Dolphin bug tracker: Issueshttps://bugs.dolphin-emu.org/https://bugs.dolphin-emu.org/favicon.ico?12023-07-22T19:50:38ZDolphin bug tracker
Redmine Emulator - Emulator Issues #13307 (New): Toggling "Manual Texture Sampling" twice while a game is...https://bugs.dolphin-emu.org/issues/133072023-07-22T19:50:38ZSuperSamus
<p><strong>Game Name?</strong></p>
<p>Probably everything that depends on Manual Texture Sampling. Tested Skylanders: Spyro's Adventure (where FMVs have weird horizontal lines with it disabled).</p>
<p><strong>Game ID?</strong> (right click the game in the game list, Properties, Info tab)</p>
<p>SSPE52</p>
<p><strong>MD5 Hash?</strong> (right click the game in the game list, Properties, Verify tab, Verify Integrity button)</p>
<p>For some reason, Dolphin segfaults when trying to verify the game (Address boundary error)... I don't think it matters, though.</p>
<p><strong>What's the problem? Describe what went wrong.</strong></p>
<p>You start a game. While the game is running, you toggle "Manual texture sampling". When you do it a second time, Dolphin will recompile the shaders, for some reason.<br>
If this happens while you are using ubershaders, the shader cache will be permanently ruined. That is:</p>
<ul>
<li>If you just <em>disabled</em> "Manual texture sampling", then FMVs will have horizontal lines even if you then turn it back on. <strong>Forever</strong>.</li>
<li>If you just <em>enabled</em> "Manual texture sampling", then FMVs will not have horizontal lines even if you then turn it back off. <strong>Forever</strong>.</li>
</ul>
<p>("Forever" until you delete the relevant shader cache, obviously. Also, only while ubershaders are on, since it uses a separate cache from ubershaders off.)</p>
<p>I repeat: Dolphin will recompile the shaders only when you toggle "Manual texture sampling" the <strong>second</strong> time. Not the third, not the fourth, not the fifth... (Until Dolphin is closed)<br>
For example, if you open Dolphin, ubershaders off (which don't suffer from the issue), open the game, toggle "Manual texture sampling" twice (Dolphin will recompile the shaders), close the game, ubershaders on, and finally reopen the game, you can toggle "Manual texture sampling" how times you want, you won't reproduce the issue (because Dolphin won't recompile the shaders).</p>
<p>Tested only on Vulkan. Can't test on any other backend.</p>
<p><strong>What steps will reproduce the problem?</strong></p>
<ul>
<li>Clear Dolphin's shader cache (for a clean reproduction environment);</li>
<li>Open Dolphin;</li>
<li>Make sure ubershaders are on (I used hybrid);</li>
<li>Open a game that requires "Manual texture sampling" for FMVs to not have weird lines;</li>
<li>While the game is open, toggle "Manual texture sampling" twice. Dolphin will recompile the shaders, for some reason;</li>
<li>Toggle "Manual texture sampling" how many times you want, it will now change nothing. Even closing Dolphin won't fix it: you'll need to delete the relevant shader cache.</li>
</ul>
<p><strong>Is the issue present in the latest development version? For future reference, please also write down the version number of the latest development version.</strong></p>
<p>5.0-19817</p>
<p><strong>Is the issue present in the latest stable version?</strong></p>
<p>No, it doesn't have ubershaders after all.</p>
<p><strong>If the issue isn't present in the latest stable version, which is the first broken version?</strong> (You can find the first broken version by bisecting. Windows users can use the tool <a href="https://forums.dolphin-emu.org/Thread-green-notice-development-thread-unofficial-dolphin-bisection-tool-for-finding-broken-builds" class="external">https://forums.dolphin-emu.org/Thread-green-notice-development-thread-unofficial-dolphin-bisection-tool-for-finding-broken-builds</a> and anyone who is building Dolphin on their own can use git bisect.)</p>
<p>Didn't test.</p>
<p><strong>If your issue is a graphical issue, please attach screenshots and record a three frame fifolog of the issue if possible. Screenshots showing what it is supposed to look like from either console or older builds of Dolphin will help too. For more information on how to use the fifoplayer, please check here: <a href="https://wiki.dolphin-emu.org/index.php?title=FifoPlayer" class="external">https://wiki.dolphin-emu.org/index.php?title=FifoPlayer</a></strong></p>
<p>Don't think it's anything useful. Attached while reproducing a video with "Manual texture sampling" on (but with the ruined cache, it was as is it was off).</p>
<p><strong>What are your PC specifications?</strong> (CPU, GPU, Operating System, more)</p>
<p>AMD Ryzen 5600G<br>
AMD RX 6700XT (Mesa git)<br>
Linux NixOS 23.11 (unstable)</p>
<p><strong>Is there anything else that can help developers narrow down the issue? (e.g. logs, screenshots,<br>
configuration files, savefiles, savestates)</strong></p>
<p>I do get spammed with this log:</p>
<pre><code>VideoCommon/TextureCacheBase.cpp:2354 E[Video]: Memory stride too small (0 < 1280)
</code></pre> Emulator - Emulator Issues #13164 (Fixed): About SDL controller backend being disabled by default...https://bugs.dolphin-emu.org/issues/131642023-02-11T00:08:26ZSuperSamus
<p>On the <a href="https://dolphin-emu.org/blog/2022/09/13/dolphin-progress-report-july-and-august-2022/#50-16861-controllerinterface-add-support-for-native-motionrumble-with-sdl2-and-re-enable-sdl-on-windows-builds-by-shuffle2" class="external">July and August 2022 progress report</a>, it was announced that Dolphin now has a SDL controller backend, with the highlight being multiple controller support and out of the box motion input.<br>
However, <a href="https://github.com/dolphin-emu/dolphin/blob/fbb3db71b2d6df4b4d6c697cfc35b7bdc05c3605/CMakeLists.txt#L93" class="external">Linux doesn't have the CMake argument ENABLE_SDL enabled by default</a>.<br>
The justification for it was written <a href="https://github.com/dolphin-emu/dolphin/pull/10000#issuecomment-927143325" class="external">here</a>, with the main points being problems with HIDAPI, and the fact that Linux already supports multiple controllers and motion inputs.</p>
<p>However, in my opinion, evdev is not very plug and play:</p>
<ul>
<li>evdev didn't really succeed at standardizing button labels: most notably, BTN_WEST is intuitively the square button on DualShock, but for some reason it's the Y button on Xbox. SDL labels are instead standardized, meaning that if someone uses different controllers, it will be easier to reuse the same configuration for multiple controllers. Also, you can share profiles from/to Windows.</li>
<li>Motion inputs are even less friendly:
<ul>
<li>Often, the IMU device is hidden by default by udev rules (e.g. Nintendo Switch Pro Controller), and fiddling with them isn't exactly what the average user strives for (or, to take a shortcut, you can add the user to the <code>input</code> group, but it isn't really recommended).</li>
<li>Even then, <a href="https://wiki.dolphin-emu.org/index.php?title=Motion_evdev" class="external">you have to map all the axes manually</a>, and adding to the tedium, the axes are not even standardized between controllers.</li>
</ul></li>
</ul>
<p>Also, with SDL_ENABLE, the evdev device is still visible, meaning that there will be no breakage for existing users. Furthermore, other emulators like DuckStation, PCSX2 (Qt) and Flycast already use SDL for their controller backend.</p>
<p>I don't know however how much of a con are the HIDAPI limitations though, so that's why I'm leaving this as a discussion.</p>
Emulator - Emulator Issues #12411 (Fixed): UI: "Open Containing Folder" may open executable in th...https://bugs.dolphin-emu.org/issues/124112021-02-10T22:16:11ZSuperSamus
<p><strong>What's the problem? Describe what went wrong.</strong></p>
<p>(Tested only on Windows)<br>
Normally on Dolphin's UI, when right-clicking a game and selecting "Open Containing Folder", File Explorer would open the directory that the game is in. <br>
But if the directory before that contains an executable (.bat or .exe) of the same name, then that file will be executed.</p>
<p>-MyFolder<br>
|--WiiGames<br>
| |--game.iso // "Open Containing Folder" this game...<br>
|--WiiGames.bat // ...and this file will be executed</p>
<p><strong>What steps will reproduce the problem?</strong></p>
<ul>
<li>In the same directory, create an executable file (.bat or .exe) and a directory of the same name (don't include the extension and the directory);</li>
<li>In that directory just created, put a file that Dolphin can open (like a game ISO or a .dol file);</li>
<li>Now on Dolphin add that directory in Config>Paths, so that you can "Open Containing Folder" it;</li>
<li>Right-click>Open Containing Folder;</li>
<li>File Explorer won't open: the executable will be executed.</li>
</ul>
<p><strong>Is the issue present in the latest development version? For future reference, please also write down the version number of the latest development version.</strong></p>
<p>Yes (5.0-13618)</p>
<p><strong>Is the issue present in the latest stable version?</strong></p>
<p>Didn't test. The bug may be related to Qt.</p>
Emulator - Emulator Issues #12244 (Won't fix): Vulkan and Vsync: previous buffer shown when fast ...https://bugs.dolphin-emu.org/issues/122442020-09-05T21:01:05ZSuperSamus
<p><strong>Game Name?</strong></p>
<p>Any</p>
<p><strong>What's the problem? Describe what went wrong.</strong></p>
<p>Using the settings below, toggling fast forward by tapping/releasing the TAB button, quickly interrupts the emulation to show the frame that was rendered when going fullscreen.<br>
Video here (recorded on phone because the problem wasn't shown with a screen recorder): <a href="https://photos.app.goo.gl/yGq4Gf2uGD7rz4Ff6" class="external">https://photos.app.goo.gl/yGq4Gf2uGD7rz4Ff6</a><br>
(I also set the backlash button to toggle fullscreen for easier recording)</p>
<p><strong>What steps will reproduce the problem?</strong></p>
<p>Video backend: Vulkan;<br>
Vsync: On;<br>
Play any game, toggle fullscreen (both borderless and exclusive have the problem) and press TAB: you will see the problem.<br>
Something is still wrong even on windowed though: mashing TAB slows down the emulation, which doesn't happen with a different backend and/or Vsync off.</p>
<p><strong>Is the issue present in the latest development version? For future reference, please also write down the version number of the latest development version.</strong></p>
<p>Yes (12528).</p>
<p><strong>Is the issue present in the latest stable version?</strong></p>
<p>Didn't test.</p>
<p><strong>If the issue isn't present in the latest stable version, which is the first broken version?</strong> (You can find the first broken version by bisecting. Windows users can use the tool <a href="https://forums.dolphin-emu.org/Thread-green-notice-development-thread-unofficial-dolphin-bisection-tool-for-finding-broken-builds" class="external">https://forums.dolphin-emu.org/Thread-green-notice-development-thread-unofficial-dolphin-bisection-tool-for-finding-broken-builds</a> and anyone who is building Dolphin on their own can use git bisect.)</p>
<p>Didn't test.</p>
<p><strong>What are your PC specifications?</strong> (CPU, GPU, Operating System, more)<br>
CPU: AMD A10-9700<br>
Video Card: AMD RX 460 2GB (drivers: Adrenalin 20.8.3, the latest)<br>
OS: Windows 10 2004</p>
Emulator - Emulator Issues #12094 (Fixed): Direct3D12 and GPU Texture Decoding causes texture cor...https://bugs.dolphin-emu.org/issues/120942020-05-11T22:03:25ZSuperSamus
<p><strong>Game Name?</strong></p>
<p>Every game has the problem.</p>
<p><strong>What's the problem? Describe what went wrong.</strong></p>
<p>Every game, if played with Direct3D 12 and GPU Texture Decoding on, will experience texture corruption as seen in the images.</p>
<p><strong>What steps will reproduce the problem?</strong></p>
<p>Select as backed Direct3D12;<br>
Enable GPU Texture Decoding;<br>
Open any game;<br>
Enjoy!</p>
<p><strong>Is the issue present in the latest development version? For future reference, please also write down the version number of the latest development version.</strong></p>
<p>Yes (12024)</p>
<p><strong>Is the issue present in the latest stable version?</strong></p>
<p>Didn't test, but I think that GPU Texture Decoding on D3D12 doesn't exist on stable.</p>
<p><strong>If your issue is a graphical issue, please attach screenshots and record a three frame fifolog of the issue if possible. Screenshots showing what it is supposed to look like from either console or older builds of Dolphin will help too. For more information on how to use the fifoplayer, please check here: <a href="https://wiki.dolphin-emu.org/index.php?title=FifoPlayer" class="external">https://wiki.dolphin-emu.org/index.php?title=FifoPlayer</a></strong></p>
<p>The FIFO is too heavy to be attached here, so I stored it here: <a href="https://drive.google.com/open?id=1Ytvsu1wwW31NM_z289SYIKE796wrUUQT" class="external">https://drive.google.com/open?id=1Ytvsu1wwW31NM_z289SYIKE796wrUUQT</a></p>
<p><strong>What are your PC specifications?</strong> (CPU, GPU, Operating System, more)</p>
<p>CPU: AMD A10-9700<br>
Video Card: AMD RX 460 2GB (drivers: Adrenalin 20.4.2, the latest)<br>
OS: Windows 10 1909</p>
<p><strong>Is there anything else that can help developers narrow down the issue? (e.g. logs, screenshots,<br>
configuration files, savefiles, savestates)</strong></p>
<p>Arbitrary Mipmap Detection and changing Texture Cache Accuracy slighly change the corruption, even if they wouldn't change anything in normal cases.</p>