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Emulator Issues #10564

closed

Very specific games crash very easily in D3D11 (FramebufferManager)

Added by GFD about 7 years ago. Updated about 7 years ago.

Status:
Fixed
Priority:
Normal
Assignee:
-
% Done:

0%

Operating system:
N/A
Issue type:
Bug
Milestone:
Regression:
No
Relates to usability:
No
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:
5.0-5638

Description

Game Name?

Mario Kart Wii — RMCE01 (MD5: bb7f2c926cbcdee65e2a48b7002a52ea)
Sonic Heroes — G9SE8P (MD5: b8c74bdcebb29eadd8b9a6c7e1899216)

What's the problem? Describe what went wrong.

When using the Direct3D 11 backend, changing most graphical settings (and sometimes even just opening the Graphics Configuration window) can make these two games crash with this error:
DX11::FramebufferManager::FramebufferManager failed in FramebufferManager.cpp at line 151: create EFB color texture (size: 640x528; hr=0x80070057)
In earlier builds, the line number in the error message is 122.
Whether or not the crash occurs appears to be random, but it doesn't take more than a few changes for it to crash. Even mundane settings like "Show FPS" can cause this crash.
Out of the ~45 Wii and GC games I've moved to my PC, Mario Kart Wii and Sonic Heroes are the only two that cause this crash. The game's state does not appear to affect whether or not the crash can occur; for example, in Mario Kart Wii, it can occur on the Wii Remote safety splash screens, in menus, or during a race, and probably everywhere in between.
This crash still occurs with a fresh Dolphin installation with minimal configuration changes.

This same error message is seen in issue #10348, which also features Mario Kart Wii. However, I'm not sure if these are the same issue. For one, the Dolphin version listed in the issue description is earlier than the version I found through bisecting. They also mention much more specific reproduction requirements (go to save selection screen, change internal resolution) than this requires.
While it's still possible that these are actually the same issue, the problems described by xerxes in the first note are definitely a completely different issue. The "hr" number in their error message is different, they don't mention changing any graphical settings to cause the crash, and their graphics driver also crashes. However, that issue appears to have been assigned based on xerxes' note.

Is the issue present in the latest development version?

Yes (5.0-5620).

Which is the first broken version?

5.0-4693.

What are your PC specifications?

CPU: Intel i5-7600K
GPU: NVIDIA GTX 1060 6GB
OS: Windows 10

Actions #1

Updated by xerxes about 7 years ago

My reasoning before for replying to the existing issue was that the error message was almost exactly the same and the general failure was the same (crash at the same point in the code). The same glitch could theoretically be reached in multiple different ways. But I really don't know anything about it, so you could be right that there's separate bugs here.

Actions #2

Updated by Stenzek about 7 years ago

Mario Kart Wii actually has an invalid value in the gameini here: https://github.com/dolphin-emu/dolphin/blob/master/Data/Sys/GameSettings/RMC.ini#L27

I suspect that's what's causing the crash, indirectly via the race condition. So the gameini should be fixed, but invalid values in a gameini should not cause Dolphin to crash either.

I've worked around the issue, a proper refactor would be desired, but that's a much bigger change.

Please let me know if that fixes it in the games you have listed.

https://bugs.dolphin-emu.org/issues/10564
Windows build: https://dl.dolphin-emu.org/prs/pr-6112-dolphin-latest-x64.7z

Actions #3

Updated by GFD about 7 years ago

I can confirm the build you linked does not have this issue with Mario Kart Wii or Sonic Heroes.

Actions #4

Updated by JosJuice about 7 years ago

  • Status changed from New to Fixed
  • Fixed in set to 5.0-5638
Actions #5

Updated by GFD about 7 years ago

I can also confirm that this is now fixed in master. Thank you!
It may be worth investigating the status of issue #10348 to see if this fix has also resolved that issue.

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