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GlSL-master-3.5-942 crashes on startup. I am using OS X 10.6.8, Mac Mini, 2.4 GHz Intel Core 2 Duo, NVIDIA GeForce 320M 256MB, 4GB memory.

Crash report:

Exception Type: EXC_BAD_ACCESS (SIGABRT)
Exception Codes: KERN_INVALID_ADDRESS at 0x0000000000000000
Crashed Thread: 0 Dispatch queue: com.apple.main-thread

Application Specific Information:
abort() called

Thread 0 Crashed: Dispatch queue: com.apple.main-thread
0 libSystem.B.dylib 0x00007fff8306f0b6 __kill + 10
1 libSystem.B.dylib 0x00007fff8310f9f6 abort + 83
2 com.dolphin-emulator.dolphin 0x000000000055f24e wxFatalSignalHandler + 30
3 libSystem.B.dylib 0x00007fff830811ba _sigtramp + 26
4 ??? 0x00007fff5fbfd2c0 0 + 140734799794880
5 com.dolphin-emulator.dolphin 0x0000000000248d8f DiscIO::CBannerLoaderGC::CBannerLoaderGC(DiscIO::IFileSystem&, DiscIO::IVolume*) + 143
6 ??? 0x00007fff70bd9c30 OBJC_CLASS_$_NSTextFieldCell + 0
7 ??? 0x003c000900090009 0 + 16888537257934857

Thread 1: Dispatch queue: com.apple.libdispatch-manager
0 libSystem.B.dylib 0x00007fff83039c0a kevent + 10
1 libSystem.B.dylib 0x00007fff8303badd _dispatch_mgr_invoke + 154
2 libSystem.B.dylib 0x00007fff8303b7b4 _dispatch_queue_invoke + 185
3 libSystem.B.dylib 0x00007fff8303b2de _dispatch_worker_thread2 + 252
4 libSystem.B.dylib 0x00007fff8303ac08 _pthread_wqthread + 353
5 libSystem.B.dylib 0x00007fff8303aaa5 start_wqthread + 13

Thread 2:
0 libSystem.B.dylib 0x00007fff8303aa2a __workq_kernreturn + 10
1 libSystem.B.dylib 0x00007fff8303ae3c _pthread_wqthread + 917
2 libSystem.B.dylib 0x00007fff8303aaa5 start_wqthread + 13

Thread 3:
0 libSystem.B.dylib 0x00007fff8303aa2a __workq_kernreturn + 10
1 libSystem.B.dylib 0x00007fff8303ae3c _pthread_wqthread + 917
2 libSystem.B.dylib 0x00007fff8303aaa5 start_wqthread + 13

Thread 0 crashed with X86 Thread State (64-bit):
rax: 0x0000000000000000 rbx: 0x00007fff5fbfd1b0 rcx: 0x00007fff5fbfcce8 rdx: 0x0000000000000000
rdi: 0x0000000000009459 rsi: 0x0000000000000006 rbp: 0x00007fff5fbfcd00 rsp: 0x00007fff5fbfcce8
r8: 0x00000000009d12d0 r9: 0x00000000050f6c00 r10: 0x00007fff8306b0fa r11: 0x0000000000000206
r12: 0x00000000183173a0 r13: 0x00000000050f65a0 r14: 0x00007fff5fbfd2c8 r15: 0x000000000027ec50
rip: 0x00007fff8306f0b6 rfl: 0x0000000000000206 cr2: 0x000000000010e470
We actually have to drop support for OSX 10.6 since OSX 10.7 is the first version to support the newer OpenGL profile that we are requiring use of.
You'll have to upgradeto 10.7 or higher to test.
The dark texture thing is fixed by GLSL-master (or at least *should* be). The C++11 thing is a bit more complicated - we're currently using GCC 4.2's old stdlibc++ (which supports not-a-lot of C++11 and is the latest included with Xcode due to licensing issues - can't package GPLv3 stuff with a closed-source package), which we can swap out with Clang's libc++ (which has pretty much perfect C++11 support) with a simple compiler flag (-stdlib=libc++) and a few code changes to remove our workarounds for the old stdlib.

Unfortunately, in my tests, it breaks the JIT somehow so that games run slow as fuck and I get logspam about unflushed registers, and there are a few random crashes elsewhere, so we have stuff to fix before we can switch. v_v
Tested GLSL-master on another computer. OS X 10.8.1 Mac Mini, 2 GHz Intel Core 2 Duo, NVIDIA GeForce 9400 256MB, 4 GB memory.

When starting any game I get the message Missing Extensions: DualSourceBlend PinnedMemory ShaderCache. Also a number of text files are created for example p_3.txt:

WARNING: Could not find vertex shader attribute 'fposmtx' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'rawnorm1' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'tex4' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'tex7' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'color0' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'rawnorm0' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'tex2' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'rawnorm2' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'tex3' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'tex6' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'tex1' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'tex5' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'color1' to match BindAttributeLocation request.
#version 140
#define texture2DRect texture
// ubo disabled


As for gameplay, sound stutters compared to the 3.5 stable release. Also FPS is lower. For example the Intro movie for Super Smash Brothers Melee plays at 60 FPS on the stable release, but around the upper 40s or lower 50s in the GLSL-master.
edt_oni:
thx for testing. Have you also tried the "hacked buffer" settings in gfx settings hacked?

The warnings are known, I will disable glsl warnings later :-)
I tried the "hacked buffer" maybe a few fps improvement, but still below the stable release. Sound still stutters.

Also, I wanted to mention that no matter what I tried, I am unable to get the Wiimote connected, I would see the connecting... message.

To connect with the stable release, I would press the sync button on the back of the Wiimote, startup Dolphin, then quickly go to the Wiimote menu, then the Wiimote will buzz and the 1 light will appear, then I would get the Wiimote connected message. This process did not work with the GLSL-master version.
This is fixed now: wx creates the common rendering window, but the agl glinterface creates a new one, so the input would be fetched from wx one, the gl context draws on the agl one
thx @ bzb95

edt_oni: Just test a movie isn't fair. To be core compatible, we decode all our textures into rgba.This is a bit slower, but shouldn't result much but in movies. This will likely be changed in the future as we are planing to decode textures on gpu...
A better test would be in any 3D scene with as much as possible primitives, so backend performance would be noticeable.

And I don't see how we affect wiimote. Here it's working :-(
He said stable release, which could mean 3.5 not master and master has had many recent commits dealing with wiimotes that are now also part of the GLSL branch.
Tested GLSL-3.5-952 against the 3.5 stable release and master-3.5-658.

Even though I enabled the hacked buffer, the GLSL version ran about 10fps slower than the other 2 versions. I tested using Soul Calibur 2. My maximum fps was 30 on the GLSL and 42 on the other versions.

My Wiimote was able to connect with the latest version of GLSL and master. Smile
If you could try the very latest GLSL which is -1003 that would be great
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