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spiderman friend or foe unplayable #6582
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Can you post a debug log? You're using the latest git build, right? You need to help us by providing something to go on. A black screen is not really "please fix"able. It's not like we need to just change some code that currently says "show a black screen" to "keep playing the game instead of showing a black screen" - we have to have some info on why it's happening to help. -[Unknown] |
I can not post a log because I have windows xp I can only tell you honestly what's wrong with the game in latest buids .I saw your message on my email. thank you for your willingness |
Download the latest git build and open "DebugLog.bat". It works fine on Windows XP. -[Unknown] |
sorry I could not put all the log Very long log
|
Hmm. Somewhere between here: 44:37:140 user_main D[IO]: HLE\sceIo.cpp:1844 39226 = sceIoPollAsync(4, 0bffe4e8) And here: 45:43:375 FMOD thread E[IO]: HLE\sceIo.cpp:834 sceIoReadAsync: bad file 4 File descriptor 4 turned into a puff of smoke. That's not good. I suppose it means closePending was set. Maybe somehow because of the failed sceIoOpenAsync before it? -[Unknown] |
European version works well, thank you for your attention |
While we may not be able to fix this without good feedback, there seems to be an issue here at least in some regions of the game. -[Unknown] |
I am a respectful person, maybe too cold, but I value their work and that of the whole team github, greetings, best wishes |
I think we fixed something related to closePending some time ago now. Is this still happening? -[Unknown] |
Still seems to be going to a black screen after loading a savegame in the US version. Here's a log, it seems like there's some "bad file descriptor" error that keeps happening after loading the save. |
Well, this log is more interesting. The basic pattern it's using is this:
Eventually, we get some unlucky timing, where this essentially happens.
Might need to verify what happens when opening invalid files and sceIoPoll. Maybe we're releasing the descriptor too early... -[Unknown] |
Wow, that's interesting... Maybe an async descriptor should indeed live longer even when bad. Would make sense just to prevent this kind of race. |
Confirmed that if you run poll/asyncwait/asyncstat/whatever, the fd becomes free if async has run. This is rather a timing issue, but I think for Open I was seeing a lot of variance (likely due to the UMD cache) and wasn't sure, so aimed super low. Going to try to do some benchmarks with a Pro Duo card (pre Mark2) and a faster microSD adapter card, and then compare to UMD. -[Unknown] |
Let me know if there's anything more I can do to help with testing/logging with this issue. |
This is saving issue when i start the new game it should playable but when i load the save the game stucks at loading |
Is this still happening? #12945 may have helped and would be in latest git builds (not v1.10.3 which is older.) If it is still happening, a fresh log may help. -[Unknown] |
@unknownbrackets Grabbed the Win x64 build from this build: https://github.com/hrydgard/ppsspp/actions/runs/495359293 Unfortunately, it looks like the issue is still happening. Here's the log. |
Isn't normal for a descriptor/handle number to be increased internally even on failure on most Operating System? so they never reuse the same descriptor number |
While this makes logical sense, it doesn't matter. We simulate what the PSP firmware actually did, which is to reuse fds if they're free. Interestingly, it does cycle through other things like FPL allocations, but not fds. Unlike Windows/Linux/macOS/etc. it also has a very limited set of fds it's willing to return. Maybe there's timing of something else that could improve this. Perhaps sceUmdWaitDriveStat / sceUmdWaitDriveStatCB... -[Unknown] |
I see, i guess PSP manages file descriptor differently than their socket descriptor :) because when i tested adhoc descriptors on a small homebrew, if the 1st successful socket creation gets number 1, and the 2nd creation failed due to port already used, the 3rd creation (success) will get the number 3 instead of 2. |
Right. I confirmed it (and also range of return values etc.) with this: checkpointNext("Alloc order:");
for (size_t i = 0; i < 32; ++i) {
ids[i] = sceIoOpen("fds.prx", PSP_O_RDONLY, 0);
}
sceIoClose(ids[20]);
ids[33] = sceIoOpen("fds.prx", PSP_O_RDONLY, 0);
checkpoint("Opened: %08x", ids[33]);
ids[34] = sceIoOpen("fds.prx", PSP_O_RDONLY, 0);
checkpoint("Opened: %08x", ids[34]); Unfortunately the pspautotests setup and freopen stuff changes the file descriptors a bit and makes it a bad overall test, since it can't match between emulator and firmware. I also retested the specific scenario of async for this issue but didn't find any different behavior, so I really hoped it'd be the timing of open (which was definitely pretty far off before #12945.) -[Unknown] |
Based on this Logs at the start of the endless flood:
Because that This is the procedure that return During within
So the flow is (based on the occurrence of breakpoints on VS2019): |
This is the Between the PS: JPCSP is too slow (about 1-2 FPS) so i ended closing it without knowing whether it's also stuck or not when loading savedata because it's taking too long on black screen. |
Hmm, I'm not really wanting to compare the timing to JPCSP (which at least in the past has seemed wildly wrong) here, especially if we don't even know if it works there. The 0 result is different from before. Here's what's happening now: THREAD1 4=sceIoOpenAsync(disc0:/PSP_GAME/USRDIR/SPIDERM/TALLY/LOBBY.STR, 1, 0)
THREAD1 0=sceIoWaitAsyncCB(4, 09fa6a58[08b56094000100a8]): waiting
THREAD1 *sleep* (wait async result)
fds[4]->asyncResult = fd; // open result
THREAD2 0=sceUmdWaitDriveStat(stat=00000020)
THREAD2 0=sceIoCloseAsync(4)
THREAD2 0=sceKernelDelayThreadCB(00000064)
THREAD2 *sleep* (delay thread)
fds[4]->asyncResult = 0; // close result
THREAD1 sceIoGetstat(disc0:/PSP_GAME/USRDIR/SPIDERM/TALLY/LOBBY.STR, 09fa6a88)
THREAD1 *sleep* (io blocking)
THREAD2 80020323=sceIoPollAsync(4, 09ffe5d8[0000000000000000])
THREAD2 0=sceKernelDelayThreadCB(00000064)
THREAD2 *sleep* (delay thread)
THREAD1 80020323=sceIoLseekAsync(0, 00000000000f6000, 0):
NOTE:
THREAD1 priority = 0x10
THREAD2 priority = 0x20 So a few things to test come to mind:
Especially the last one seems likely and might fix the case of a 0/4, but wouldn't get rid of the close/open issue. Of course, it could also be incorrect and not how it should behave, since you won't always have someone waiting after all... I can try to test these later. -[Unknown] |
#13969 might help - the first item above indeed was true. I think the other thread wakes because the open takes time. So that makes sense. And the last item is a moot point given the first. -[Unknown] |
Did that help? It should be in the next build after this comment. -[Unknown] |
It's working properly now :) nice works |
@anr2me jpcsp emulator debug for io-only |
* 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 <[email protected]> Co-authored-by: Henrik Rydgård <[email protected]> Co-authored-by: Panderner <[email protected]> Co-authored-by: ANR2ME <[email protected]> Co-authored-by: iota97 <[email protected]> Co-authored-by: vnctdj <[email protected]> Co-authored-by: Unknown W. Brackets <[email protected]> Co-authored-by: nassau-tk <[email protected]> Co-authored-by: sum2012 <[email protected]> Co-authored-by: AdamN <[email protected]> Co-authored-by: Florin9doi <[email protected]> Co-authored-by: Gleb Mazovetskiy <[email protected]> Co-authored-by: jdgleaver <[email protected]>
* 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 <[email protected]> Co-authored-by: Unknown W. Brackets <[email protected]> Co-authored-by: nassau-tk <[email protected]> Co-authored-by: sum2012 <[email protected]> Co-authored-by: ANR2ME <[email protected]> Co-authored-by: AdamN <[email protected]> Co-authored-by: Florin9doi <[email protected]> Co-authored-by: Gleb Mazovetskiy <[email protected]> Co-authored-by: jdgleaver <[email protected]> Co-authored-by: Anuskuss <[email protected]>
graphical glitches, black screen when loading level and loading the game please fix. sorry if this is a duplicate but I can not see all the issues
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