Dolphin bug tracker: Issueshttps://bugs.dolphin-emu.org/https://bugs.dolphin-emu.org/favicon.ico?12014-09-17T18:47:50ZDolphin bug tracker
Redmine Emulator - Emulator Issues #7668 (Fixed): Distant objects appear blocky in Mario Kart Double Dash...https://bugs.dolphin-emu.org/issues/76682014-09-17T18:47:50ZNeoBrainXNeoBrainX@gmail.com
<p>Game Name?<br>
Mario Kart: Double Dash</p>
<p>Game ID?<br>
GM4P01</p>
<p>What's the problem? Describe what went wrong in few words.<br>
Objects which are far away appear very blocky.</p>
<p>What did you expect to happen instead?<br>
Objects to appear less blocky. I could swear it doesn't look this bad on the real console, but could be wrong.</p>
<p>What steps will reproduce the problem?</p>
<ol>
<li>Start the game, mash the "A" button until you're ingame at the Luigi circuit </li>
<li>Drive around a bit, you'll see that distinct objects look really odd.</li>
</ol>
<p>Dolphin 3.5 and 3.5-367 are old versions of Dolphin that have<br>
known issues and bugs, so don't report issues about them and test the<br>
latest Dolphin version first.<br>
Which versions of Dolphin did you test on?<br>
4.0-3261</p>
<p>Does using an older version of Dolphin solve your issue? If yes, which<br>
versions of Dolphin used to work?<br>
Probably, I'd need to check</p>
<p>What are your PC specifications? (including, but not limited to: Operating<br>
System, CPU and GPU)<br>
openSUSE 13.1 x64<br>
Intel GPU (latest git mesa drivers)</p>
<p>Is there any other relevant information? (e.g. logs, screenshots,<br>
configuration files)<br>
Screenshot: <a href="http://imgur.com/w5hngTx" class="external">http://imgur.com/w5hngTx</a></p>
<p>This is with the default Dolphin configuration and the OpenGL backend.</p>
Emulator - Emulator Issues #7667 (Invalid): Main window hidden in fullscreen mode when render-to-...https://bugs.dolphin-emu.org/issues/76672014-09-17T18:41:33ZNeoBrainXNeoBrainX@gmail.com
<p>What's the problem? Describe what went wrong in few words.<br>
When render-to-main-window is enabled, the main application window is hidden when Dolphin is running in fullscreen mode. This is highly annoying because it prevents me from alt-tabbing out of the emulated game and change the configuration.</p>
<p>What did you expect to happen instead?<br>
Being able to alt-tab out of the game and do stuff in the main window (e.g. change configuration)</p>
<p>What steps will reproduce the problem?</p>
<ol>
<li>Enable render-to-main-window mode</li>
<li>Start Dolphin, run a game, switch to fullscreen</li>
<li>Alt-tab out of the game</li>
<li>Desperately look for the main window just to find that it's hidden without any indication as to where it went.</li>
</ol>
<p>Dolphin 3.5 and 3.5-367 are old versions of Dolphin that have<br>
known issues and bugs, so don't report issues about them and test the<br>
latest Dolphin version first.<br>
Which versions of Dolphin did you test on?<br>
4.0-3261 (or something like that, anyway)</p>
<p>Does using an older version of Dolphin solve your issue? If yes, which<br>
versions of Dolphin used to work?<br>
Probably something which didn't have the recent exclusive-fullscreen changes included worked.</p>
<p>What are your PC specifications? (including, but not limited to: Operating<br>
System, CPU and GPU)<br>
openSUSE 13.1 x64<br>
Intel GPU (latest git mesa drivers)</p>
Emulator - Emulator Issues #7666 (Accepted): No video output shown until render window is resized...https://bugs.dolphin-emu.org/issues/76662014-09-17T18:33:40ZNeoBrainXNeoBrainX@gmail.com
<p>What's the problem? Describe what went wrong in few words.<br>
No video output regardless of render window configuration (fullscreen/windowed/render-to-main) unless I somehow resize the render window (by actual resizing or e.g. by switching from fullscreen to windowed mode or vice versa).</p>
<p>What did you expect to happen instead?<br>
Video output showing up fine.</p>
<p>What steps will reproduce the problem?</p>
<ol>
<li>Start a game (Dolphin with default config)</li>
<li>Watch how nothing gets rendered on the screen (not even a black rect or something). Meanwhile, game audio plays back fine</li>
<li>Resize the window, watch video starting to show up.</li>
</ol>
<p>Dolphin 3.5 and 3.5-367 are old versions of Dolphin that have<br>
known issues and bugs, so don't report issues about them and test the<br>
latest Dolphin version first.<br>
Which versions of Dolphin did you test on?</p>
<p>Does using an older version of Dolphin solve your issue? If yes, which<br>
versions of Dolphin used to work?<br>
Yes. I'd need to check which version though.</p>
<p>What are your PC specifications? (including, but not limited to: Operating<br>
System, CPU and GPU)<br>
openSUSE 13.1 x64<br>
Intel GPU with latest (git) mesa drivers</p>
Emulator - Emulator Issues #7473 (Fixed): Frame dumping broken in software rendererhttps://bugs.dolphin-emu.org/issues/74732014-07-13T13:30:27ZNeoBrainXNeoBrainX@gmail.com
<p>Broken by <a href="https://github.com/dolphin-emu/dolphin/commit/d52e241cdf331761aa26d965b223b837a8bd6a8e" class="external">https://github.com/dolphin-emu/dolphin/commit/d52e241cdf331761aa26d965b223b837a8bd6a8e</a> because DebugUtil::OnFrameEnd is not being called anymore since that commit.</p>
<p>This is somewhat critical because we'd like to have the software renderer support frame dumping for fifoci.</p>
<p><a class="user active user-mention" href="https://bugs.dolphin-emu.org/users/1228">@phire</a>: What's the specific reason the call to OnFrameEnd was removed there? Was it a simple oversight or something specific?</p>
Emulator - Emulator Issues #7455 (Accepted): dolphin-emu.desktop not localizedhttps://bugs.dolphin-emu.org/issues/74552014-07-06T15:56:13ZNeoBrainXNeoBrainX@gmail.com
<p>It should be translatable via Transifex, but currently isn't even though Transifex supports that file format. We just need to import dolphin-emu.desktop as a new resource.</p>
<p>There's a small issue with how "tx pull -a" downloads the translations: It creates a single .desktop file for each translation. I don't think there's a good way to make it download all translations into a single file, but <a href="https://www.redhat.com/archives/fedora-trans-list/2009-August/msg00040.html" class="external">https://www.redhat.com/archives/fedora-trans-list/2009-August/msg00040.html</a> (very roughly) outlines how to merge multiple .desktop files together, which should work for us.</p>
Emulator - Emulator Issues #7395 (Fixed): wxWidgets 2.9.4 not supported anymorehttps://bugs.dolphin-emu.org/issues/73952014-06-19T13:29:20ZNeoBrainXNeoBrainX@gmail.com
<p>Dolphin doesn't build anymore with wxWidgets 2.9.4 since <a href="https://github.com/dolphin-emu/dolphin/commit/90df5efd01782847f6427efa552b4a2a5a007413" class="external">https://github.com/dolphin-emu/dolphin/commit/90df5efd01782847f6427efa552b4a2a5a007413</a> .</p>
<p>I'd personally like keeping compatibility since openSUSE yet doesn't include wxw3 packages. I'm not sure if that applies to any stable releases of common distributions (other than those which are bleeding edge anyway). Debian stable does not; Ubuntu 14.04 does, so do Debian testing, Fedora>=19 and Arch.</p>
<p>We have two options to deal with this:<br>
a) revert the commit mentioned above. I tested this out locally, it only requires fixing a small conflict and build works perfectly fine after that.<br>
b) drop support for wxWidgets < 3.0 from CMakeLists.txt</p>
<p>Marked as milestone current because this is sort of relevant for packaging.</p>
Emulator - Emulator Issues #7015 (Fixed): Failure to grab function addresses in OGL prevents appl...https://bugs.dolphin-emu.org/issues/70152014-02-05T12:52:59ZNeoBrainXNeoBrainX@gmail.com
<p>Part of the OpenGL initialization procedure is GLExtensions::Init(), which checks for GL version and extension support:<br>
if (success && !init_gl_1_1()) success = false;<br>
if (success && !init_gl_1_2()) success = false;<br>
if (success && !init_gl_1_3()) success = false;<br>
if (success && !init_gl_1_4()) success = false;<br>
if (success && !init_gl_1_5()) success = false;<br>
if (success && !init_gl_2_0()) success = false;<br>
if (success && !init_gl_3_0()) success = false;<br>
if (success && !init_gl_3_1()) success = false;<br>
if (success && !init_gl_3_2()) success = false;<br>
if (success && !init_arb_uniform_buffer_object()) success = false;<br>
if (success && !init_arb_sampler_objects()) success = false;<br>
if (success && !init_arb_map_buffer_range()) success = false;<br>
if (success && !init_arb_vertex_array_object()) success = false;<br>
if (success && !init_arb_framebuffer_object()) success = false;<br>
if (success && !init_arb_get_program_binary()) success = false;<br>
if (success && !init_arb_sync()) success = false;<br>
if (success && !init_arb_es2_compatibility()) success = false;<br>
if (success && !init_nv_primitive_restart()) success = false;<br>
if (success && !init_arb_blend_func_extended()) success = false;<br>
if (success && !init_arb_viewport_array()) success = false;<br>
if (success && !init_arb_draw_elements_base_vertex()) success = false;<br>
if (success && !init_arb_sample_shading()) success = false;<br>
if (success && !init_arb_debug_output()) success = false;<br>
if (success && !init_nv_framebuffer_multisample_coverage()) success = false;<br>
if (success && !init_khr_debug()) success = false;<br>
if (success && !init_arb_buffer_storage()) success = false;</p>
<p>This means that if one of the extension checks fails (i.e. init_arb_buffer_storage), Dolphin fails to run because it reports "success = false"). Looking at the specific implementation of e.g. init_arb_buffer_storage, we have:<br>
bool init_arb_buffer_storage()<br>
{<br>
if (!Supports("GL_ARB_buffer_storage"))<br>
return true;<br>
return GrabFunction(glBufferStorage)<br>
&& GrabFunction(glNamedBufferStorageEXT);<br>
}</p>
<p>So this means the function returns success if the extension is reported to be unsupported and fails if function grabbing fails.</p>
<p>This is completely retarded, for various reasons:<br>
a) If drivers report extensions as supported, but don't actually expose the required functions - init_arb_buffer_storage returns failure<br>
b) If the implementation of init_arb_buffer_storage makes incorrect assumptions (in this case it assumes that the presence of GL_ARB_buffer_storage implies the presence of glNamedBufferStorageEXT - which by the GL specification is only required under certain circumstances.</p>
<p>In both cases, failure of the extension initializer is treated as a failure of GLExtensions::Init(), hence completely preventing usage of Dolphin (Dolphin will error out, asking the user a useless question like "does your GPU support OpenGL 2.0?" even when it's actually the GL 4.4 extension causing troubles).</p>
<p>As a solution, the extension should be reported to be unavailable if our extension detection code returns failure. Program execution may continue as usual, just that no use will be made of that particular extension.</p>
<p>As a counterargument, one might bring up a) that drivers shouldn't expose extensions they don't actually support and b) that our extension detection code should be fixed. However, while both are valid arguments, they shouldn't be used to refuse application usage altogether.</p>
Emulator - Emulator Issues #7004 (Fixed): videosoftware-xfb regression in multiple fifo logshttps://bugs.dolphin-emu.org/issues/70042014-01-31T13:42:00ZNeoBrainXNeoBrainX@gmail.com
<p>What's the problem? Describe what went wrong in few words.<br>
Since the merge of videosoftware-xfb, many of my fifo logs won't play back anymore when using the software renderer (even when "Bypass XFB" is checked).</p>
<p>What did you expect to happen instead?<br>
Things to render fine. FifoPlayer is known to fail when XFB emulation is enabled, however the option "Bypass XFB" should be equivalent to "Disable XFB" in the hardware renderers and should make it work.</p>
<p>What steps will reproduce the problem?</p>
<ol>
<li>Download the fifo log attached below</li>
<li>Switch to the software renderer</li>
<li>Run the fifo log</li>
</ol>
<p>Dolphin 3.5 and 3.5-367 are old versions of Dolphin that have<br>
known issues and bugs, so don't report issues about them and test the<br>
latest Dolphin version first.<br>
Which versions of Dolphin did you test on?<br>
git bisect returned me a list of possible culprates:<br>
01da9c4b71abac605e9edad7ccac365bade402a5<br>
a94940edd365ac4ec9334c8e696bc5466fe02cb1<br>
2abcc32bbd0ba350ea552925b04b0522d78e56fe<br>
999e085411b7252b5db131cbde2bcecb63e3bc3b<br>
38de5bdd4af037ca53f075dc29b9f31c292bbe66<br>
786e49ed4867ce37c1e0a4eb82079b45c1c6e844<br>
b6eb1af47b257554d44b27ccf1cd85f16ae9c35f<br>
e720ea78372f3eda9baf6c7b3f79a5feed06b92d<br>
71cc490969268aeba10bad0e012007cd6ac27d35<br>
afe47ff8479ceb816e54aab2523cb6cccf046923<br>
43d1678fb2befa4bf72a54e2f86be600ada3018b<br>
d52e241cdf331761aa26d965b223b837a8bd6a8e<br>
8b2c54054414f17fdc4ab0d8fb988f02f189e74e<br>
I skipped many revisions inside the branch because the intermediate commits were unstable and/or didn't even build on Windows.</p>
<p>Does using an older version of Dolphin solve your issue? If yes, which<br>
versions of Dolphin used to work?<br>
Any build before the videosoftware-xfb branch merge is fine.</p>
<p>What are your PC specifications? (including, but not limited to: Operating<br>
System, CPU and GPU)<br>
Windows 7 x64, NVidia GTX 680</p>
<p>Is there any other relevant information? (e.g. logs, screenshots,<br>
configuration files)<br>
There is a sample fifo log at <a href="http://www.mediafire.com/download/o1xufwwvbmdn219/NBALive2005.7z" class="external">http://www.mediafire.com/download/o1xufwwvbmdn219/NBALive2005.7z</a>. It should render anything, however for me it just blackscreens.</p>
<p>Marking report as critical because dff playback in the software renderer is a really crucial debugging tool.</p>
Emulator - Emulator Issues #6956 (Won't fix): Enable use of Direct3D 11.1https://bugs.dolphin-emu.org/issues/69562014-01-13T14:12:44ZNeoBrainXNeoBrainX@gmail.com
<p>Bug report to keep track of important links so that I don't forget about them.</p>
<p>Direct3D 11.1 has been around for a while and provides at least one potential useful feature for Dolphin (logic blending). However, for reasons that I do not understand Microsoft has made it ridiculously hard to actually make use of Direct3D 11.1 while still supporting D3D versions below that.</p>
<p><a href="http://msdn.microsoft.com/en-us/library/windows/desktop/ff476879%28v=vs.85%29.aspx" class="external">http://msdn.microsoft.com/en-us/library/windows/desktop/ff476879%28v=vs.85%29.aspx</a> ("How To: Create a Device and Immediate Context") explains how to create a device in D3D 11.1 mode properly (basically you have to pass the new value D3D_FEATURE_LEVEL_11_1 to the array of supported feature levels BUT if the 11.1 runtime is not installed, D3D11CreateDeviceAndSwapChain will just fail and you have to call it again without the flag, which is just completely dumb but it's how it works, apparently).</p>
<p>However, this only initializes the decide object, we don't actually get a ID3D11Device1 interface. To get one, we have to use QueryInterface on the ID3D11Device object with the proper parameters. This is outlined in <a href="http://msdn.microsoft.com/en-us/library/windows/desktop/ff476083%28v=vs.85%29.aspx" class="external">http://msdn.microsoft.com/en-us/library/windows/desktop/ff476083%28v=vs.85%29.aspx</a> ("D3D11CreateDeviceAndSwapChain function"). However, random internet sources say that this might not work for the ID3D11DeviceContext1 object, which is something that needs to be verified.</p>
<p>If we can not QueryInterface a ID3D11DeviceContext1 object, an alternative would be to just Release() the ID3D11DeviceContext object that D3D11CreateDeviceAndSwapChain returns and to recreate a new one with ID3D11Device1::CreateImmediateContext, which directly returns a ID3D11DeviceContext1 object.</p>
<p>An alternative would be to use <a href="http://msdn.microsoft.com/en-us/library/windows/desktop/hh404557%28v=vs.85%29.aspx" class="external">http://msdn.microsoft.com/en-us/library/windows/desktop/hh404557%28v=vs.85%29.aspx</a> instead of D3D11CreateDeviceAndSwapChain and to manually call ID3D11Device1::CreateImmediateContext, which returns a ID3D11DeviceContext1 object. The advantage is that we don't uselessly have a device context created just to destroy it immediately after.</p>
Emulator - Emulator Issues #6953 (Fixed): Add documentation about Wii network files to Readme.txthttps://bugs.dolphin-emu.org/issues/69532014-01-12T11:53:12ZNeoBrainXNeoBrainX@gmail.com
<p>The recent Readme.txt overhaul added one purpose of Readme.txt: To document where files expected to be added by the user are supposed to be stored.</p>
<p>Readme.txt thus e.g. documents where custom textures are located. It makes sense to also say where certifications are supposed to be stored. I'd like to add that part, but someone needs to tell me which files specifically are required (expected filename + short description of the file + long description of what the file is used for).</p>
<p>Btw, if any other things like this should be added to the readme, I'm open for suggestions.</p>
Emulator - Emulator Issues #6947 (Fixed): Don't use GL_MAP_COHERENT_BIT in the buffer storage cod...https://bugs.dolphin-emu.org/issues/69472014-01-10T17:07:23ZNeoBrainXNeoBrainX@gmail.com
<p>What's the problem? Describe what went wrong in few words.<br>
We are lazy and use GL_MAP_COHERENT when using the buffer storage code path</p>
<p>What did you expect to happen instead?<br>
Explicitly use MemoryBarriers whenever required. This theoretically allows for higher performance. Testing showed that this is not the case for the (very limited) amount of test cases, but there's on the other hand no reason why we NEED GL_MAP_COHERENT. It might be more convenient, but since we know exactly when we need to synch, doing so explicitly does no harm either.</p>
Emulator - Emulator Issues #6946 (Fixed): Remove vertex streaming hackhttps://bugs.dolphin-emu.org/issues/69462014-01-10T17:03:03ZNeoBrainXNeoBrainX@gmail.com
<p>What's the problem? Describe what went wrong in few words.<br>
The vertex streaming hack is a hack for a nonexistant problem.</p>
<p>What did you expect to happen instead?<br>
Use buffer_storage or pinned memory as clean solutions for hardware which supports it. VSH is a tiny bit faster but that doesn't justify such an incredible hack.</p>
<p>This will make Dolphin slower on GPUs which don't support these extensions (i.e. old ones, don't know how old though). I wouldn't consider this fact important enough to warrant keeping the hack.</p>
Emulator - Emulator Issues #6914 (Fixed): Sonic Unleashed along with many other games is not show...https://bugs.dolphin-emu.org/issues/69142014-01-01T22:29:50ZNeoBrainXNeoBrainX@gmail.com
<p>Game Name?<br>
Sonic Unleashed</p>
<p>What's the problem?<br>
2D graphics don't show up in any of the mentioned renderers. That applies to the Wii screen at the very beginning but also to HUD elements ingame (which can be verified by going there via D3D and statesaving)</p>
<p>What did you expect to happen instead?<br>
2D graphics should show up.</p>
<p>What steps will reproduce the problem?</p>
<ol>
<li>Select the OpenGL or Software renderer</li>
<li>Run Sonic Unleashed</li>
<li>Notice how the 2D graphics (even the wrist wrap screen) won't show up even though the game runs fine</li>
</ol>
<p>Alternatively, use the attached fifo log to debug the issue (see below).</p>
<p>Which versions of Dolphin did you test on?<br>
4.0-575, aka revision 7a818e05ef3b .</p>
<p>Does using an older version of Dolphin solve your issue? If yes, which<br>
versions of Dolphin used to work?<br>
Revision 3aa0a63fe636 worked fine because it had a hack specifically with this game in mind. That only make graphics show up for OGL though, the software renderer was always broken.</p>
<p>Are you using the 32 or the 64 bit version of Dolphin?<br>
64 bit</p>
<p>Is there any other relevant information? (e.g. logs, screenshots,<br>
configuration files)<br>
I attached a fifo log which is supposed to show the wrist wrap screen. It works fine with D3D and on real hardware and thus can be used for debugging this issue.</p>
Emulator - Emulator Issues #6875 (Fixed): Remove Zelda Twilight Princess Hackhttps://bugs.dolphin-emu.org/issues/68752013-12-12T22:46:25ZNeoBrainXNeoBrainX@gmail.com
<p>It's a stupid hack and there's no reason to keep it. We don't want to intentionally break games just to speed them up. Just because ZTP is a popular game doesn't mean it should get different treatment than other games in this regard.</p>
Emulator - Emulator Issues #6859 (Fixed): Clear shader cache on startup in OGL when shader debugg...https://bugs.dolphin-emu.org/issues/68592013-12-08T13:16:58ZNeoBrainXNeoBrainX@gmail.com
<p>D3D does this => OGL should do that, too.</p>
<p>It's the only way to conveniently-ish temporarily disable shader caching.</p>