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Emulator Issues #3313

Pink Water Highlights in The Legend of Zelda: The Wind Waker

Added by mikegroshans almost 10 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. Play The Legend of Zelda: The Wind Waker
2. Go to Dragon Roost Island
3. Go towards the dungeon
4. Look at the water

(NOTE: This is from a save after completing the dragon roost dungeon; you may need to either beat the dungeon or at least fill the space with water before this occurs. The same bug may also affect other areas of the game, but this is the only area I noticed in my playtime.)

What is the expected output? What do you see instead?

The highlights on the water should be light blue, they are pink.

Dolphin version with the problem? Other Dolphin version without the
problem?

The latest build I have tried without the issue is 5991. The next latest build I tried, 6115 has the issue. The latest build I tried, 6262 still has the issue.

32-bit or 64-bit and any other build parameters?

All builds are 64-bit Mamario Builds.

OS version and versions of tools/libraries used?

Windows 7 x64 Professional

Please provide any additional information below.

This problem does not occur with the OpenGL plugin on any of the builds I tried (5991, 6115, 6262), I cannot test the DX11 plugin.

System Specs:
Core i7 920@3.6GHz
ATI Radeon HD 4830
6GB DDR3 RAM


Related issues

Has duplicate Emulator - Emulator Issues #3474: Crazy Pink Colors in Need for Speed Undercover.Duplicate

History

#1 Updated by NeoBrainX almost 10 years ago

Could you try to narrow down what revision between r5991 and r6115 broke it?

#2 Updated by mikegroshans almost 10 years ago

Yeah those were just two revisions I had on hand. I figured I should post as soon as I noticed it, but I won't have a lot of time until this weekend. I'll try and narrow it down then.

#3 Updated by NeoBrainX almost 10 years ago

Fwiw, check whether the issue occurs in r5991 if you enable EFB access.

#4 Updated by mikegroshans almost 10 years ago

EFBAccessEnable = True is in both gfx_dx9.ini's but thanks for the thought.

Anyway I tried r6057, r6085, r6095, r6099, r6102 and none of them had the issue, r6103 had the issue, so it would seem that's the culprit, especially since it has to do with lighting calculations.

#5 Updated by NeoBrainX almost 10 years ago

Thanks a bunch, check r6267, Tino committed a possible fix for this issue.

#6 Updated by mikegroshans almost 10 years ago

Unfortunately the issue remains, though nothing seems worse than before. If there are any dumps or some such that would be helpful in troubleshooting, let me know.

#7 Updated by Lucas.Szczepurek almost 10 years ago

r6267 fixes the flicker of purple waves, for the most part (XFB enable)

Before: XFB: flicker of the waves
real XFB: strong flickering of the waves

After: XFB: slight flicker of the waves
real XFB: no flicker of the waves

#8 Updated by Lucas.Szczepurek almost 10 years ago

but the color is the same

#9 Updated by Lucas.Szczepurek almost 10 years ago

I have test DX11 and it is ok.
I've noticed, if I Enable/disable the "Safe texture cache" of a DX-Plugin, then a pattern in the middle. This changes if again to Enable/disable the "Safe texture cache"of a DX-Plugin.

#10 Updated by Anonymous almost 10 years ago

lucas: enabling/disabling the safe texture cache can cause those artifacts if you do it while the game is running.

Also, any luck finding the actual revision at fault?

#11 Updated by mikegroshans almost 10 years ago

godisgovernment: as previously mentioned, r6103 is almost certainly the revision which caused this. r6267 was supposed to have a possible fix, but the behavior was unfortunately the same afterwards (though not any worse). I have not checked revisions past maybe r6273, so it may have been fixed somewhere in between as a side effect; I'll check sometime this weekend.

#12 Updated by skidau almost 10 years ago

  • Category set to gfx

#13 Updated by skidau almost 10 years ago

issue 3474 has been merged into this issue.

#14 Updated by mikegroshans over 9 years ago

Just confirming that the issue is still present in r6430.

#15 Updated by Lucas.Szczepurek over 9 years ago

i have it tested and have not more the problem, i my the update of MS-DX 9.0c (junni 2010) have fix it, but i can not testing it because i can not downgrading or kill DX-Runtime.

#16 Updated by NeoBrainX over 9 years ago

Can anyone confirm this to be fixed?

#17 Updated by NeoBrainX over 9 years ago

  • Status changed from New to Fixed

Well.. whatever.

#18 Updated by mikegroshans over 9 years ago

Sorry I didn't respond earlier. I don't have access to a machine that can run dolphin at the moment, so I don't have build numbers. But for the latest builds, as late as the 22nd, I confirmed that the issue is NOT fixed. I even tested this on another machine. Water highlights in this portion of dragon roost remain pink for the DX9 plugin. Opengl still renders correctly. I cannot test DX11.

#19 Updated by NeoBrainX over 9 years ago

  • Status changed from Fixed to New

fair enough ;)

#20 Updated by Lucas.Szczepurek over 9 years ago

Because this open against I'd write what I know now ..
This problem was solved with the Nvidia update XXXXX for Nvidia users.
I think an update from ATI or a workaround can help right now in Dolphin for DX9. As I got to test only a GeForce GTX 260 for, I can not say if this applies to all Nvidia users, but I'm assuming.
I think a workaround in Dolphin would have to figure out which revision caused this problem because I know that it's not used to this problem has been. But probably will soon be a patch from ATI. Tests on other graphics hardware would certainly make sense.
So I hope I could help here.

#21 Updated by mikegroshans over 9 years ago

A brief summary of the current state of this issue, as the issue has now extended to the OpenGL plugin

DX9 Plugin: r6103 made the water highlights in this area pink instead of light blue. This has not been fixed as of r7311.

OpenGL Plugin: Water highlights remained blue until r6954. By r6960 the water highlights were pink. Mamario doesn't have builds between r6954 and r6960 so I don't know exactly which commit extended this issue. This has not been fixed as of r7311

DX11 Plugin: No idea, don't have a DX11 card.

Just to reiterate I am running on Windows x64 builds, I don't know if the issue extends to Linux or OSX OpenGL plugins, but I would suspect that it does.

Hopefully these build numbers can narrow down what causes the issue, and maybe we can see a fix for both the DX9 and OpenGL plugin. And if possible, the title of this issue should probably change to reflect that this is no longer DX9 specific.

#22 Updated by mikegroshans about 9 years ago

Well I just got a new graphics card (Radeon HD 6870) and the issue has disappeared for the DX9 plugin (and is not present with the DX11 plugin) even for older revisions, such as r7311. The status of the issue remains the same for OpenGL (present in revisions r6960 and newer).

So clearly it's some combination of hardware/drivers and revisions that cause this issue. The only hardware I have is ATI/AMD, but as mentioned previously I did test this on a friend's machine last December, and the issue was present in DX9 with his nvidia 8800GTX.

#23 Updated by Autoran1 over 8 years ago

Confirm this issue is still exist with DX9 backend

#24 Updated by Autoran1 over 8 years ago

I'm on Nvidia, and i have the same issue

#25 Updated by skidau over 8 years ago

Autoran, can you zip up a memory card save game and instructions to reproduce?

#26 Updated by Autoran1 over 8 years ago

skidau, save №1
move back, away from Dragon Roost Cavern, and you will be in the room with pink water

#27 Updated by tommyhl2.SS over 8 years ago

Looks fine here. Windows 7 64-Bit. 3.0-496. HD6650M

http://i.imgur.com/7AGJ3.jpg

#28 Updated by NeoBrainX about 8 years ago

  • Status changed from New to Accepted

Glitch shows up with my ATI 3850. Thanks for the save!

#29 Updated by Autoran1 almost 8 years ago

r6103 PixelShaderGen.cpp
partial revert patch fix

#30 Updated by NeoBrainX almost 8 years ago

Yo, unfortunately that fix isn't valid - the overflow checks very much belong there.

#31 Updated by Autoran1 almost 8 years ago

Well, it's just a revert, you're a coder not me

#32 Updated by NeoBrainX almost 8 years ago

Yeah, of course. I was just mentioning it for reference ;)

#33 Updated by OMEGA345 almost 8 years ago

Dragon Roost, has a lot of environmental problems, i don't think they will ever fix it. There is that wind and fire that dolphin isn't working well with.

#34 Updated by Autoran1 over 7 years ago

Tev_fixes branch has a few problems here and there, but it actually fixes this issue

#35 Updated by Billiard26 over 7 years ago

  • Issue type set to Bug

#37 Updated by Quinn.Bigbird almost 7 years ago

I've been playing this game all week and tried all backends and I couldn't reproduce the pink water, I think it's been fixed unless someone else wants to verify.

#38 Updated by MayImilae almost 7 years ago

It's only at night.

#39 Updated by Autoran1 almost 7 years ago

  • Status changed from Accepted to Won't fix

The issue occurs only on DX9, no longer relevant

#40 Updated by JMC4789 almost 7 years ago

  • Status changed from Won't fix to Work started

...It's occuring in OpenGL in latest master for me.

Tev_Fixes_New fixes the issue, and that's started.

#41 Updated by NeoBrainX over 6 years ago

Reported to be fixed in tev_fixes_new.

#42 Updated by NeoBrainX over 6 years ago

  • Status changed from Work started to Fixed

Fixed in commit a9a8c730748b (tev_fixes_new).

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