Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Street Supremacy [ULUS10069] - black screen on latest nightly #13996

Closed
meowthed opened this issue Jan 29, 2021 · 17 comments · Fixed by #13999
Closed

Street Supremacy [ULUS10069] - black screen on latest nightly #13996

meowthed opened this issue Jan 29, 2021 · 17 comments · Fixed by #13999
Assignees
Labels
PSMF / MPEG Issue involves scePsmf or sceMpeg video playback.
Milestone

Comments

@meowthed
Copy link

meowthed commented Jan 29, 2021

What happens?

After the initial logos, it's stuck on a black screen. It's persistent on all backends.

What should happen?

It should play video and go to menus as normal. Possible regression due to the game fully working on previous versions of PPSSPP.

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

NVIDIA Geforce 740m
Windows 10 x64
v1.10.3-1659-gbcd7856aa

@meowthed
Copy link
Author

A couple other games like EA Replay and After Burner exhibit the same issue of not going far to the menus.

@anr2me
Copy link
Collaborator

anr2me commented Jan 29, 2021

Do you know which version was the last working one? it could helped the devs to locate which commit causing the issue.
Was it v1.10.3-1658-g6b083aaf7 the last working version?

When i tested EA Replay, looks like it's getting a blue screen (invalid access) after pressing Start button on the "Press START button to play" screen.
image

Ignoring bad memory access will be flooded with this warnings

13:04:714 user_main    W[ME]: HLE\sceMpeg.cpp:443 sceMpegInit(): already initialized
13:04:755 user_main    W[ME]: HLE\sceMpeg.cpp:443 sceMpegInit(): already initialized
13:04:810 user_main    W[ME]: HLE\sceMpeg.cpp:443 sceMpegInit(): already initialized
13:04:855 user_main    W[MEMMAP]: Core\Core.cpp:421 Read Word: Invalid address 0000000c PC 089ea8d0 LR 089ea8d0
13:04:855 user_main    W[MEMMAP]: Core\Core.cpp:421 Write Word: Invalid address 00000014 PC 089ea8d0 LR 089ea908
13:04:855 user_main    W[MEMMAP]: Core\Core.cpp:421 Write Word: Invalid address 00000010 PC 089ea8d0 LR 089ea908
13:04:855 user_main    W[MEMMAP]: Core\Core.cpp:421 Write Word: Invalid address 0000001c PC 089ea8d0 LR 089ea908
13:04:855 user_main    W[MEMMAP]: Core\Core.cpp:421 Write Word: Invalid address 00000018 PC 089ea8d0 LR 089ea908
13:04:855 user_main    W[MEMMAP]: Core\Core.cpp:421 Write Word: Invalid address 00000024 PC 089ea8d0 LR 089ea908
13:04:855 user_main    W[MEMMAP]: Core\Core.cpp:421 Write Word: Invalid address 00000020 PC 089ea8d0 LR 089ea908
13:04:855 user_main    W[MEMMAP]: Core\Core.cpp:421 Write Word: Invalid address 0000002c PC 089ea8d0 LR 089ea908
13:04:855 user_main    W[MEMMAP]: Core\Core.cpp:421 Write Word: Invalid address 00000028 PC 089ea8d0 LR 089ea908

@meowthed
Copy link
Author

meowthed commented Jan 29, 2021

@anr2me I know that the latest stable version (1.10.3) works with Street Supremacy. Haven't tested out every version prior to the regression yet

@meowthed
Copy link
Author

Last working version is v1.10.3-1389-ga13b4f751. v1.10.3-1393-g990c9650d is when it starts to get broken.

@anr2me
Copy link
Collaborator

anr2me commented Jan 29, 2021

Looks like this commit causing this issue 990c965 which seems to be related to #13527
May be @sum2012 can figured out what's happening?

Edit:
To be exact, this commit is causing this issue sum2012@0572423

@hrydgard hrydgard added this to the v1.11.0 milestone Jan 29, 2021
@hrydgard hrydgard added the PSMF / MPEG Issue involves scePsmf or sceMpeg video playback. label Jan 29, 2021
@hrydgard
Copy link
Owner

Oh no :)

@sum2012
Copy link
Collaborator

sum2012 commented Jan 29, 2021

three log of
13:04:714 user_main W[ME]: HLE\sceMpeg.cpp:443 sceMpegInit(): already initialized
maybe also have problem

@sum2012
Copy link
Collaborator

sum2012 commented Jan 29, 2021

06:01:406 playThread D[ME]: hle\scempeg.cpp:1690 sceMpegGetAtracAu(08a0dd44, 00000002, 08a0dc98, 09f93a40): warming up
06:01:406 readThread D[ME]: hle\scempeg.cpp:1547 sceMpegRingbufferPut(08a0dd48, 32, 4800)
06:01:407 readThread I[ME]: hle\scempeg.cpp:366 Stream offset: 2048, Stream size: 0xAF5000
06:01:407 readThread I[ME]: hle\scempeg.cpp:367 First timestamp: 90000, Last timestamp: 7657560
06:01:411 readThread D[ME]: hle\scempeg.cpp:1509 packetAdded: 32 packetsRead: 32 packetsTotal: 4800
06:01:411 playThread D[ME]: hle\scempeg.cpp:1589 sceMpegGetAvcAu(08a0dd44, 00000001, 08a0dc80, 09f93a44): warming up

warming up should be once is my original mind.
I will try to delete one

@sum2012
Copy link
Collaborator

sum2012 commented Jan 29, 2021

No easy method to make both game happy.
Some games doesn't allow return two times ERROR_MPEG_NO_DATA
I try to use mpeg version to solve

@sum2012 sum2012 self-assigned this Jan 29, 2021
sum2012 added a commit to sum2012/ppsspp that referenced this issue Jan 29, 2021
@anr2me
Copy link
Collaborator

anr2me commented Jan 29, 2021

No easy method to make both game happy.
Some games doesn't allow return two times ERROR_MPEG_NO_DATA
I try to use mpeg version to solve

May be some games didn't handle ERROR_MPEG_NO_DATA error code?

This is an example of sceMpegGetAvcAu i found on the internet:

            retVal = sceMpegGetAvcAu(&D->m_Mpeg, D->m_MpegStreamAVC, D->m_MpegAuAVC, &unknown);   
            if((SceUInt32)retVal == 0x80618001)   // SCE_MPEG_ERROR_NOT_COMPLETED
            {   
                if(!IsRingbufferFull(D->Reader))   
                {   
                    sceKernelWaitSema(D->Reader->m_Semaphore, 1, 0);   
   
                    if(D->Reader->m_Status == READER_ABORT)   
                        break;   
                }   
            }   
            else if(retVal != 0)   
            {   
                sprintf(D->m_LastError, "sceMpegGetAvcAu() failed: 0x%08X", retVal);   
                break;   
            }   
            else   
            {   
                if(m_iVideoCurrentTimeStamp >= D->m_iLastTimeStamp - D->m_iVideoFrameDuration)   
                    break;   
   
                retVal = sceMpegAvcDecode(&D->m_Mpeg, D->m_MpegAuAVC, BUFFER_WIDTH, &D->Video->m_pVideoBuffer[D->Video->m_iPlayBuffer], &iVideoStatus);
                ...
            } 

Edit:
Nevermind, ERROR_MPEG_NO_DATA is the same error code with SCE_MPEG_ERROR_NOT_COMPLETED on uofw

@sum2012
Copy link
Collaborator

sum2012 commented Jan 29, 2021

Do anyone one know "After Burner exhibit " firmware ?
It can be seen by JPCSP emulator
1

@anr2me
Copy link
Collaborator

anr2me commented Jan 29, 2021

image

After Burner only shows black screen, without getting any invalid memory address

Logs
30:10:930 main         I[SCEUTIL]: HLE\sceUtility.cpp:282 0=sceUtilityLoadAvModule(3)
30:10:953 main         I[ME]: HLE\sceMpeg.cpp:447 sceMpegInit()
30:10:954 main         D[ME]: HLE\sceMpeg.cpp:459 1314872 = sceMpegRingbufferQueryMemSize(611)
30:10:954 main         D[ME]: HLE\sceMpeg.cpp:1664 00010000=sceMpegQueryMemSize()
30:10:955 main         D[ME]: HLE\sceMpeg.cpp:485 sceMpegRingbufferConstruct(09fff384, 611, 08d2a500, 00141038, 088da714, 09fff48c)
30:10:955 main         I[ME]: HLE\sceMpeg.cpp:563 08e6b570=sceMpegCreate(09fff380, 08e6b540, 65536, 09fff384, 512, 0, 0)
30:11:087 main         D[ME]: HLE\sceMpeg.cpp:622 sceMpegQueryStreamOffset(09fff380, 09ffeb40, 09fff4a8)
30:11:088 main         I[ME]: HLE\sceMpeg.cpp:366 Stream offset: 2048, Stream size: 0x136000
30:11:088 main         I[ME]: HLE\sceMpeg.cpp:367 First timestamp: 90000, Last timestamp: 870780
30:11:088 main         D[ME]: HLE\sceMpeg.cpp:652 sceMpegQueryStreamSize(09ffeb40, 09fff49c)
30:11:089 main         I[ME]: HLE\sceMpeg.cpp:366 Stream offset: 2048, Stream size: 0x136000
30:11:089 main         I[ME]: HLE\sceMpeg.cpp:367 First timestamp: 90000, Last timestamp: 870780
30:11:089 main         I[ME]: HLE\sceMpeg.cpp:681 sceMpegRegistStream(09fff380, 0, 0)
30:11:089 main         I[ME]: HLE\sceMpeg.cpp:681 sceMpegRegistStream(09fff380, 1, 0)
30:11:089 main         D[ME]: HLE\sceMpeg.cpp:725 sceMpegMallocAvcEsBuf(09fff380)
30:11:090 main         D[ME]: HLE\sceMpeg.cpp:1372 sceMpegInitAu(09fff380, 1, 09fff40c)
30:11:090 main         D[ME]: HLE\sceMpeg.cpp:1414 sceMpegQueryAtracEsSize(09fff380, 09fff4a0, 09fff4a4)
30:11:090 main         D[ME]: HLE\sceMpeg.cpp:1372 sceMpegInitAu(09fff380, 156946944, 09fff44c)
30:11:117 decodeThread D[ME]: HLE\sceMpeg.cpp:1442 611=sceMpegRingbufferAvailableSize(09fff384)
30:11:118 readThread   D[ME]: HLE\sceMpeg.cpp:1540 sceMpegRingbufferPut(09fff384, 32, 611)
30:11:120 readThread   I[ME]: HLE\sceMpeg.cpp:366 Stream offset: 2048, Stream size: 0x136000
30:11:120 readThread   I[ME]: HLE\sceMpeg.cpp:367 First timestamp: 90000, Last timestamp: 870780
30:11:125 readThread   D[ME]: HLE\sceMpeg.cpp:1507 packetAdded: 32 packetsRead: 32 packetsTotal: 611
30:11:126 readThread   D[ME]: HLE\sceMpeg.cpp:1442 579=sceMpegRingbufferAvailableSize(09fff384)
30:11:126 readThread   D[ME]: HLE\sceMpeg.cpp:1540 sceMpegRingbufferPut(09fff384, 32, 579)
30:11:126 readThread   D[ME]: HLE\sceMpeg.cpp:1507 packetAdded: 32 packetsRead: 64 packetsTotal: 611
30:11:126 readThread   D[ME]: HLE\sceMpeg.cpp:1442 547=sceMpegRingbufferAvailableSize(09fff384)
30:11:126 readThread   D[ME]: HLE\sceMpeg.cpp:1540 sceMpegRingbufferPut(09fff384, 32, 547)
30:11:127 readThread   D[ME]: HLE\sceMpeg.cpp:1507 packetAdded: 32 packetsRead: 96 packetsTotal: 611
30:11:127 readThread   D[ME]: HLE\sceMpeg.cpp:1442 515=sceMpegRingbufferAvailableSize(09fff384)
30:11:127 readThread   D[ME]: HLE\sceMpeg.cpp:1540 sceMpegRingbufferPut(09fff384, 32, 515)
30:11:127 readThread   D[ME]: HLE\sceMpeg.cpp:1507 packetAdded: 32 packetsRead: 128 packetsTotal: 611
30:11:127 readThread   D[ME]: HLE\sceMpeg.cpp:1442 483=sceMpegRingbufferAvailableSize(09fff384)
30:11:127 readThread   D[ME]: HLE\sceMpeg.cpp:1540 sceMpegRingbufferPut(09fff384, 32, 483)
30:11:127 readThread   D[ME]: HLE\sceMpeg.cpp:1507 packetAdded: 32 packetsRead: 160 packetsTotal: 611
30:11:127 readThread   D[ME]: HLE\sceMpeg.cpp:1442 451=sceMpegRingbufferAvailableSize(09fff384)
30:11:127 readThread   D[ME]: HLE\sceMpeg.cpp:1540 sceMpegRingbufferPut(09fff384, 32, 451)
30:11:128 readThread   D[ME]: HLE\sceMpeg.cpp:1507 packetAdded: 32 packetsRead: 192 packetsTotal: 611
30:11:128 readThread   D[ME]: HLE\sceMpeg.cpp:1442 419=sceMpegRingbufferAvailableSize(09fff384)
30:11:128 readThread   D[ME]: HLE\sceMpeg.cpp:1540 sceMpegRingbufferPut(09fff384, 32, 419)
30:11:128 readThread   D[ME]: HLE\sceMpeg.cpp:1507 packetAdded: 32 packetsRead: 224 packetsTotal: 611
30:11:128 readThread   D[ME]: HLE\sceMpeg.cpp:1442 387=sceMpegRingbufferAvailableSize(09fff384)
30:11:128 readThread   D[ME]: HLE\sceMpeg.cpp:1540 sceMpegRingbufferPut(09fff384, 32, 387)
30:11:128 readThread   D[ME]: HLE\sceMpeg.cpp:1507 packetAdded: 32 packetsRead: 256 packetsTotal: 611
30:11:128 readThread   D[ME]: HLE\sceMpeg.cpp:1442 355=sceMpegRingbufferAvailableSize(09fff384)
30:11:128 readThread   D[ME]: HLE\sceMpeg.cpp:1540 sceMpegRingbufferPut(09fff384, 32, 355)
30:11:128 readThread   D[ME]: HLE\sceMpeg.cpp:1507 packetAdded: 32 packetsRead: 288 packetsTotal: 611
30:11:128 readThread   D[ME]: HLE\sceMpeg.cpp:1442 323=sceMpegRingbufferAvailableSize(09fff384)
30:11:128 readThread   D[ME]: HLE\sceMpeg.cpp:1540 sceMpegRingbufferPut(09fff384, 32, 323)
30:11:128 readThread   D[ME]: HLE\sceMpeg.cpp:1507 packetAdded: 32 packetsRead: 320 packetsTotal: 611
30:11:128 readThread   D[ME]: HLE\sceMpeg.cpp:1442 291=sceMpegRingbufferAvailableSize(09fff384)
30:11:129 readThread   D[ME]: HLE\sceMpeg.cpp:1540 sceMpegRingbufferPut(09fff384, 32, 291)
30:11:129 readThread   D[ME]: HLE\sceMpeg.cpp:1507 packetAdded: 32 packetsRead: 352 packetsTotal: 611
30:11:129 readThread   D[ME]: HLE\sceMpeg.cpp:1442 259=sceMpegRingbufferAvailableSize(09fff384)
30:11:129 readThread   D[ME]: HLE\sceMpeg.cpp:1540 sceMpegRingbufferPut(09fff384, 32, 259)
30:11:129 readThread   D[ME]: HLE\sceMpeg.cpp:1507 packetAdded: 32 packetsRead: 384 packetsTotal: 611
30:11:129 readThread   D[ME]: HLE\sceMpeg.cpp:1442 227=sceMpegRingbufferAvailableSize(09fff384)
30:11:129 readThread   D[ME]: HLE\sceMpeg.cpp:1540 sceMpegRingbufferPut(09fff384, 32, 227)
30:11:129 readThread   D[ME]: HLE\sceMpeg.cpp:1507 packetAdded: 32 packetsRead: 416 packetsTotal: 611
30:11:129 readThread   D[ME]: HLE\sceMpeg.cpp:1442 195=sceMpegRingbufferAvailableSize(09fff384)
30:11:129 readThread   D[ME]: HLE\sceMpeg.cpp:1540 sceMpegRingbufferPut(09fff384, 32, 195)
30:11:129 readThread   D[ME]: HLE\sceMpeg.cpp:1507 packetAdded: 32 packetsRead: 448 packetsTotal: 611
30:11:129 readThread   D[ME]: HLE\sceMpeg.cpp:1442 163=sceMpegRingbufferAvailableSize(09fff384)
30:11:129 readThread   D[ME]: HLE\sceMpeg.cpp:1540 sceMpegRingbufferPut(09fff384, 32, 163)
30:11:129 readThread   D[ME]: HLE\sceMpeg.cpp:1507 packetAdded: 32 packetsRead: 480 packetsTotal: 611
30:11:129 readThread   D[ME]: HLE\sceMpeg.cpp:1442 131=sceMpegRingbufferAvailableSize(09fff384)
30:11:129 readThread   D[ME]: HLE\sceMpeg.cpp:1540 sceMpegRingbufferPut(09fff384, 32, 131)
30:11:130 readThread   D[ME]: HLE\sceMpeg.cpp:1507 packetAdded: 32 packetsRead: 512 packetsTotal: 611
30:11:130 readThread   D[ME]: HLE\sceMpeg.cpp:1442 99=sceMpegRingbufferAvailableSize(09fff384)
30:11:130 readThread   D[ME]: HLE\sceMpeg.cpp:1540 sceMpegRingbufferPut(09fff384, 32, 99)
30:11:130 readThread   D[ME]: HLE\sceMpeg.cpp:1507 packetAdded: 32 packetsRead: 544 packetsTotal: 611
30:11:130 readThread   D[ME]: HLE\sceMpeg.cpp:1442 67=sceMpegRingbufferAvailableSize(09fff384)
30:11:130 readThread   D[ME]: HLE\sceMpeg.cpp:1540 sceMpegRingbufferPut(09fff384, 32, 67)
30:11:130 readThread   D[ME]: HLE\sceMpeg.cpp:1507 packetAdded: 32 packetsRead: 576 packetsTotal: 611
30:11:132 decodeThread D[ME]: HLE\sceMpeg.cpp:1442 35=sceMpegRingbufferAvailableSize(09fff384)
30:11:132 readThread   D[ME]: HLE\sceMpeg.cpp:1540 sceMpegRingbufferPut(09fff384, 32, 35)
30:11:132 readThread   D[ME]: HLE\sceMpeg.cpp:1507 packetAdded: 32 packetsRead: 608 packetsTotal: 611
30:11:132 readThread   D[ME]: HLE\sceMpeg.cpp:1442 3=sceMpegRingbufferAvailableSize(09fff384)
30:11:132 readThread   D[ME]: HLE\sceMpeg.cpp:1540 sceMpegRingbufferPut(09fff384, 3, 3)
30:11:132 readThread   D[ME]: HLE\sceMpeg.cpp:1507 packetAdded: 3 packetsRead: 611 packetsTotal: 611
30:11:132 readThread   D[ME]: HLE\sceMpeg.cpp:1442 0=sceMpegRingbufferAvailableSize(09fff384)
30:11:132 readThread   D[ME]: HLE\sceMpeg.cpp:1528 sceMpegRingbufferPut(09fff384, 0, 0): no packets to enqueue
30:11:132 readThread   D[ME]: HLE\sceMpeg.cpp:1528 sceMpegRingbufferPut(09fff384, 0, 0): no packets to enqueue
30:11:132 readThread   D[ME]: HLE\sceMpeg.cpp:1528 sceMpegRingbufferPut(09fff384, 0, 0): no packets to enqueue
30:11:132 readThread   D[ME]: HLE\sceMpeg.cpp:1528 sceMpegRingbufferPut(09fff384, 0, 0): no packets to enqueue
30:11:132 readThread   D[ME]: HLE\sceMpeg.cpp:1528 sceMpegRingbufferPut(09fff384, 0, 0): no packets to enqueue
30:11:132 readThread   D[ME]: HLE\sceMpeg.cpp:1528 sceMpegRingbufferPut(09fff384, 0, 0): no packets to enqueue
30:11:132 readThread   D[ME]: HLE\sceMpeg.cpp:1528 sceMpegRingbufferPut(09fff384, 0, 0): no packets to enqueue
30:11:133 readThread   D[ME]: HLE\sceMpeg.cpp:1528 sceMpegRingbufferPut(09fff384, 0, 0): no packets to enqueue
30:11:133 readThread   D[ME]: HLE\sceMpeg.cpp:1528 sceMpegRingbufferPut(09fff384, 0, 0): no packets to enqueue
...
30:11:147 decodeThread D[ME]: HLE\sceMpeg.cpp:1683 sceMpegGetAtracAu(09fff380, 00000002, 09fff44c, 09fc8e40): warning up

@sum2012
Copy link
Collaborator

sum2012 commented Jan 29, 2021

I think that 100% safe for that code only run on firmware 3.0 or above

@sum2012
Copy link
Collaborator

sum2012 commented Jan 29, 2021

Final Fantasy tactics Firmware 3.0.3 ,the game work without the change

@sum2012
Copy link
Collaborator

sum2012 commented Jan 29, 2021

Thanks @arnoldsecret report,
I only avoid error on megaman power up which firmware 2.6
I didn't test other games which firmware below 3 (EA Replay,After Burner)

@meowthed
Copy link
Author

meowthed commented Jan 30, 2021

Game now works aside from time attack hanging at loading, but I think it's unrelated and should be on a separate issue thread.

@unknownbrackets
Copy link
Collaborator

I'm pretty sure firmware tests have shown this warm up delay across versions, but the error code or semantics of it may differ...

-[Unknown]

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]>
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 <[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]>
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
PSMF / MPEG Issue involves scePsmf or sceMpeg video playback.
Projects
None yet
Development

Successfully merging a pull request may close this issue.

5 participants