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Emulator Issues #6057

closed

Low speed on MP Trilogy RM3P01 only on linux OGL

Added by zype.zype over 11 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:
Yes
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:

Description

Have you searched the issue tracker for a similar issue?

Game Name?
Metroid prime Trilogy

Game ID?
RM3P01

What went wrong?
The speed is very slow on my Debian Wheezy with OGL, but it's OK with my windows (it's the same computer btw)

What did you expect to happen?
Normal Speed on both

What steps will reproduce the problem?
Run Metroid Prime Trilogy on Linux, the menu's speed is ~50%

What version of Dolphin were you using?
3.5-513 on debian
3.5-517 on windows

64 or 32 bit Dolphin?
64 on both platforms

What version of Dolphin used to work?
Windows version with 3D11 or OGL is OK

What Operating System were you using and what are your hardware
specifications?
Système d'exploitation
Microsoft Windows 7 Édition Intégrale 64-bit SP1
Processeur CPU
Intel Core i7 920 @ 2.67GHz
Technologie Bloomfield 45nm
RAM
4,00 Go Canal-Triple DDR3 @ 534 MHz (8-8-8-20)
Carte mère Mothercard
ASUSTeK Computer INC. P6T (LGA1366)
Graphiques
PL2409HD (1920x1080@60Hz)
SyncMaster (1280x1024@60Hz)
ATI Radeon HD 5800 Series (XFX Pine Group)
Disques durs HDD/SSD
932 Go SAMSUNG HD103SJ ATA Device (SATA)
112 Go Corsair Force 3 SSD SCSI Disk Device (SSD)
224 Go INTEL SS DSC2CT240A3 SCSI Disk Device (SSD)
Disques optiques
SJE 6RGDM3K5MZK SCSI CdRom Device
HL-DT-ST BD-RE BH08LS20 ATA Device
Audio
Creative X-Fi Audio Processor (WDM)

64 or 32 bit Operating system?
Both x64

Any other relevant information or links to logs:

Actions #1

Updated by NeoBrainX over 11 years ago

What GPU driver are you using on Linux?

Does the issue happen in the GLSL-master branch, too?

Actions #2

Updated by zype.zype over 11 years ago

On linux I use fglrx-driver 1:12-6+point-1 (Wheezy Version of ATI Proprietary)

I got the branch with
git clone -b GLSL-master https://code.google.com/p/dolphin-emu/ dolphin-emu
is that right ?

Actions #3

Updated by NeoBrainX over 11 years ago

You can checkout a new local branch from an existing clone using "git checkout -b GLSL-master origin/GLSL-master".

Actions #4

Updated by zype.zype over 11 years ago

The build fails

[ 66%] Building CXX object Source/Plugins/Plugin_VideoOGL/CMakeFiles/videoogl.dir/Src/TextureConverter.cpp.o
/home/ralayax/Sources/dolphin-emu-GLSL/dolphin-emu/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp: In constructor ‘OGL::Renderer::Renderer()’:
/home/ralayax/Sources/dolphin-emu-GLSL/dolphin-emu/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp:252:50: error: ‘GLEW_AMD_pinned_memory’ was not declared in this scope
make[2]: *** [Source/Plugins/Plugin_VideoOGL/CMakeFiles/videoogl.dir/Src/Render.cpp.o] Erreur 1
make[2]: *** Attente des tâches non terminées....
make[1]: *** [Source/Plugins/Plugin_VideoOGL/CMakeFiles/videoogl.dir/all] Erreur 2
make: *** [all] Erreur 2

Actions #5

Updated by NeoBrainX over 11 years ago

Try temporarily uninstalling glew, Dolphin will use it's own glew copy then which has it defined.

Actions #6

Updated by zype.zype over 11 years ago

Ok it's done, now it's just crashing (dolphin windows disappeares) without any message on any game start. "Clearing code cache" game window stays black and all dolphin disappeares ^^

Actions #7

Updated by NeoBrainX over 11 years ago

Alright that really is bad...
Can you create a backtrace or something?
Try setting CMAKE_BUILD_TYPE variable in the CMakeCache.txt in your build dir to "Debug", then rebuild, then call "gdb " and type "run". It should print a backtrace of the crash then.

Actions #8

Updated by zype.zype over 11 years ago

Build fails :

[ 65%] Building CXX object Source/Plugins/Plugin_VideoOGL/CMakeFiles/videoogl.dir/Src/RasterFont.cpp.o
/home/ralayax/Sources/dolphin-emu-GLSL/dolphin-emu/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp: In static member function ‘static OGL::SHADER* OGL::ProgramShaderCache::SetShader(DSTALPHA_MODE, u32)’:
/home/ralayax/Sources/dolphin-emu-GLSL/dolphin-emu/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp:234:25: error: ‘SaveData’ was not declared in this scope
make[2]: *** [Source/Plugins/Plugin_VideoOGL/CMakeFiles/videoogl.dir/Src/ProgramShaderCache.cpp.o] Erreur 1
make[2]: *** Attente des tâches non terminées....
make[1]: *** [Source/Plugins/Plugin_VideoOGL/CMakeFiles/videoogl.dir/all] Erreur 2
make: *** [all] Erreur 2

Actions #9

Updated by NeoBrainX over 11 years ago

Just comment out all lines that error out with SaveData, i.e. put // in front of each line containing SaveData.

Actions #10

Updated by zype.zype over 11 years ago

Just did it but now

[ 65%] Building CXX object Source/Plugins/Plugin_VideoOGL/CMakeFiles/videoogl.dir/Src/VertexManager.cpp.o
/home/ralayax/Sources/dolphin-emu-GLSL/dolphin-emu/Source/Plugins/Plugin_VideoOGL/Src/VertexManager.cpp: In member function ‘virtual void OGL::VertexManager::vFlush()’:
/home/ralayax/Sources/dolphin-emu-GLSL/dolphin-emu/Source/Plugins/Plugin_VideoOGL/Src/VertexManager.cpp:310:10: error: ‘ps’ was not declared in this scope
/home/ralayax/Sources/dolphin-emu-GLSL/dolphin-emu/Source/Plugins/Plugin_VideoOGL/Src/VertexManager.cpp:313:10: error: ‘vs’ was not declared in this scope
make[2]: *** [Source/Plugins/Plugin_VideoOGL/CMakeFiles/videoogl.dir/Src/VertexManager.cpp.o] Erreur 1
make[1]: *** [Source/Plugins/Plugin_VideoOGL/CMakeFiles/videoogl.dir/all] Erreur 2
make: *** [all] Erreur 2

Actions #11

Updated by NeoBrainX over 11 years ago

Same there. Just useless debug stuff, anyway.

CC'ing degasus to fix the compile failures in his branch when DEBUG is defined.

Actions #12

Updated by NeoBrainX over 11 years ago

As in, just comment that stuff out as well :p

Actions #13

Updated by zype.zype over 11 years ago

Here's the log !

Actions #14

Updated by NeoBrainX over 11 years ago

Uhm, does it output any more useful information when you type "bt" after the segfault happens?

Actions #15

Updated by zype.zype over 11 years ago

New log

Actions #16

Updated by Autoran1 over 11 years ago

btw, this game, unlike other metroids, loves VBeam speedhack

Actions #17

Updated by degasus over 11 years ago

Maybe the performance differences is because of your old linux driver vs your updated one on windows.

GLSL compilation issues should be fixed.

zype: your backtrace is from our fastmem implementation (it raises segfaults often), can you please disable it first and make a new one: http://markus.members.selfnet.de/dolphin/disable-fastmem.patch
just type in dolphin project folder: "patch -p1 < disable-fastmem.patch"

Actions #18

Updated by zype.zype over 11 years ago

Ok I'll do it this week-end, haven't got my PC with me.
Yeah I thought about the driver problem, but it's strange cause internal resolution doesn't affect the issue at all, and it happens only with this game. Anyway, I will test it this WE !

Actions #19

Updated by zype.zype over 11 years ago

I applied the patch and rebuilded dolphin in debug mode but the window is still black and dolphin crashes.

Actions #20

Updated by degasus over 11 years ago

zype: this patch and the debug build wouldn't help for the crash, but they will make the gdb traceback much better. Can you please make such a traceback again with this patch and debug build and upload it? Best would be a full traceback: "bt full"

Actions #21

Updated by zype.zype over 11 years ago

Wow now I really don't understand anything :/

When I start dolphin (GLSL 740-dirty Debug) through gdb it doesn't crashes (nothing appears in the game window except from AR codes, material, etc.)

When I start it without gdb with the icon on my desktop (and it points to the same executable) dolphin is still crashing Oo'

Actions #22

Updated by degasus over 11 years ago

wtf? So let's try to disable some random parts :-)
The most experimental feature used on your gpu is pinned memory. Try to disable it here:
http://code.google.com/p/dolphin-emu/source/browse/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp?name=GLSL-master#257
by replacing this line
g_Config.backend_info.bSupportsGLPinnedMemory = GLEW_AMD_pinned_memory;
with
g_Config.backend_info.bSupportsGLPinnedMemory = false;

Actions #23

Updated by zype.zype over 11 years ago

Ok games are starting on GLSL branch if GLEW_AMD_pinned_memory is disabled.
But it's still the same the speed stays at 50% while it's normal on windows.
Btw I upgraded the fglrx driver on experimental http://packages.debian.org/fr/experimental/fglrx-driver
The version is 13.1-2 ;)

Actions #24

Updated by Sonicadvance1 over 11 years ago

No need to disable pinned memory in latest now. It should work just fine.

Actions #25

Updated by Billiard26 over 11 years ago

  • Issue type set to Bug
Actions #26

Updated by Billiard26 over 11 years ago

  • Relates to performance set to Yes
Actions #27

Updated by zype.zype over 11 years ago

I retried with lastest master branch, without configuring anything, the low speed is still there. I will try with ubuntu with lastest version of dolphin and fglrx maybe tomorrow or sunday.

Actions #28

Updated by JordiComa22 over 11 years ago

I have a similar problem (or the same), dolphin is slower than previous versions in linux and have bad sound. For example "The last story" in 3.5-1093 goes slow but the sound is correct and playable (amd 955 kubuntu), but the same time the 3.5-1496 and newer (from git) are 5 or more fps slower and the sound cuts.
I not know the windows version, but the performance should not decrease.
The two have the same configuration.

Actions #29

Updated by degasus over 11 years ago

JordiComa22: which backend have you tested on windows? Linux doesn't support DirectX, so only OpenGL is supported and compareable. You also haven't told your tested gpu+driver

Actions #30

Updated by JMC4789 about 10 years ago

  • Status changed from New to Fixed

No response. Game runs reasonably well on my Linux NVIDIA setup on my laptop, no worse than I'd expect, at least.

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