Emulator Issues #13070
closed[regression][vulkan][opengl] cod black ops crash on main menu loading
0%
Description
Game Name?
call of duty black ops
Game ID? (right click the game in the game list, Properties, Info tab)
sc7e52
MD5 Hash? (right click the game in the game list, Properties, Verify tab, Verify Integrity button)
[Put MD5 Hash here]
What's the problem? Describe what went wrong.
xfmem.invtxspec.numnormals is invalid: invalid(3)
Mismatched configuration between CP and XF stages - 0/0 colors, 3/ invalid normals, 1/1 texture coordinates
VCD: 00001400 00000002
VAT 0: 5ee01209 00000000 00000000
XF vertex spec: 0000001c
What steps will reproduce the problem?
load the game
dolphin will print the error mentioned above and freezes just before it can show the main menu
Is the issue present in the latest development version? For future reference, please also write down the version number of the latest development version.
yes, latest git commit as of now
Is the issue present in the latest stable version?
no
If the issue isn't present in the latest stable version, which is the first broken version? (You can find the first broken version by bisecting. Windows users can use the tool https://forums.dolphin-emu.org/Thread-green-notice-development-thread-unofficial-dolphin-bisection-tool-for-finding-broken-builds and anyone who is building Dolphin on their own can use git bisect.)
don't have a commit, but was working in June git builds
What are your PC specifications? (CPU, GPU, Operating System, more)
i7-1165g7, intel xe, archlinux, mesa-git as of now
same error on both vulkan and opengl
Files
Updated by awx about 2 years ago
JMC4789 wrote:
Does running Single Core avoid the issue?
yes and no
i still get the same error, but in single core i can press ignore and the game will works, while in dual core, if i press ignore, dolphin freezes and crashes
Updated by JMC4789 about 2 years ago
Please record a 3 frame fifolog after pressing ignore on the screen that throws the errors. That should let us see the issue.
Updated by pokechu22 about 2 years ago
If you selected "ignore for this session" and then selected Emulation → Reset, that doesn't reset the panic alert state (since the reset button in the UI just tells the game that the console's reset button was pressed, and it's up to the game to decide what to do with that information, same as with the reset button in the HOME Based nmenu). If you have the MASTER log type enabled and set the verbosity to error, warning, or info, you should still see a lot of spam for the same panic alert.
Based on that fifolog, it seems like this error is coming from the reflections in the IV drip bag on the main menu (object 432 on the first frame); the errors stop if I set the object range to 0-431. And, yes, the game is rendering that main menu (as well as a loading screen and the title screen) behind that connect the classic controller message. See these images, and it's rendering that IV drip bag even though it's outside of the camera frustum.
There's also an issue where the fifo recorder doesn't properly save all of the data related to the binormal and tangent vectors (which are used in reflections). PR 10676 fixes that. This only affects the fifo recorder, so it wouldn't cause the panic alert during normal gameplay, but it does make debugging it/checking that things are working properly more difficult.
Can you record a new fifolog using that pull request where the IV drip bag is on screen (maybe two, one on the main menu and one at the start of the campaign where hopefully it's not blurred the same way)? That way I can test it on real hardware more easily.
Updated by pokechu22 about 2 years ago
There's a Windows one at https://dl.dolphin-emu.org/prs/87/12/pr-10676-dolphin-latest-x64.7z but I don't think we ship linux artifacts unless something recently changed and I missed it; you can build from the source here though.
Updated by awx about 2 years ago
- File codboc.7z codboc.7z added
- File codboc2.7z codboc2.7z added
- File codbomen.7z codbomen.7z added
Updated by pokechu22 about 2 years ago
To clarify, the thing I'm looking for is a fifolog of this scene where the reflective surface is visible using the PR build. (Looking at that video, I'm guessing that it's only visible/easy to see in that cutscene and not on the main menu.) I think this is an in-engine cutscene (it definitely seems to be one on the main menu). The easiest way to do this would be to pause the game at the right time with F10, start recording the fifolog, and then resume the game.
Updated by awx about 2 years ago
- File codcamp.7z.001 codcamp.7z.001 added
- File codcamp.7z.002 codcamp.7z.002 added
20 frames, since i am using a device similar to steam deck it is not easy to do this, hope this contains what you need
Updated by awx about 2 years ago
- File codcamf.7z.001 codcamf.7z.001 added
- File codcamf.7z.002 codcamf.7z.002 added
fixed
Updated by pokechu22 about 2 years ago
Thanks. Frame 15 or so of codcamf seems to be usable for more investigation on my end. I'll look into this more later. (The binormal vectors do seem to still contain garbage data, but it looks like the game only uses the normal and tangent vector, so my pull request seems to be working correctly.)
Updated by pokechu22 about 2 years ago
- Status changed from New to Fix pending
Should be fixed by https://github.com/dolphin-emu/dolphin/pull/11207 (tree) - please test this ingame to make sure it works properly (including in dual core).
Updated by JMC4789 about 2 years ago
- Status changed from Fix pending to Fixed
- Fixed in set to 5.0-17726