Obviously I don't know that part of Dolphin's code too well but the hardware has safeguards to prevent exactly this issue (the high and low watermarks) so it definitely seems like a problem with the implementation (and not something that should be caused by having separate CPU and GPU threads; the CPU only does writes and the GPU only does reads). Does bursting the gather pipe not always trigger an exception check (at least when the CP<->GP fifo link is active)?
FIFO is overflown by GatherPipe, CPU thread is too fast! (4.0-926)
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02-04-2015, 02:06 PM
Did a quick test for you... went back to the same area with dual core off and fought off all the circling birds with it chugging along and let it run 10-15 minutes... no crashes. Quicksaved and Reenabled dual core... Restarted from that spot and it produced the error within a minute just from standing there. I turned off the hyrule field speed hack for this test.
02-05-2015, 02:10 PM
(02-04-2015, 01:00 PM)tueidj Wrote: Does bursting the gather pipe not always trigger an exception check (at least when the CP<->GP fifo link is active)? I took a quick look at the code; that's how it's supposed to work, but the synchronization appears to be broken, so it could do pretty much anything. (There are dozens of volatile variables, and none of them are used safely.) 02-05-2015, 03:08 PM
Volatiles should be fine, although I'm not sure why you'd need dozens; there should only be the CP FIFO pointers (begin, end, read and write position) and interrupt/watermark thresholds to worry about. The read position should only be updated by the GPU thread and the write position should only be updated by the CPU thread so there's no explicit locking needed. Worst case should be the CPU thread seeing a stale value for the read position when bursting (for platforms with weak ordering i.e. android) resulting in it thinking the GPU is further behind than reality and firing the high watermark exception when not necessary, rather than overflowing.
02-25-2015, 09:50 PM
This issue pretty much makes Baldur's Gate Dark Alliance unplayable/a headache to play for me. If I disable Panic Handler to remove the popup the game will freeze about 15-20 mins in which means at about the 15min mark I am going to have to save then close the emulator down then reopen to it continue playing for another 15 or so mins. If I disable Dualcore mode it pretty much cuases the game to run like molasses and the audio to sound like nails on a chalkboard which is unplayable for me. This is with an i5 3570k and a GTX 660 Ti on windows 7.
03-16-2015, 06:09 AM
Why is there an option yes/no when this error appears? It should be that yes is pressed automatically, since the game doesn't crash anyway.
Seems like this issue has been going on for quite some time...
I decided to give last story another go since i got new hardware and it worked at a good 30fps pretty stable... however during the first boss encounter i got this error about FIFO gatherpipe cpu too fast... clicked yes, went back to the game, black screen, and it crashed... not quite sure which settings i should try or if i should simply try to wait one more year before trying again im running latest as of "right now" 7170 on a i7, gtx970 at 720p resolution and using the settings suggested by ArchaeA on the last story dolphin wiki page since he had decent framerate with weaker hardware 08-27-2015, 03:51 PM
I am having the same issue, currently. I am using 4.0-5815. Open GL backend, x1 internal resolution, AA and AF max. Running it with an i7 (4.1 ghz), invidia 780, windows 7 ultimate.
I recall getting this message for another game... but which one has slipped my mind atm. 01-11-2016, 07:49 PM
I started having this issue this past Christmas with NiGHTS: Journey of Dreams, specifically the "My Dream" garden with all my Nightopians. Any time I enter the garden this error will pop up repeatedly and cause slowdown for a bit. It does go away if I click "Yes" but I'm worried that it will actually crash the emulator at some point, especially since it's been popping up more frequently. Other parts of the game remain unaffected.
Using dev build 4.0-8392, Open GL backend, Native internal resolution, no AA, AF 1x PC specs listed on my profile Edit: tried the latest dev build from the site, problem's still occurring |
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