Dolphin bug tracker: Issueshttps://bugs.dolphin-emu.org/https://bugs.dolphin-emu.org/favicon.ico?12016-03-17T18:38:58ZDolphin bug tracker
Redmine Emulator - Emulator Issues #9434 (New): Headless framedumping doesn't workhttps://bugs.dolphin-emu.org/issues/94342016-03-17T18:38:58ZSonicadvance1Sonicadvance1@gmail.com
<p>Framedumping works by reading back from the final framebuffer with glReadPixels.<br>
With headless, we don't have a final framebuffer.<br>
Set up the framebuffer manager to setup an additional framebuffer at the size of the rendering resolution, and if we are framedumping, blit in to that framebuffer first, then to the "final" framebuffer so non-headless still works fine.<br>
This will also give the advantage of framedumping at full rendering resolution instead of window resolution.</p>
<p>Of course this will be required if we want to properly have fifoci running on Android targets with a headless executable instead of APK.</p>
Emulator - Emulator Issues #9423 (Fixed): Dolphin doesn't shutdown cleanly on signal SIGINThttps://bugs.dolphin-emu.org/issues/94232016-03-13T19:42:06ZSonicadvance1Sonicadvance1@gmail.com
<p>Dolphin doesn't listen to signals, so when killing the application, say in headless with CTRL+C it will not close cleanly.<br>
Add a signal handler to properly shutdown Dolphin when it receives a SIGINT.</p>
Emulator - Emulator Issues #9422 (Fixed): ENABLE_HEADLESS eats a CPU core in infinite loophttps://bugs.dolphin-emu.org/issues/94222016-03-13T19:40:28ZSonicadvance1Sonicadvance1@gmail.com
<p>The headless code path's Platform class has a <code>while (running) {}</code> that will eat a CPU core while a game or fifo log is running.<br>
Change it over to an waiting event instead.</p>
Emulator - Emulator Issues #9368 (Fixed): Coding standard needs examples for tab indent and space...https://bugs.dolphin-emu.org/issues/93682016-02-22T20:53:38ZSonicadvance1Sonicadvance1@gmail.com
<p>Apparently our coding standard confuses people.<br>
We need to have some examples in the coding guidelines so people know how to properly align code.</p>
Emulator - Emulator Issues #9354 (Fixed): IniFile Get/Set with type vector<string> is broken and ...https://bugs.dolphin-emu.org/issues/93542016-02-19T14:32:14ZSonicadvance1Sonicadvance1@gmail.com
<p>Remove it.</p>
Emulator - Emulator Issues #9297 (Invalid): evdev doesn't work with the Nvidia SHIELD Controllerhttps://bugs.dolphin-emu.org/issues/92972016-01-24T17:50:36ZSonicadvance1Sonicadvance1@gmail.com
<p>Just noticed this on my laptop.<br>
Should probably be fixed.</p>
Emulator - Emulator Issues #9286 (Fixed): AGL is deprecated fully since OS X 10.9https://bugs.dolphin-emu.org/issues/92862016-01-22T15:07:53ZSonicadvance1Sonicadvance1@gmail.com
<p>AGL is fully deprecated since OS X 10.9, we should change over to CGL like Apple wants us to do.</p>
Emulator - Emulator Issues #9282 (Fixed): Generate a core OpenGL context with EGLhttps://bugs.dolphin-emu.org/issues/92822016-01-21T15:34:27ZSonicadvance1Sonicadvance1@gmail.com
<p>Currently with our EGL GLInterface we generate a compatibility profile for desktop OpenGL.<br>
This has never been an issue since I'm the only one that ever really uses EGL and since I use the Nvidia proprietary driver then it doesn't matter.<br>
But if we want mesa users to start taking advantage of this interface, we need to generate a core context instead of a compatibility context just like in GLX.</p>
<p><strong>Game Name?</strong></p>
<p>[Put Game Name here]</p>
<p><strong>Game ID?</strong> (right click the game in the game list, properties, info tab)</p>
<p>[Put Game ID here]</p>
<p><strong>MD5 Hash?</strong> (right click the game in the game list, properties, info tab, MD5 Hash: Compute)</p>
<p>[Put MD5 Hash here]</p>
<p><strong>What's the problem? Describe what went wrong.</strong></p>
<p>[Description here]</p>
<p><strong>What steps will reproduce the problem?</strong></p>
<p>[Reproduction steps here]</p>
<p><strong>Which versions of Dolphin did you test on? Does using an older version of Dolphin solve your issue? If yes, which versions of Dolphin used to work?</strong></p>
<p>[Versions here]</p>
<p><strong>What are your PC specifications?</strong> (CPU, GPU, Operating System, more)</p>
<p>[PC specs here]</p>
<p><strong>Is there any other relevant information? (e.g. logs, screenshots,<br>
configuration files)</strong></p>
<p>[Anything else here]</p>
Emulator - Emulator Issues #9280 (Invalid): Put a message in the TAS system when official DSP fil...https://bugs.dolphin-emu.org/issues/92802016-01-20T22:54:14ZSonicadvance1Sonicadvance1@gmail.com
<p>The TAS Movie code saves a copy of the DSP files inside of the movie file.<br>
I presume this is due to issues arising when recording with official files and playing back with Dolphin's unofficial ones.<br>
Potentially an issue raised when sharing these files to a TAS website for verification purposes and they couldn't verify properly due to DSP files mismatching and causing desyncs? No sure there.<br>
In any case, throw up a message when using the official Nintendo files that distributing the movie file is illegal and you shouldn't do it.</p>
Emulator - Emulator Issues #9226 (Won't fix): Externals libUSB needs to be updated to be used on ...https://bugs.dolphin-emu.org/issues/92262016-01-03T10:33:34ZSonicadvance1Sonicadvance1@gmail.com
<p>The version of libusb that we are running in externals is a bit too old to be played around with under Android.<br>
We currently only use this in Windows, so someone updating it needs to first make sure it doesn't break Windows.</p>
Emulator - Emulator Issues #9225 (Fixed): ResetButton_Tap can get called from multiple threadshttps://bugs.dolphin-emu.org/issues/92252016-01-01T09:39:52ZSonicadvance1Sonicadvance1@gmail.com
<p>ResetButton_Tap can be called from the UI thread (To fire a reset from the UI), and it can also be fired from the CPU thread via the the gamepad shortcut combination for resetting.<br>
This function calls CoreTiming::ScheduleEvent_Threadsafe which throws an assert if it is called from within the CPU thread.</p>
<p>This needs to be changed in some form to not have an assert fire.</p>
Emulator - Emulator Issues #8801 (Fixed): Update external mbedtls(polarssl) to the 2.0 releasehttps://bugs.dolphin-emu.org/issues/88012015-07-18T16:00:16ZSonicadvance1Sonicadvance1@gmail.com
<p>Specifically required to build our eventual MIPS64 target due to issues with the library having had used a '<strong>mips64</strong>' define when it should instead have used '__mips64' which has been fixed upstream.</p>
Emulator - Emulator Issues #8223 (Fixed): Datel AGP requires default exception handlershttps://bugs.dolphin-emu.org/issues/82232015-02-13T19:33:25ZSonicadvance1Sonicadvance1@gmail.com
<p>The game doesn't install exception handlers on boot like regular games that use the Nintendo SDK.<br>
It instead relies on the handlers that the IPL install upon boot.<br>
It does something odd that involves hitting the exception handlers that needs to be investigated.<br>
Our non-IPL path doesn't install default handlers, but it may end up needing to do so at some point in order to properly support this game.<br>
Since we don't only install a couple exception handlers that only do an rfi the game doesn't continue very far in the boot process without having the actual IPL running.</p>
<p>One could most likely start with investigating the route the game takes through the exception handlers with the IPL and attempting to replicate that without the IPL.</p>
Emulator - Emulator Issues #7815 (Fixed): OpenGL ES 3.x with Mesa is broken.https://bugs.dolphin-emu.org/issues/78152014-11-01T01:44:06ZSonicadvance1Sonicadvance1@gmail.com
<p>Due to the enabling of the post processing shader system at all times plus the overly strict nature of Mesa, we are currently broken on this platform.<br>
When trying to run Dolphin under this set up it spits out an error and outputs as black screen.<br>
"preprocessor error: Token pasting (##) is illegal in GLES"</p>
<p>According to both the OpenGL ES GLSL 3.00 and 3.10 spec:<br>
"There are no number sign based operators (e.g. no # or #@), no ## operator, nor is there a sizeof operator."</p>
<p>So Mesa is in line with what the spec says.<br>
Qualcomm, Mali, and Nvidia allow this in their driver implementation of OpenGL ES 3.x.</p>
Emulator - Emulator Issues #7707 (Fixed): Finish AArch64 Emitterhttps://bugs.dolphin-emu.org/issues/77072014-09-30T08:14:46ZSonicadvance1Sonicadvance1@gmail.com
<p>The AArch64 emitter is grossly limited to what the full potential of the AArch64 ISA allows.<br>
Along with that there aren't hardly any helper functions in place to help with instructions that have annoying encodings(imms/immr encodings spring to mind)<br>
Very much need VFP and NEON support finished for this since it will be used by our paired singles.</p>