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 #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 #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 #6997 (Fixed): Support Hotplughttps://bugs.dolphin-emu.org/issues/69972014-01-28T13:53:19ZSonicadvance1Sonicadvance1@gmail.com
<p>We never supported hotplug in our controller backends due to multiple of the libraries used didn't actually support Hotplug.</p>
<p>SDL2 adds support for this in OSX, Windows, and Linux, so we should add it since it would be rather nice to not have to reinit on controller plugin.</p>
Emulator - Emulator Issues #6742 (Won't fix): Shader Generator APIhttps://bugs.dolphin-emu.org/issues/67422013-10-18T17:44:22ZSonicadvance1Sonicadvance1@gmail.com
<p>I've been seriously thinking about and toying with some code to create a API to a shader generator instead our current implementation of just writing straight text that can't get type-checked at all by the compiler. This has been hit multiple times by us where a typo has been in some obscure section of the shader that doesn't get hit very commonly. </p>
<p>My current implementations have been heavily based upon the IRBuilder used by the JITILs, either directly using the IRBuilder that is modified, or a new one that is based off of it. I feel now at this point that there could very well be a better way to go about it than the approach that I have gone with. I'll have at the bottom my current API and what it outputs.</p>
<p>I'm asking here is for someone to come up with a better API or to review the one I've currently got done. I know neobrain has an idea that could very well beat out my current one, so I'd like to hear opinions on this.</p>
<p>Current Test API:<br>
IRBuilder build;<br>
InstLoc uv = build.EmitUniformConst(CVec4, "uv");<br>
build.EmitMainStart();<br>
InstLoc ocol0 = build.EmitVec4Const(1.5, 1.0, 1.0, 1.0);<br>
InstLoc ocol1 = build.EmitVec4Const(1.5, 1.0, 1.0, 1.0);<br>
InstLoc ocolResult = build.EmitAdd(ocol0, ocol1);<br>
InstLoc result = build.EmitAdd(ocolResult, uv);<br>
build.EmitStoreOCol0(result);<br>
build.EmitMainEnd();<br>
printf("code:\n%s\n", WriteCode(&build).c_str());</p>
<p>Outputs:<br>
code:<br>
uniform vec4 uv;<br>
void main() {<br>
gl_FragColor = uv + vec4(3.000000, 2.000000, 2.000000, 2.000000);<br>
}</p>
Emulator - Emulator Issues #6234 (Invalid): Cortex-A15 TLBI errata causes Fastmem issues.https://bugs.dolphin-emu.org/issues/62342013-04-09T15:11:32ZSonicadvance1Sonicadvance1@gmail.com
<p>As per these two issues:<br>
<a href="https://gerrit.chromium.org/gerrit/#/c/47427/" class="external">https://gerrit.chromium.org/gerrit/#/c/47427/</a><br>
<a href="https://code.google.com/p/chromium/issues/detail?id=226280" class="external">https://code.google.com/p/chromium/issues/detail?id=226280</a></p>
<p>There is a TLB errata on Cortex-A15 (r0p0..r3p2) that is hit quite frequently by our JIT implementation.</p>
<p>This is why in the ARMEmitter, I'm checking if it is a Linux build and if so, flush the entire cache instead of the singular part. I hadn't tested on my ODROID-X to see if the issue was there as well.</p>
<p>For now, setting the entire cache to get wiped each time tends to be stable enough, unless the fastmem implementation is enabled.</p>
<p>I'll need to add a check in to the ArmCPUDetect for hardware revision to see if it is within the range of CPU revisions since I don't want to deal with different devices that may or may not have the errata fix built in. </p>
<p>Then add a function/value for a check of bHasBuggyTLB which will enable full cache wiping and disable fastmem implementation.</p>
<p>This in turn requires me to add the CPU option for enabling and disabling fastmem at runtime.</p>
Emulator - Emulator Issues #5806 (Duplicate): [Feature Request] Implement Post-processing shaders...https://bugs.dolphin-emu.org/issues/58062012-12-19T20:56:17ZSonicadvance1Sonicadvance1@gmail.com
<p>As the title says.</p>
Emulator - Emulator Issues #5805 (Work started): [Feature Request] Stackable Post-processing shadershttps://bugs.dolphin-emu.org/issues/58052012-12-19T20:18:09ZSonicadvance1Sonicadvance1@gmail.com
<p>Proposing the ability to stack multiple post-processing shaders on top of each other and also allowing each shader to have multiple inputs in to it.</p>