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Emulator Issues #2403

closed

Probable 'System Specific' OpenGL crash

Added by shadoweffex over 14 years ago.

Status:
Invalid
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:

Description

What steps will reproduce the problem?

  1. Have MSAA enabled to any value.
  2. Run any game in the list.
  3. Usually, Dolphin crashes when you load a second random game, but
    because of the randomness of this bug, it could take a few tries.

What is the expected output? What do you see instead?
I expect Dolphin to continue running, even when hitting a critical video
bug or similar. Dolphin either freezes, hangs or crashes when this bug is
hit.

What version of the product are you using? On what operating system?
Dolphin 2.0 RC1 and SVN R5172 on Windows XP 32bit (I have no access to
x64, at the moment). I’m using an ASUS NVIDIA GTX 285 with the 196.21
driver set (from the NVIDIA website). All clean installations.

Please provide any additional information below.
Now here is when it gets tricky. I have observed this bug since almost day
1 so I once thought it was simply my system acting up, but after a few
formats and hardware changes, I believe it could be a combination of
hardware or software settings causing this bug to happen. I can faithfully
reproduce this bug (crash) when enabling MSAA. No other setting has been
causing trouble including when MSAA is disabled.

After some further investigation, I discovered that using XFB prevents
Dolphin from crashing with any of the other OpenGL settings enabled or
used. With the help of BhaaL and ector I was able to go on the route of
debugging Dolphin with Visual C++ 2008 Express Edition. It seems a couple
of addresses are hit when the crash occurs. Those most dominant one is:
0x0edb59c0

Original message:
Unhandled exception at 0x0edb59c0 in DolphinDF.exe: 0xC0000005: Access
violation reading location 0x00000038.

The question is if this'll help the developers, as it could be that more
locations are hit or is simply too random. The file ‘nvoglnt.dll’ seems to
be used in the process and when I look in the source code, the file
FramebufferManager.cpp is being used at the time of the crash. This
concerns the function ‘glBlitFramebufferEXT’ on line 405. If I comment
that out, and run Dolphin via the debug function, I get a black screen
(obvious, probably) but I can load game after game just fine. Though,
sometimes I do hit another crash (either with loading or using the Stop
button) but I guess I'm hitting another bug there so I'm leaving it out of
the scope of this bug report.

This bug is a real show stopper for me and I've been using Direct3D9 plug-
in at times as a workaround. It seems I don't encounter any bug of this
nature with that plug-in. Even toggling Dual Core usage doesn't seem to
help.

If more people recognize this, please don't hesitate to jump in.

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