is an untested attempt at a repro of

(will test that tomomorrow).

* Add texture to flat shaded test.

* Compat: Note that 3 LEGO games those are require Buffered rendering

* More GPU test improvements

* Fix the flat test. Unfortunately doesn't repro the bug :(

* GL FB readback: Only use "inout" if we actually want to read from the fb.

* Headless: Allow screenshot compare without backend.

This makes not just graphics-enabled tests work in headless on softgpu,
but also screenshot comparison ones.

* Headless: Read expected file as a FileLoader.

This makes it possible to run tests from network locations.

* Headless: Allow PNGs and http:// for screenshot.

* Headless: Disable http disk cache.

* Headless: Simplify executing a ppdmp via headless.

* Headless: Default to PNG for ppdmp tests.

* GPU: Fix safe size checks when rect offscreen.

* Vulkan: Prevent scaling shader leak.

No need to recreate if they haven't changed.

* Compat: Enable reinterpret for Kingdom Hearts.

See hrydgard#11223.  Should enable it for everything at some point.

* Debugger: Add API to trigger buttons.

* Debugger: Broadcast ctrl input events.

This can be useful to trigger debugging functionality on button press.

* Debugger: Include all press states for convenience.

In case of a multi-button shortcut, which might be common for debugging.

* Kernel: Adjust sceKernelGetThreadExitStatus timing.

See hrydgard#13703.

* PGF Fixed Bold & Italic property and camouflage the Font name.

* Oops! I misstook uploading jpn0.pgf.

* Resample all mp3

Fix hrydgard#5213

* Fix Russian (Cyrillic alphabet) on jpn0.pgf.

* Some marks position fixed on jpn0.pgf

* build fix

* PPGe: Scale down by worst of window/internal res.

See hrydgard#13958.

* compat.ini: Add Split/Second to [ReinterpretFramebuffers]. See hrydgard#13957

* Plugins: Enable by default.

* Resample only in 32000Hz

* Fix Greek characters & Roman numbers & all balance on jpn0.pgf

* Do PtpConnect internally during PtpOpen, since some games (ie. The Warriors) seems to do PtpSend immediately after PtpOpen without trying to PtpConnect first.

* Fix returned error code on PtpSend and PtpRecv when socket is not connected yet.

* OpenGL fragment shader gen: Fix precision inconsistency for v_color0/1.

Probably won't fix anything, just want this in for, well, consistency.

Noticed it debugging the iOS flat shading issues, but doesn't fix that.

* Fix duplicate shader version in the flat shader test

Unbreaks the flat shading test on Adreno (ended up in trying to link a
 #version 300 and a #version 320 shader together which it didn't like)

* Io: Don't allow async close while async busy.

See hrydgard#6582.

* GE: Better naming of render passes for color reinterpret

* GPU: Respect stencil write mask for 5551 buffers.

If the mask is 0x7F on 5551, that's equivalent to allowing the clear
entirely.  See hrydgard#13391.

* D3D9: Don't allow separate alpha clears.

Doesn't seem like the color mask applies to clears.

* Reporting: Expose CRC queue methods for other uses.

This way UI can expose the CRC if needed.

* Don't allow ForcedFirstConnect hack when using PtpConnect within PtpOpen to prevent returning result from blocking PtpConnect instead of result of PtpOpen.

* sceMp3Init:Add layerBits and versionBits information

* Add header information

* GLES: Remove direct khrplatform.h header include.

Shouldn't be needed anymore, was a hack for Nokia.  See hrydgard#13978.

* Mp3: Correct error handling for newer sdk versions.

The 6.xx behavior might be important if a game relies on it to add data.

* Mp3: Allow decode without pcm pointer.

Just like other audio decoding, you're allowed to skip audio.
Also prevents a crash if the mp3 is not yet inited.

* Add back XCode TARGETED_DEVICE_FAMILY config line

xcode warns that the value is deprecated or something, but maybe it still does something. Appears iPad support is broken right now.

* Mp3: Always keep sample rate from original mp3.

Our codec context is updated with the source sample rate, so this makes us
not resample at all.

Converting to stereo still seems correct.

* Updated GameMode initial data sync, in case remote players aren't listening yet when sending initial data (fix Pocket Pool)

* Mp3: Correct logging for init.

* Remove duplicates from ThreadManForKernel

* Vulkan: Add MMPX upscaling texture shader.

See https://casual-effects.com/research/McGuire2021PixelArt/index.html

* Vulkan: Allow tex shaders to specify a max scale.

* Specify MaxScale=2 for the new MMPX texture scaling shader

* Fix Greek characters ltn0~7.pgf

* gitlab ci change requested by m4xw

* FindFFmpeg: Fix a few issues

1. postproc now looks for postprocess.h (there is no postproc.h header).
2. pkg-config fallback condition now works (find_path/library set the
   variable to ${var}-NOTFOUND but it was checking for an empty string).

* (.gitlab-ci.yml) Add windows-x64 target

* Mpeg:Only allow firmware >= 3 for warmup

Fix hrydgard#13996

* Try to build fix on non-windows

* CMake: Add USE_UBSAN

* CMake: Rename USE_ADDRESS_SANITIZER to USE_ASAN

For consistency with USE_UBSAN

* CMake: Fix UBSAN link error

* Fix Russian characters ltn8~15.pgf

* Fix alignment issues in ISOFileSystem

Fixes hrydgard#14002

* jit: Make branch shift more obvious.

And also not technically undefined behavior.

* Fix connection issue on Dynasty Warriors (Shin Sangoku Musou) games when playing with more than 2 players.

* Minimize the Adreno shader compiler bug repro test

* Fix left shift of negative value in MIPSCodeUtils

Fixes a benign UBSAN error to improve the signal-to-noise ratio of
UBSAN errors.

Fixes hrydgard#14015

* x64Emitter: Fix unaligned store UBSAN errors

This compiles to the same assembly as before even without optimizations and avoids UB.

https://godbolt.org/z/4G5edM

While the UB here is benign, this improves signal-to-noise ratio of UBSAN errors.

Fixes hrydgard#14005

* Fix logging flags

1. The logging flags were being ignored (-v, -d)
2. Adds a `--loglevel` argument. Useful when using the debug build for
   ASAN/UBSAN to hide extremely noisy debug messages.

* Attempt to fix hrydgard#14022

* Fix Apple gpu detection

* Core: Correct branch analysis truncation.

* jit: Be very clear on sign extension.

* Only force the log level if it set via an argv

Follow-up to hrydgard#14019

* Io: Consistently use LE values of ISO entries.

Better to be consistent across big endian and little endian, in case
something was mastered wrong.

* Vulkan: Fix image layout issues after compute shader uploads.

We're already in GENERAL so probably not worth to transfer to DST just
to do even more transfers due to the silliness of GenerateMip.

I'm planning to rework the whole texture upload thing to be far more
optimal with some kind of TextureUploadManager

Fixes hrydgard#13987

* Mpeg:Only allow firmware >= 6 for warmup

Fix blue screen in hrydgard#13146

* Ge: Improve some logging and memchecks.

Explicitly trigger memchecks on readback.

* Ge: Restore saved context when ending a list.

Otherwise another list queued by a Head push could use the wrong context
data.  See hrydgard#13346.

* Framedump test screen. Downloads a list of framedumps.

* Add a new command in developer tools to list and load framedumps from framedump.ppsspp.org/repro/

Useful to make it easy to test GPU driver bugs etc, without having to
use real games or copying files around.

* Add checkbox to enable/disable driver bug workarounds.

* Fix minor rendering glitch in PPSSPP's menus on iOS

* Have the flat shading workaround obey the driver workarounds checkbox

* Loaders: Prevent errors on 0 byte reads.

Was happening when opening an http:// GE frame dump.

* Core: Maintain frame dump disc ID in SFO.

This way we won't generate a fake one later and use it for anything else.

* vertexjit: Correct saved registers on x64.

* Core: Assert debug stats remain positive.

* vertexjit: Only save extra regs on x64.

* Updated PdpStat and PtpStat

* Update README.md for 1.11

* Address initial feedback by iota97

* List fixed games. Thanks sum2012

* More from unknown and sum2012

* More stuff in README.md

* (.gitlab-ci.yml) Add linux-i686 and windows-i686 targets (+ prevent creation of 'null' file when building Windows libretro cores)

* Fix possible lock issue during AdhocMatchingStart

* Updated PdpStat to prevent rcv_sb_cc from exceeding the buffer size arg (since we use larger buffer size to prevent micro stutters or disconnection issue due to too many dropped packets with small buffer size).
TODO: May need to improve it to be able to calculate the correct size if there are multiple datagram messages

* UI: Correct developer tools test run.

* Make a couple of UI animations refresh rate independent

* Core: Reset state properly on CPU init failure.

* Windows: Prevent crash on null symbol map.

Happened during a double error scenario, but might as well check.

* We don't really need to allocate a buffer when using MSG_TRUNC on recvfrom

* Minor renaming

* Moving hleDelayResult from internal function of SetSocketAlert to prevent waking up HLE-blocked thread

* Fix possible race condition issue.

* Fix jpn0.pgf characters position.

* Debugger: Populate funcs if disassembly open early.

* PPGe: Fallback to atlas text on alloc fail.

* PPGe: Clear text allocations on shutdown.

* Updated some Logs to help finding the location of the call to debug.

* Removing hleDelayResult from internal adhoc functions to prevent waking up thread that supposed to be blocked by the outer HLE.

* Run the link script

* Run the link script, fixups

* Update lang,pspautotests submodules

* Do the title screen animation by accumulator instead, to avoid a long first frame breaking it.

* Update version to 1.11

* PPGe: Decimate text images properly.

* Add more games to ReportSmallMemStick

* Handle exec addr errors better - don't let IgnoreBadMemoryAccesses skip dispatcher exceptions.

It would then just fall through into the compiler and die.

Should remove one of the "mystery" crashes from hrydgard#14082.

* Cause the correct type of exception. Never ignore EXEC_ADDR exceptions.

* Buildfix

* GL: Call CreateDeviceObjects *after* updating render_.

Also remove a redundant call to fetch render_ in the constructor, it's
already passed in.

* Remove now-redundant check

* Only allow sceMpegGetAvcAu warmup for God Eater Series

Fix hrydgard#14086

* Rename the new warmup variable from hrydgard#14091

* SaveState: Prevent crash on bad cookie marker.

Just fail to load the save state.

* Update lang submodule (it_IT updates)

* Remove a completely unnecessary check in BackgroundAudio.cpp that caused glitching at 44.1khz.

Fixes hrydgard#14096

* Assorted paranoid cleanups, inspired by hrydgard#14082

* Fix frozen (0 FPS) issue on Kao Challengers and Asterix & Obelix XX (probably also fix other games from the same developer with similar issue) hrydgard#14103

* Windows recvfrom doesn't support MSG_TRUNC, so we're using dummy buffer with max size as alternative for peeking actual size of the next pending message.

* Update zh_CN and zh_TW

* Fix lobby issue on The Warriors, probably also fix similar issue on other games too.

* Update README.md for 1.11.1

* Slight simplification in LogoScreen

Not that I think those crashes actually are from this...

* Update version to 1.11.1

* Some GLSL compilers are very particular about the sign of shift operands..

* Revert (partially) "compat.ini: Add Split/Second to [ReinterpretFramebuffers]. See hrydgard#13957"

Also see hrydgard#14123 . Not sure I intended to actually do this.

This reverts commit d0c3a5a.

* GPU: Force reinterpret off without copy image.

Also, assert we have it when using it, since there's ifs.

* Add some checks trying to prevent creation of 0 sized textures.

Saw a crash log with a driver crash in CreateTexture...

* Update lang submodule

* Io: Truncate reads/writes to valid memory.

A PSP might crash in these cases, but it's better if we avoid a crash.

* Don't assert on invalid format in CwCheat.

Not sure exactly what we should do, though..

* Build: Allow on actions test branch.

* Build: Cache Qt during Actions run.

* Android: Ensure shutdown waits for render.

We apparently have a case where render is busy during shutdown, based on
crash reports.

Co-authored-by: Henrik Rydgård <hrydgard@gmail.com>
Co-authored-by: Unknown W. Brackets <checkins@unknownbrackets.org>
Co-authored-by: nassau-tk <dt.kadoike@gmail.com>
Co-authored-by: sum2012 <consignpo@gmail.com>
Co-authored-by: ANR2ME <anr2000@gmail.com>
Co-authored-by: AdamN <ANR2ME@users.noreply.github.com>
Co-authored-by: Florin9doi <Florin9doi@users.noreply.github.com>
Co-authored-by: Gleb Mazovetskiy <glex.spb@gmail.com>
Co-authored-by: jdgleaver <james@leaver.myzen.co.uk>
Co-authored-by: Anuskuss <anuskuss@googlemail.com>
@Panderner
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Software Rendering looks like this:
Screenshot (6)

@ghost
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ghost commented Jun 12, 2021

Added this game id to ReinterpretFramebuffers fixes the hud but still not look rights compare to psp.
Screenshot_2021-06-12-16-24-52-970_org ppsspp ppsspp

@hrydgard
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yeah, it's doing a lot of wacky stuff with framebuffer format reinterpretation (rendering to a RGBA4444 framebuffer as if it was 565 with a mask to render to alpha which the PSP doesn't support, just like outrun, and that's just the start - it does other stuff as well). Previously it mostly worked by accident.

@ghost
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ghost commented Jun 12, 2021

Just for comparison 🤔

OpenGL/Vulkan ReinterpretFramebuffers

Screenshot_2021-06-13-07-42-52-268_org ppsspp ppsspp

Software Rendering

Screenshot_2021-06-13-07-55-12-448_org ppsspp ppsspp

PSP Console

Screenshot_2021-06-13-07-52-42-771_com vanced android youtube
Source:#4472 (comment)

@ghost
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ghost commented Jun 13, 2021

Is 9a4c17e could maybe help this issue but why it wasn't merge 🤔

@unknownbrackets
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That's a very old commit that attempted to "fix" this by just tracking different framebuffers with different formats completely separately. Especially now, it would break a lot of things, including depal, render to texture, and block transfer. I also don't think that would fix this issue.

-[Unknown]

@DAZ3R
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DAZ3R commented Aug 21, 2021

How to fix this bug?
Sorry I'am new

@ghost
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ghost commented Aug 21, 2021

How this bug?
Sorry I'am new

Try this game using the latest ppsspp development apk.

@kkp9199
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kkp9199 commented Aug 21, 2021

How this bug?
Sorry I'am new

Try this game using the latest ppsspp development apk.

Not fixed yet in latest development build.

@hrydgard
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Right, it's not fixed yet. It's a complicated one.

@hrydgard
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Unfortunately this will have to wait for later, any fix for this will be too risky for 1.12, I think (risk of breaking other games)

@hrydgard hrydgard modified the milestones: v1.12.0, Future-Prio Sep 11, 2021
@ghost
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ghost commented Sep 11, 2021

Put this game id again in ReinterpretFramebuffers as a temporary solution?

@hrydgard
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Doesn't quite solve it, or does it for you?

@Panderner
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Unfortunately enabling ReinterpretFramebuffers cause graphical glitches for this game still happens in latest build:
Screenshot (15)

@ghost
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ghost commented Sep 11, 2021

SW Rendering is also glitchy.
Screenshot_2021-09-11-21-50-37-894_org ppsspp ppsspp

@ghost
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ghost commented Oct 6, 2021

ReinterpretFramebuffers + ShaderColorBitmask
OpenGL
Screenshot_2021-10-07-00-03-03-302_org ppsspp ppsspp

Vulkan is crashing if ShaderColorBitmask+ReinterpretFramebuffers is enable on this game.
Uploading logcat_10-07-2021_00-10-28.txt…

@Panderner
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When i enabled ShaderColorBitmask and ReinterpretFramebuffers for this game it doesn't crash for my PC using Vulkan but there are an odd chance to critical textbox to appear:
Screenshot (37)

@hrydgard
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hrydgard commented Oct 6, 2021

Hm, that's not good, it means we did something bad the driver didn't like (or a driver bug, but less likely)..

Anyway since the flags are not enabled by default, I'll look into this later, and not before 1.12.

@ghost
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ghost commented Oct 7, 2021

ShaderColorBitmask is the cause of the crash because I remove ReinterpretFramebuffers on this game in only enable ShaderColorBitmask.

logs

<<< log_count = 1727 >>>
[10-05 05:59:30.178 11985:11985 F/DEBUG]
pid: 11833, tid: 11876, name: Emu  >>> org.ppsspp.ppsspp <<<

[10-05 05:59:30.446 11985:11985 F/DEBUG]
      #00 pc 0000000000453fd8  /data/app/~~xLvf1MM3iSc53KdRp1X8nQ==/org.ppsspp.ppsspp-XTADJGlcB3H6lrLEl5rIxg==/lib/arm64/libppsspp_jni.so (BuildId: bedbb650c79884f64cead345ee0c1c8537df5d41)

[10-05 06:01:11.339 12858:12858 F/DEBUG]
pid: 12761, tid: 12803, name: Emu  >>> org.ppsspp.ppsspp <<<

[10-05 06:01:11.415 12858:12858 F/DEBUG]
      #00 pc 0000000000453fd8  /data/app/~~xLvf1MM3iSc53KdRp1X8nQ==/org.ppsspp.ppsspp-XTADJGlcB3H6lrLEl5rIxg==/lib/arm64/libppsspp_jni.so (BuildId: bedbb650c79884f64cead345ee0c1c8537df5d41)

[10-05 06:03:07.971 13408:13408 F/DEBUG]
pid: 13313, tid: 13355, name: Emu  >>> org.ppsspp.ppsspp <<<

[10-05 06:03:07.977 13408:13408 F/DEBUG]
      #00 pc 00000000003a0828  /data/app/~~xLvf1MM3iSc53KdRp1X8nQ==/org.ppsspp.ppsspp-XTADJGlcB3H6lrLEl5rIxg==/lib/arm64/libppsspp_jni.so (IRInterpret(MIPSState*, IRInst const*, int)+876) (BuildId: bedbb650c79884f64cead345ee0c1c8537df5d41)

[10-05 06:03:07.977 13408:13408 F/DEBUG]
      #01 pc 00000000003a3044  /data/app/~~xLvf1MM3iSc53KdRp1X8nQ==/org.ppsspp.ppsspp-XTADJGlcB3H6lrLEl5rIxg==/lib/arm64/libppsspp_jni.so (MIPSComp::IRJit::RunLoopUntil(unsigned long long)+160) (BuildId: bedbb650c79884f64cead345ee0c1c8537df5d41)

[10-05 06:03:07.977 13408:13408 F/DEBUG]
      #02 pc 0000000000541804  /data/app/~~xLvf1MM3iSc53KdRp1X8nQ==/org.ppsspp.ppsspp-XTADJGlcB3H6lrLEl5rIxg==/lib/arm64/libppsspp_jni.so (MIPSState::RunLoopUntil(unsigned long long)+116) (BuildId: bedbb650c79884f64cead345ee0c1c8537df5d41)

[10-05 06:03:07.977 13408:13408 F/DEBUG]
      #03 pc 0000000000572580  /data/app/~~xLvf1MM3iSc53KdRp1X8nQ==/org.ppsspp.ppsspp-XTADJGlcB3H6lrLEl5rIxg==/lib/arm64/libppsspp_jni.so (PSP_RunLoopWhileState()+116) (BuildId: bedbb650c79884f64cead345ee0c1c8537df5d41)

[10-05 06:03:07.977 13408:13408 F/DEBUG]
      #04 pc 00000000006df0bc  /data/app/~~xLvf1MM3iSc53KdRp1X8nQ==/org.ppsspp.ppsspp-XTADJGlcB3H6lrLEl5rIxg==/lib/arm64/libppsspp_jni.so (EmuScreen::render()+296) (BuildId: bedbb650c79884f64cead345ee0c1c8537df5d41)

[10-05 06:03:07.977 13408:13408 F/DEBUG]
      #05 pc 0000000000bd8424  /data/app/~~xLvf1MM3iSc53KdRp1X8nQ==/org.ppsspp.ppsspp-XTADJGlcB3H6lrLEl5rIxg==/lib/arm64/libppsspp_jni.so (ScreenManager::render()+220) (BuildId: bedbb650c79884f64cead345ee0c1c8537df5d41)

[10-05 06:03:07.977 13408:13408 F/DEBUG]
      #06 pc 00000000006d5bb0  /data/app/~~xLvf1MM3iSc53KdRp1X8nQ==/org.ppsspp.ppsspp-XTADJGlcB3H6lrLEl5rIxg==/lib/arm64/libppsspp_jni.so (NativeRender(GraphicsContext*)+752) (BuildId: bedbb650c79884f64cead345ee0c1c8537df5d41)

[10-05 06:03:07.977 13408:13408 F/DEBUG]
      #07 pc 00000000006cc680  /data/app/~~xLvf1MM3iSc53KdRp1X8nQ==/org.ppsspp.ppsspp-XTADJGlcB3H6lrLEl5rIxg==/lib/arm64/libppsspp_jni.so (UpdateRunLoopAndroid(_JNIEnv*)+44) (BuildId: bedbb650c79884f64cead345ee0c1c8537df5d41)

[10-05 06:03:07.977 13408:13408 F/DEBUG]
      #08 pc 00000000006ceabc  /data/app/~~xLvf1MM3iSc53KdRp1X8nQ==/org.ppsspp.ppsspp-XTADJGlcB3H6lrLEl5rIxg==/lib/arm64/libppsspp_jni.so (BuildId: bedbb650c79884f64cead345ee0c1c8537df5d41)

[10-05 06:03:07.977 13408:13408 F/DEBUG]
      #09 pc 00000000003e9f88  /data/app/~~xLvf1MM3iSc53KdRp1X8nQ==/org.ppsspp.ppsspp-XTADJGlcB3H6lrLEl5rIxg==/lib/arm64/libppsspp_jni.so (void* std::__ndk1::__thread_proxy<std::__ndk1::tuple<std::__ndk1::unique_ptr<std::__ndk1::__thread_struct, std::__ndk1::default_delete<std::__ndk1::__thread_struct> >, void (*)()> >(void*)+44) (BuildId: bedbb650c79884f64cead345ee0c1c8537df5d41)

[10-05 06:05:17.260 14238:14238 F/DEBUG]
pid: 14139, tid: 14182, name: Emu  >>> org.ppsspp.ppsspp <<<

[10-05 06:05:17.265 14238:14238 F/DEBUG]
      #00 pc 00000000003a0828  /data/app/~~xLvf1MM3iSc53KdRp1X8nQ==/org.ppsspp.ppsspp-XTADJGlcB3H6lrLEl5rIxg==/lib/arm64/libppsspp_jni.so (IRInterpret(MIPSState*, IRInst const*, int)+876) (BuildId: bedbb650c79884f64cead345ee0c1c8537df5d41)

[10-05 06:05:17.265 14238:14238 F/DEBUG]
      #01 pc 00000000003a3044  /data/app/~~xLvf1MM3iSc53KdRp1X8nQ==/org.ppsspp.ppsspp-XTADJGlcB3H6lrLEl5rIxg==/lib/arm64/libppsspp_jni.so (MIPSComp::IRJit::RunLoopUntil(unsigned long long)+160) (BuildId: bedbb650c79884f64cead345ee0c1c8537df5d41)

[10-05 06:05:17.265 14238:14238 F/DEBUG]
      #02 pc 0000000000541804  /data/app/~~xLvf1MM3iSc53KdRp1X8nQ==/org.ppsspp.ppsspp-XTADJGlcB3H6lrLEl5rIxg==/lib/arm64/libppsspp_jni.so (MIPSState::RunLoopUntil(unsigned long long)+116) (BuildId: bedbb650c79884f64cead345ee0c1c8537df5d41)

[10-05 06:05:17.265 14238:14238 F/DEBUG]
      #03 pc 0000000000572580  /data/app/~~xLvf1MM3iSc53KdRp1X8nQ==/org.ppsspp.ppsspp-XTADJGlcB3H6lrLEl5rIxg==/lib/arm64/libppsspp_jni.so (PSP_RunLoopWhileState()+116) (BuildId: bedbb650c79884f64cead345ee0c1c8537df5d41)

[10-05 06:05:17.265 14238:14238 F/DEBUG]
      #04 pc 00000000006df0bc  /data/app/~~xLvf1MM3iSc53KdRp1X8nQ==/org.ppsspp.ppsspp-XTADJGlcB3H6lrLEl5rIxg==/lib/arm64/libppsspp_jni.so (EmuScreen::render()+296) (BuildId: bedbb650c79884f64cead345ee0c1c8537df5d41)

[10-05 06:05:17.265 14238:14238 F/DEBUG]
      #05 pc 0000000000bd8424  /data/app/~~xLvf1MM3iSc53KdRp1X8nQ==/org.ppsspp.ppsspp-XTADJGlcB3H6lrLEl5rIxg==/lib/arm64/libppsspp_jni.so (ScreenManager::render()+220) (BuildId: bedbb650c79884f64cead345ee0c1c8537df5d41)

[10-05 06:05:17.265 14238:14238 F/DEBUG]
      #06 pc 00000000006d5bb0  /data/app/~~xLvf1MM3iSc53KdRp1X8nQ==/org.ppsspp.ppsspp-XTADJGlcB3H6lrLEl5rIxg==/lib/arm64/libppsspp_jni.so (NativeRender(GraphicsContext*)+752) (BuildId: bedbb650c79884f64cead345ee0c1c8537df5d41)

[10-05 06:05:17.265 14238:14238 F/DEBUG]
      #07 pc 00000000006cc680  /data/app/~~xLvf1MM3iSc53KdRp1X8nQ==/org.ppsspp.ppsspp-XTADJGlcB3H6lrLEl5rIxg==/lib/arm64/libppsspp_jni.so (UpdateRunLoopAndroid(_JNIEnv*)+44) (BuildId: bedbb650c79884f64cead345ee0c1c8537df5d41)

[10-05 06:05:17.265 14238:14238 F/DEBUG]
      #08 pc 00000000006ceabc  /data/app/~~xLvf1MM3iSc53KdRp1X8nQ==/org.ppsspp.ppsspp-XTADJGlcB3H6lrLEl5rIxg==/lib/arm64/libppsspp_jni.so (BuildId: bedbb650c79884f64cead345ee0c1c8537df5d41)

[10-05 06:05:17.265 14238:14238 F/DEBUG]
      #09 pc 00000000003e9f88  /data/app/~~xLvf1MM3iSc53KdRp1X8nQ==/org.ppsspp.ppsspp-XTADJGlcB3H6lrLEl5rIxg==/lib/arm64/libppsspp_jni.so (void* std::__ndk1::__thread_proxy<std::__ndk1::tuple<std::__ndk1::unique_ptr<std::__ndk1::__thread_struct, std::__ndk1::default_delete<std::__ndk1::__thread_struct> >, void (*)()> >(void*)+44) (BuildId: bedbb650c79884f64cead345ee0c1c8537df5d41)

I'm using ppsspp v1.12-5

@ghost
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ghost commented Dec 11, 2021

I don't know why this game hang in race and I also remove all compatibility tweaks 🤔
Im using the latest ppsspp build for android.

Screenrecorder-2021-12-11-20-23-45-359.mp4

Vulkan backend and default settings.

@hrydgard hrydgard modified the milestones: Future-Prio, v1.13.0 Dec 11, 2021
@hrydgard
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bumping to 1.13.0 for the crash, maybe will get to fixing the HUD too, let's see.

@Ac-Gamer
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Ac-Gamer commented Apr 1, 2022

So like, how do I fix this bug? im in version 1.12.3, is the HUD issue resolved in the latest version?

@Scar557
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Scar557 commented Apr 2, 2022

Not fixed yet.

@Panderner
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It's now fixed in latest builds:
Screenshot_2022-04-29-14-55-31-786_org ppsspp ppsspp

@ghost
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ghost commented May 1, 2022

It's now fixed in latest builds: Screenshot_2022-04-29-14-55-31-786_org ppsspp ppsspp

Can you test the latest build @Panderner?

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