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Emulator Issues #1509

closed

OpenGL: Texture problems

Added by akskiller over 14 years ago.

Status:
Fixed
Priority:
Normal
Assignee:
Category:
GFX
% 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:

Description

What steps will reproduce the problem?
1.Choose OGL plugin
2.Open SSBB and in intro video you can see the texture problem, link to a
screen shot: http://forums.dolphin-emu.com/thread-26-post-42963.html#pid42963
3. It also happens in game in subspace emissary on some trees and grass and
boxes.

What is the expected output? What do you see instead?
To see normal texture, but I get something messed up.
http://forums.dolphin-emu.com/thread-26-post-42963.html#pid42963

What version of the product are you using? On what operating system?
Revision 4357-4363. Windows vista 32bit

Please provide any additional information below.
My specs:
NVIDIA 8800GTS 640MB Driver version 191.03
AMD X2 6000+
2GB

Actions #1

Updated by ChaosCode over 14 years ago

  • Status changed from New to Accepted
  • Issue type set to Bug
  • Priority set to Normal

confirmed, per youtube. D3D renders it correctly as opengl is missing the texture. nice
eye :P

rodolfoosvaldobogado, I donno if you do stuff on opengl as well so I'm CCing you.

Actions #2

Updated by Wagnard28 over 14 years ago

To add more. Since the recent OpenGL optimization, Naruto EX series for the WII are
missing the Floor texture of the combat arena.
D3D is fine.

Actions #3

Updated by Wagnard28 over 14 years ago

Note, for naruto ex, the texture is missing but its not black its kinda 1 coulour,
(Gouraud)

Actions #4

Updated by Sonicadvance1 over 14 years ago

There hasn't been recent GL work. at least for a few days anyway.

Actions #5

Updated by Wagnard28 over 14 years ago

Well its not so old either.
Its the optimization of rodolfoosvaldobogado. (rev 4322) that I were talking about.
The problem could be related with 4353 too. Anyway I dont remember the exact commit
between this too but I know its those. Any Rodolfoo..... said to heavy test so I did
and here I report.

Actions #6

Updated by rodolfoosvaldobogado over 14 years ago

I'll check, thanks for the testing :)

Actions #7

Updated by william.ribeiro.ibiapina over 14 years ago

Some screenshots showing the bug in SSBB's Bridge of Eldin stage:
http://img18.imageshack.us/img18/4750/78551429.png
http://img5.imageshack.us/img5/250/19863856.png
This problem also occurs in Tatsunoko vs. Capcom.

Actions #8

Updated by rodolfoosvaldobogado over 14 years ago

Well, after get ssbb and try to see the error for myself, surprisingly no error at
all, not in the intro, not in the bridge stage.

http://img195.imageshack.us/img195/4452/screen1za.png
http://img132.imageshack.us/img132/6744/screen2aq.png

Could you post your hard/drivers/emu configuration detail?

Thanks to Ricardo for lend me the game for testing :)

Actions #9

Updated by rodolfoosvaldobogado over 14 years ago

sorry for the last one, i already see your detail, is the emu configuration i'm
interested :)

Actions #10

Updated by akskiller over 14 years ago

My emu config is ass follows:
General:
Dual Core enabled
Idle skipping enabled
unlimited jit cache enabled
Framelimit off
watchdog 15
Advanced settings:
HLE the IPL enabled
JIT recompiler enabled
Lock threads to core enabled
Optimize Quantiziers enabled
DSP on thread enabled
WII tab:
Nothing checked aspect ratio 16:9
OpenGL settings:
Only autoscale is checked
antistropic filter 1x
everything else off
Advanced:
Overlay FPS is checked everything else is not.
EFB copy to GL texture(hack) is enabled
No hacks
DSP HLE settings:
everything enabled but RE0 audio

Thats it.

Actions #11

Updated by Wagnard28 over 14 years ago

REV 4469. still no ground texture for Naruto EX 3 when using OpenGL.

Actions #12

Updated by Wagnard28 over 14 years ago

The exact rev that broke it is REV 4322

Actions #13

Updated by Wagnard28 over 14 years ago

Ive made improvement,
Rodo.From Rev 4494 if I revert VertexManager.cpp AND VertexManager.h
To rev 4321, The texture is back. (a bit corrupted) but its back at least.

so I hope this can help you pin point the problem.

Actions #14

Updated by Anonymous over 14 years ago

  • Category set to gfx
Actions #15

Updated by Anonymous over 14 years ago

Still an issue?

Actions #16

Updated by Wagnard28 over 14 years ago

Yes

Actions #17

Updated by Wagnard28 over 14 years ago

Taken from what we tested of the change in 4322. Its a problem that seem to affect
only nVidia user.
Tested on ATI and there is no missing texture.
It seem to affect only some type of nvidia card. Like mine GTX 295. Ill try to test
more videocard and report back here.

Actions #18

Updated by Wagnard28 over 14 years ago

Ok. I got something interesting.
I have tried a asus laptop with a GTX 260M. The problem is the same.
Driver is the latest nVidia WHQL 191.07
THis driver reported by Furmark seem to use opengl 3.2
I installed and older driver , 1 that come on windows update and is driver 186.31
In furmark, it report opengl 3.0 and the best part of it is that the texture is back.
Some to problem is kinda solved.
I still see a weird thing over the texture tho... It wasn't happening before. and not
happening on ATI hardware.

Question IS, is it a nVidia driver issue or simply something being done not
correctly according to OpenGL specs...
Ill let the devs find out :P since im only a casual users.

extra: This is probably why some older nVidia card doesnt have the issue, people
using older driver or nvidia card not supporting latest 3.2 opengl extension.

Actions #19

Updated by Wagnard28 over 14 years ago

Just updating to say the issue is still present.

Actions #20

Updated by Wagnard28 over 14 years ago

This happen in NSMB in opengl. No problem on DX.

Mario eyes are missing.

Actions #21

Updated by Anonymous over 14 years ago

how about now?

Actions #22

Updated by Wagnard28 over 14 years ago

Issue is still present on nVidia cards.

Actions #23

Updated by Wagnard28 almost 14 years ago

Problem still present on R5459. Just to recap, Rev 4322 broke it.

Actions #24

Updated by Wagnard28 almost 14 years ago

@rodolfoosvaldobogado
I found how to almost completely fix the problem R4322
Just replace in VertexManager.cpp :#define MAX_BUFFER_SIZE 0x50000
to the old value of 0x4000

The texture missing in Naruto ex3 is now 80% back. (it was 100 missing before).
Maybe you can figure out the rest of the problem.

Actions #25

Updated by Wagnard28 almost 14 years ago

The problem seem when MAX_BUFFER_SIZE go to more than 4 digits after the X
Ex: 0x9000 work
0x10000 doesnt work

Actions #26

Updated by Wagnard28 almost 14 years ago

Ops it seem that even when using 0xffff doesnt work.
Il try to find the max valur of this and report back a perfect value if I can find one

Actions #27

Updated by Wagnard28 almost 14 years ago

I have now tryed a lower value aka 0x1000. game are working better everytime I lower
the vallue.
At 0x1000 naruto ex3 texture is almost perfect.

Actions #28

Updated by rodolfoosvaldobogado almost 14 years ago

it seems to be a limitation in buffers size of nvidia cards, some one can confirm
that this not happening on ati cards?

Actions #29

Updated by Wagnard28 almost 14 years ago

I have a ATI card too in another computer and Naruto EX3 doesnt have this problem with
a 50000 value.

Lowering the value is not Completely fixing the problem.But it getting close to R4321
(before your R4322 commit)

Actions #30

Updated by Wagnard28 almost 14 years ago

Ill post some screenshot soon to show the difference.

Actions #31

Updated by Wagnard28 almost 14 years ago

Here are the screen shot from r5457 original and r5457 with a Maxvbuffer value of 1000

Actions #32

Updated by rodolfoosvaldobogado almost 14 years ago

please test my next xommit to see if it fix the problem

Actions #33

Updated by Wagnard28 almost 14 years ago

Sadly it doesn't work. Thanks for the effort tho.

Actions #34

Updated by Wagnard28 almost 14 years ago

Rev4321 also cause the SPS in Luigi's mansion. in the intro. Rev4320 doesn't have the
problem.

Actions #35

Updated by Wagnard28 almost 14 years ago

Sry I keep saying 4321 while the problem is in 4322... sry

Actions #36

Updated by dfleite almost 14 years ago

Why increasing the max buffer size cause problems? It doesn't make sense to me...

Actions #37

Updated by Wagnard28 almost 14 years ago

Buffer at 0x3000

Actions #38

Updated by Wagnard28 almost 14 years ago

@dfle...@gmail.com, The buffer value may not be the real cause of the problem because
it does not seem to impact the SPS in Luigi's mantion that was created with r4322
Probably messing with this setting only improve things on certain games but still, I
cant obtain a perfect texture on EX3 like I have on my Radeon or with older rev than
r4322.

Actions #39

Updated by Wagnard28 almost 14 years ago

Buffer at 0x4000

Actions #40

Updated by dfleite almost 14 years ago

Why did you delete your youtube videos =/

Actions #41

Updated by Wagnard28 almost 14 years ago

Because it was old (oct 2009)and not related to what we are doing now.(vbuffer change)

Actions #42

Updated by Wagnard28 almost 14 years ago

I managed to fix/ workaround the issue for luigi mansion and possibly, Naruto ex3,
corrupted mario in NSMB
In render.cpp for the opengl plugin,
Line 561
Replace: VertexShaderCache::DisableShader();
by : glDisable(GL_VERTEX_PROGRAM_ARB);
line 595

replace : VertexShaderCache::EnableShader(0);
BY: glEnable(GL_VERTEX_PROGRAM_ARB);

Have fun testing.

Actions #43

Updated by Wagnard28 almost 14 years ago

Its not just a possibility now, Naruto ex3 and the corruption of mario eye/ weird line
in the intro of NSMB is now fixed with this.

Rodolfoo will still have to look into this because im bypassing his vertexshadercache
and using the old model.
Rodolfoo Pixelshader cache is still enable tho.

Here is the DLL. used under R5519. will problably work on the recent Rev too.

Actions #44

Updated by rodolfoosvaldobogado almost 14 years ago

don't worry, found the real problem, will fix in my next commit, thanks for finding
the error :)

Actions #45

Updated by Wagnard28 almost 14 years ago

Hope this helped :)

Actions #46

Updated by rodolfoosvaldobogado almost 14 years ago

helped a lot wagnard28, the problem was in the shader caching now is solved i hope

Actions #47

Updated by Wagnard28 almost 14 years ago

Excellent, I'll test the commit when its ready.

Actions #48

Updated by Wagnard28 almost 14 years ago

Patch that fix the problem.

Actions #49

Updated by Wagnard28 almost 14 years ago

A patch that make things work as it was intended at first by rodolfoo. No more issue when using XFB and no need to replace VertexShaderCache::DisableShader(); by glDisable(GL_VERTEX_PROGRAM_ARB); anymore.

Works on nVidia and ATI.
Issue can probably be close after this commit.

Actions #50

Updated by NeoBrainX over 13 years ago

Bumping.. Rodolfo can you check that patch?

(I really should learn ogl :P)

Actions #51

Updated by Wagnard28 over 13 years ago

This issue as been fixed . It just didnt got closed when it happened.

Actions #52

Updated by NeoBrainX over 13 years ago

  • Status changed from Accepted to Fixed

Fine ;)

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