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Lord of Arcana (EU) have invisible bottom part of model on D3D9/D3D11 #13903

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anr2me opened this issue Jan 10, 2021 · 17 comments · Fixed by #13906
Closed

Lord of Arcana (EU) have invisible bottom part of model on D3D9/D3D11 #13903

anr2me opened this issue Jan 10, 2021 · 17 comments · Fixed by #13906
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D3D9 Direct3D 9 D3D11 Direct3D 11 GE emulation Backend-independent GPU issues
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@anr2me
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anr2me commented Jan 10, 2021

What happens?

I'm using the SaveData from GameSpot (the one saying female character), when i continue the data it's showing this:
image
Frame dump:
ULES01507_0001.zip

Only happened on D3D9 & D3D11, while OpenGL/Vulkan are fine.

What should happen?

Shows the character model correctly just like OpenGL/Vulkan
image

What hardware, operating system, and PPSSPP version? On desktop, GPU matters for graphical issues.

Laptop with Win10 64bit v20H2 fully updated, Intel Core i5-8250U, Geforce MX150 driver v460.89 whql, also tested with Intel UHD Graphics 620

@sum2012 sum2012 added D3D11 Direct3D 11 D3D9 Direct3D 9 GE emulation Backend-independent GPU issues labels Jan 10, 2021
@sum2012 sum2012 added this to the v1.12.0 milestone Jan 10, 2021
@sum2012
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sum2012 commented Jan 10, 2021

Can you help to post the SaveData from GameSpot in here ?

@anr2me
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anr2me commented Jan 10, 2021

Can you help to post the SaveData from GameSpot in here ?

Actually, all 3 of EUR savedata from gamespot have the same issue.
Here is the one used in screen shot & frame dump
lord-of-arcana.21578.zip

The frame dump on my first post can also be used to reproduce.

I also heard that the US version didn't have this issue http://forums.ppsspp.org/showthread.php?tid=26826&pid=139754#pid139754

@sum2012
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sum2012 commented Jan 10, 2021

I test no problem in windows 7 NVIDIA GeForce 710 Driver version : 456.55
graph maybe corrupt from old save , or some DX feature don't support in Geforce MX150
1

@sum2012 sum2012 modified the milestones: v1.12.0, Future Jan 10, 2021
@hrydgard hrydgard modified the milestones: Future, v1.12.0 Jan 10, 2021
@anr2me
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anr2me commented Jan 10, 2021

@sum2012 Have you tried to replay the GE frame dump i uploaded? Did it shows correctly?
Replying that GE frame dump shows the same issue on D3D9/D3D11 but shows correctly on OpenGL/Vulkan on my laptop.

I don't think it's unsupported feature, since most GPU supporting DX12 should fully supports all features from DX9

Btw, is there anyway to reset GPU shaders? may be the shaders need to be recompiled

@sum2012
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sum2012 commented Jan 10, 2021

I don't have problem in your frame dump.
Other reason maybe windows 10

@anr2me
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anr2me commented Jan 10, 2021

I see, may be it's also driver issue.

Edit: probably not driver issue, since my laptop also have Intel UHD Graphics 620 and when i tested it on the intel GPU it's showing the same issue.

All character models seems to be sinked
image
image

@anr2me
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anr2me commented Jan 10, 2021

PPSSPP v1.10.3 from http://www.ppsspp.org/downloads.html doesn't have this issue.

v1.10.3-1083-g5568ad2bc didn't have this issue either, i'll try to find the first broken build.

@sum2012
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sum2012 commented Jan 10, 2021

Have you tried to save again to fix savedata ?

@anr2me
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anr2me commented Jan 10, 2021

Have you tried to save again to fix savedata ?

Yes, but have no difference.

Anyway, it seems
The first broken one is v1.10.3-1098-g34874238a
The last working one is v1.10.3-1086-g105a6ce92
So may be that Share the uniform buffer declarations between D3D11 and VK. commit? (i'm too lazy to build each commit one by one LOL)

@sum2012
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sum2012 commented Jan 10, 2021

You can git checkout
v1.10.3-1093-gf1dbd25de and
v1.10.3-1092-g642f2004d
to ensure the problem is "Share the uniform buffer declarations between D3D11 and VK"

edit:I need to sleep now

@hrydgard
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Oh interesting! that's a good starting point for debugging this. I'll take a look soon.

@anr2me
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anr2me commented Jan 10, 2021

v1.10.3-1094-g17778131b doesn't even show the character at all, i can only see the sword

Edit: The Last working one is v1.10.3-1090-g9b3662460 Make the lighting code match anything newer is broken

@unknownbrackets
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The dump doesn't reproduce this in the latest build for me either. Just to confirm:

  • If you try the dump (not the game) in the latest git build, does it reproduce for you? Maybe there's a bug with the dump/compat flags.
  • If you try with default settings (easy way: put PPSSPP and assets in a new folder and run the game there), is it the same? Maybe somehow dependent on a setting?

Just trying to figure out what's different. Seems like some kind of testing, so maybe it has to do with alpha or depth (though based on your latest update, lighting could be suspect too.) I tried on Direct3D 11 with both NVIDIA and Intel.

-[Unknown]

@anr2me
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anr2me commented Jan 10, 2021

Ah you're right, i can't reproduce it with the dump on a new folder, i was testing it directly from ppsspp project before.
I guess it wasn't a bug right?

Edit: looks like some graphics settings did causes this issue.

@unknownbrackets
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That doesn't mean it's not a bug. If it's a setting, it might be a bug in that setting. Maybe the vertex shader changes improperly accounted for that setting.

-[Unknown]

@anr2me
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anr2me commented Jan 10, 2021

Software Skinning is affecting it, if i disabled it i can reproduce it.

@unknownbrackets
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This is caused by expandAllWeightsToFloat, which I'm thinking we might just enable everywhere. Downside: we haven't jitted the ARM funcs for this in the vertex decoder (because they were unused.)

-[Unknown]

unknownbrackets added a commit to unknownbrackets/ppsspp that referenced this issue Jan 10, 2021
For now, this supports the option.  We should probably just move to
everything being floats, but we already prefer software skinning.

Fixes hrydgard#13903.
@hrydgard hrydgard modified the milestones: v1.12.0, v1.11.0 Jan 10, 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 <[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]>
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