Emulator Issues #9959
closedVulkan: Crash upon loading Gecko OS
0%
Description
Game Name?
Gecko OS.elf
What's the problem? Describe what went wrong.
I was able to get Gecko OS to start while testing #9957. After crashing the emulator 10 or so times upon exiting Gecko OS (likely due to #9819), Gecko OS now crashes the emulator before anything is displayed on the Vulkan backend. The last log message I see is "N[Wiimote]Not connected." I am still seemingly able to load Gecko OS on other backends without problems and Vulkan appears to load other files without problems. It is possible that something has become corrupted. Let me know if you need me to provide more information.
What steps will reproduce the problem?
- Reproduce #9819 10 or so times by closing Gecko OS and crashing the emulator
- Observe that Gecko OS no longer loads on Vulkan
Which versions of Dolphin did you test on? Does using an older version of Dolphin solve your issue? If yes, which versions of Dolphin used to work?
5.0-1437
What are your PC specifications? (CPU, GPU, Operating System, more)
Win 10 Pro x64
Intel Core i7-4702MQ CPU @2.20GHz
GeForce GT 750M
2x 8GB Hynix 1600MHz
GeForce Game Ready Driver 376.19
Files
Updated by ryanebola16 almost 8 years ago
Deleting my shader cache solved this problem. Should I worry narrowing down the problematic shader further?
Updated by ryanebola16 almost 8 years ago
- File Shaders.zip Shaders.zip added
I still have the problematic shader cache folder. I also assume it'll be one of the Vulkan shaders since the problem only occurs on this backend.
Updated by ryanebola16 almost 8 years ago
Supposedly fixed in https://github.com/dolphin-emu/dolphin/pull/4528
Before this is closed, does Dolphin write to the shader cache upon shutdown? And does Dolphin check to make sure shutdown doesn't interfere with something being written to the shader cache?
Updated by Stenzek almost 8 years ago
- Status changed from New to Fixed
- Fixed in set to 5.0-1505
5.0-1505 hasn't been built yet, but the next build should include the fix.
The shader cache gets written to as content is added at runtime, although it's possible for the C runtime to buffer these writes, so upon a crash it may not be complete. However, this should be detected and shouldn't crash the emulator next boot.