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Bad viewport in Hot Shot Tennis: Get A Grip #13921

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hrydgard opened this issue Jan 15, 2021 · 10 comments
Closed

Bad viewport in Hot Shot Tennis: Get A Grip #13921

hrydgard opened this issue Jan 15, 2021 · 10 comments
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GE emulation Backend-independent GPU issues Vulkan
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@hrydgard
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hrydgard commented Jan 15, 2021

image

Happens since 1.10.3-328-g937042b3d ?

Reported by verymelon on Discord.

@hrydgard hrydgard added GE emulation Backend-independent GPU issues Vulkan labels Jan 15, 2021
@hrydgard hrydgard added this to the v1.11.0 milestone Jan 15, 2021
hrydgard added a commit that referenced this issue Jan 16, 2021
@hrydgard hrydgard modified the milestones: v1.11.0, v1.12.0 Jan 16, 2021
@hrydgard
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That change should have worked around it.

There's still probably something wrong with the viewport math, postponing that.

@hrydgard
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hrydgard commented Jan 16, 2021

For later investigation, repro instructions from VeryMelon:

  • Get a completed game save from gamefaqs
  • In "Story mode" choose Worldmap "World Television Studio" from first room (Entrance) walk into second room (Corridor) goto "Audition room" and talk with NPC Terio.

frame dump:
DUMP.zip

@anr2me
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anr2me commented Jan 16, 2021

Using savedata from gamefaq/gamespot, I didn't get that popup but there is a lot of vulkan error message in the logs
image
image

After that when i clicked [X] button to close PPSSPP window (i'm using Debug build) i'm getting this:
image
Seems to be random, since i didn't get this assertion popup the next time i try to reproduce it.

@anr2me
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anr2me commented Jan 16, 2021

I tried to run/debug it from VS2019 and it hit a vulkan breakpoint when i talked to that NPC
image

image

So i can't continue it to check the call stack of the assertion popup when exiting ppsspp

@hrydgard
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Thanks, so Vulkan doesn't actually allow zero-pixel viewports... Not sure what exactly we should do in this case, maybe just discard draws...

@anr2me
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anr2me commented Jan 16, 2021

The application can specify a negative term for height, which has the effect of negating the y coordinate in clip space before performing the transform. When using a negative height, the application should also adjust the y value to point to the lower left corner of the viewport instead of the upper left corner. Using the negative height allows the application to avoid having to negate the y component of the Position output from the last vertex processing stage in shaders that also target other graphics APIs.

The width and height of the implementation-dependent maximum viewport dimensions must be greater than or equal to the width and height of the largest image which can be created and attached to a framebuffer.

The floating-point viewport bounds are represented with an implementation-dependent precision.

Valid Usage

VUID-VkViewport-width-01770
width must be greater than 0.0

VUID-VkViewport-width-01771
width must be less than or equal to VkPhysicalDeviceLimits::maxViewportDimensions[0]

VUID-VkViewport-height-01773
The absolute value of height must be less than or equal to VkPhysicalDeviceLimits::maxViewportDimensions[1]

https://www.khronos.org/registry/vulkan/specs/1.1-extensions/html/vkspec.html#vertexpostproc-viewport

@unknownbrackets
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unknownbrackets commented Jan 16, 2021

I wonder what a zero viewport on a PSP actually does. If scale X and scale Y are zero, I guess it'd make all verts use the center coords (not necessarily not draw, but it'd just be a point or along a line I guess?), and it could do interesting things to depth. But those are just guesses.

-[Unknown]

@anr2me
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anr2me commented Jan 17, 2021

I bumped on that subscript out of range issue on vulkan when closing down PPSSPP window while debugging Ratchet & Clank
image
Where swapchainImageCount_ is larger than swapchainImages_.size() and used in for-loop.

@unknownbrackets
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The correct behavior seems to be not drawing anything when viewport width or height is 0, at least for triangles and sprites. Didn't try points or lines.

So it seems like discarding draws is the right thing.

-[Unknown]

Repository owner deleted a comment from UbiSergei Jan 23, 2021
@hrydgard
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hrydgard commented Jan 23, 2021

I think for now I'm just gonna clamp to 1 pixel, then maybe do something better in the future. I think that's the least likely to break games...

Hm, actually, the validator didn't like 0 pixels but what about 0.01 pixels? Also I have a hard time imagining what driver would choke on a zero sized viewport...

qurious-pixel added a commit to qurious-pixel/ppsspp that referenced this issue Feb 9, 2021
* add assets to ubuntu build artifact

This enables us to run PPSSPPSDL in the ubuntu artifact zip as normal release. Can be uploaded to the automated ppsspp download pake. After downloading the artiact zip just chmod +x PPSSPPSDL and install libsdl2-dev libgl1-mesa-dev libglu1-mesa-dev. Then everything works fine :)

* Add more error checking in SD storage detection

See hrydgard#13827

* Add 3 games to ForceMax60FPS

* Add game ID for russian version of Tron Evolution

* Prevent access violation when running out of userMemory due to piling up AdhocMatching events.

* Send AdhocMatching Data from within HLE whenever possible instead of through matchingEvent Thread.

* Reducing AdhocMatching events delay to prevent matchingEvents from piling up on Lord of Arcana.

* Try another method for getting SD card storage paths (env vars).

See hrydgard#13827

* Add a fullscreen toggle button to the main screen (Windows-only for now)

* Manually tighten up the layout a bit in the top right corner

* Use the same logic of game setting for main menu full screen, add other system

* Add a file picker (WIP)

* Enable using the folder browser on Android to select SD card through a gross hack.

Should help hrydgard#13827

Not yet using storage framework properly, just stealing the URI.

* Improve some i18n things

- reuse some translations
- move some strings to a more suitable category

I will adapt the lang .ini files accordingly.

* jit: Fix conditional disable flags.

* irjit: Correct flags for SetCtrlVFPUReg.

Fixes hrydgard#13897.  Caused the reg to be optimized out.

* irjit: Fix mtv for INF4.

* Windows: Handle fullscreen message consistently.

This handles it the same way as SDL, etc. so that the new button on the
main screen works again.

* http: Prevent Windows header leak from HTTPClient.

* UI: Cleanup Windows header in MainScreen.cpp.

Better to have this come from System, probably.  It's mainly for Windows
anyway, to alert people their save data isn't permanent.

* FixPGF for Euro Characters.(Balance emphasis)

* GPU: Correct shader gen with weights as floats.

For now, this supports the option.  We should probably just move to
everything being floats, but we already prefer software skinning.

Fixes hrydgard#13903.

* Fix copy/paste typo causing crash getting tempdirs if an env var had no value

* Android: Fix headless and unittest build.

* Build: Validate unittest/headless on Android.

* Android: Add NEON/SSE funcs into Headless/UnitTest.

* irjit: Add disable flag for simplify passes.

* irjit: Update clobber flag on inst swap.

Fixes IR in Persona 3.

* PGF Re-Fixed Euro Characters

* Enable BlockTransferAllowCreateFB for Gradius Collection

* Update Template

* Make sure we don't try to set a negative viewport size.

Should help hrydgard#13921.

* VK: Re-apply the old Adreno driver bug workaround. Fixes hrydgard#13910.

Should likely fix issue hrydgard#13923 too.

* Fix Stuck issue on some games (Dissidia 012, Full Auto 2, etc) when Failed to connect to Adhoc Server (faked success)

* Module: Reverse a single HI16/LO16 pair correctly.

If there is only one imported variable as a HI16/LO16, unloading the
module wasn't properly reversing the link.  See hrydgard#13104.

* Module: Keep HI16/LO16 in a temp state object.

This doesn't need to live any longer than the link or unlink, so let's
just make that abundantly clear.

* Remove re-test each month

* Compat: Note that Gradius requires block transfer.

Of course, there are many more that do, but might as well add since we're
tracking it here.

* Headless: Allow connecting the web debugger.

* Module: Keep the state for each import.

On exports, we iterate modules then imports.
But on imports, we iterate the exports to find the module, so we need to
keep the state around higher up.

* SoftGPU: Fix sprite provoking vertex in fast path.

It was right everywhere else.

* Vulkan: Delete only created swapchain images.

We do other null checks here, same reason.  Create may have failed.

* There's little reason to build at O3, so let's just not. Changing to O2.

See hrydgard#13920 for a breakage report.

* CMake fixes and new --ios-xcode ./b.sh command.

Also enables stencil for the iOS backbuffer. Fixes the GPU test and will doubtlessly
fix problems with running non-buffered (which you shouldn't do anyway though).

Slim alternative to hrydgard#13766 with less risk to buildbots.

* Adds two new tests to GPU driver test screen: Adreno shader logic test and flat shading

The adreno test tests for the bug mentioned in hrydgard#13910.
Very clear repro on Adreno 630, Pocophone F1.

The flat shading test is an untested attempt at a repro of

(will test that tomomorrow).

* Add texture to flat shaded test.

* Compat: Note that 3 LEGO games those are require Buffered rendering

* More GPU test improvements

* Fix the flat test. Unfortunately doesn't repro the bug :(

* GL FB readback: Only use "inout" if we actually want to read from the fb.

* Headless: Allow screenshot compare without backend.

This makes not just graphics-enabled tests work in headless on softgpu,
but also screenshot comparison ones.

* Headless: Read expected file as a FileLoader.

This makes it possible to run tests from network locations.

* Headless: Allow PNGs and http:// for screenshot.

* Headless: Disable http disk cache.

* Headless: Simplify executing a ppdmp via headless.

* Headless: Default to PNG for ppdmp tests.

* GPU: Fix safe size checks when rect offscreen.

* Vulkan: Prevent scaling shader leak.

No need to recreate if they haven't changed.

* Compat: Enable reinterpret for Kingdom Hearts.

See hrydgard#11223.  Should enable it for everything at some point.

* Debugger: Add API to trigger buttons.

* Debugger: Broadcast ctrl input events.

This can be useful to trigger debugging functionality on button press.

* Debugger: Include all press states for convenience.

In case of a multi-button shortcut, which might be common for debugging.

* Kernel: Adjust sceKernelGetThreadExitStatus timing.

See hrydgard#13703.

* PGF Fixed Bold & Italic property and camouflage the Font name.

* Oops! I misstook uploading jpn0.pgf.

* Resample all mp3

Fix hrydgard#5213

* Fix Russian (Cyrillic alphabet) on jpn0.pgf.

* Some marks position fixed on jpn0.pgf

* build fix

* PPGe: Scale down by worst of window/internal res.

See hrydgard#13958.

* compat.ini: Add Split/Second to [ReinterpretFramebuffers]. See hrydgard#13957

* Plugins: Enable by default.

* Resample only in 32000Hz

* Fix Greek characters & Roman numbers & all balance on jpn0.pgf

* Do PtpConnect internally during PtpOpen, since some games (ie. The Warriors) seems to do PtpSend immediately after PtpOpen without trying to PtpConnect first.

* Fix returned error code on PtpSend and PtpRecv when socket is not connected yet.

* OpenGL fragment shader gen: Fix precision inconsistency for v_color0/1.

Probably won't fix anything, just want this in for, well, consistency.

Noticed it debugging the iOS flat shading issues, but doesn't fix that.

* Fix duplicate shader version in the flat shader test

Unbreaks the flat shading test on Adreno (ended up in trying to link a
 #version 300 and a #version 320 shader together which it didn't like)

* Io: Don't allow async close while async busy.

See hrydgard#6582.

* GE: Better naming of render passes for color reinterpret

* GPU: Respect stencil write mask for 5551 buffers.

If the mask is 0x7F on 5551, that's equivalent to allowing the clear
entirely.  See hrydgard#13391.

* D3D9: Don't allow separate alpha clears.

Doesn't seem like the color mask applies to clears.

* Reporting: Expose CRC queue methods for other uses.

This way UI can expose the CRC if needed.

* Don't allow ForcedFirstConnect hack when using PtpConnect within PtpOpen to prevent returning result from blocking PtpConnect instead of result of PtpOpen.

* sceMp3Init:Add layerBits and versionBits information

* Add header information

* GLES: Remove direct khrplatform.h header include.

Shouldn't be needed anymore, was a hack for Nokia.  See hrydgard#13978.

* Mp3: Correct error handling for newer sdk versions.

The 6.xx behavior might be important if a game relies on it to add data.

* Mp3: Allow decode without pcm pointer.

Just like other audio decoding, you're allowed to skip audio.
Also prevents a crash if the mp3 is not yet inited.

* Add back XCode TARGETED_DEVICE_FAMILY config line

xcode warns that the value is deprecated or something, but maybe it still does something. Appears iPad support is broken right now.

* Mp3: Always keep sample rate from original mp3.

Our codec context is updated with the source sample rate, so this makes us
not resample at all.

Converting to stereo still seems correct.

* Updated GameMode initial data sync, in case remote players aren't listening yet when sending initial data (fix Pocket Pool)

* Mp3: Correct logging for init.

* Remove duplicates from ThreadManForKernel

* Vulkan: Add MMPX upscaling texture shader.

See https://casual-effects.com/research/McGuire2021PixelArt/index.html

* Vulkan: Allow tex shaders to specify a max scale.

* Specify MaxScale=2 for the new MMPX texture scaling shader

* Fix Greek characters ltn0~7.pgf

* gitlab ci change requested by m4xw

* FindFFmpeg: Fix a few issues

1. postproc now looks for postprocess.h (there is no postproc.h header).
2. pkg-config fallback condition now works (find_path/library set the
   variable to ${var}-NOTFOUND but it was checking for an empty string).

* (.gitlab-ci.yml) Add windows-x64 target

* Mpeg:Only allow firmware >= 3 for warmup

Fix hrydgard#13996

* Try to build fix on non-windows

* CMake: Add USE_UBSAN

* CMake: Rename USE_ADDRESS_SANITIZER to USE_ASAN

For consistency with USE_UBSAN

* CMake: Fix UBSAN link error

* Fix Russian characters ltn8~15.pgf

* Fix alignment issues in ISOFileSystem

Fixes hrydgard#14002

* jit: Make branch shift more obvious.

And also not technically undefined behavior.

* Fix connection issue on Dynasty Warriors (Shin Sangoku Musou) games when playing with more than 2 players.

* Minimize the Adreno shader compiler bug repro test

* Fix left shift of negative value in MIPSCodeUtils

Fixes a benign UBSAN error to improve the signal-to-noise ratio of
UBSAN errors.

Fixes hrydgard#14015

* x64Emitter: Fix unaligned store UBSAN errors

This compiles to the same assembly as before even without optimizations and avoids UB.

https://godbolt.org/z/4G5edM

While the UB here is benign, this improves signal-to-noise ratio of UBSAN errors.

Fixes hrydgard#14005

* Fix logging flags

1. The logging flags were being ignored (-v, -d)
2. Adds a `--loglevel` argument. Useful when using the debug build for
   ASAN/UBSAN to hide extremely noisy debug messages.

* Attempt to fix hrydgard#14022

* Fix Apple gpu detection

* Core: Correct branch analysis truncation.

* jit: Be very clear on sign extension.

* Only force the log level if it set via an argv

Follow-up to hrydgard#14019

* Io: Consistently use LE values of ISO entries.

Better to be consistent across big endian and little endian, in case
something was mastered wrong.

* Vulkan: Fix image layout issues after compute shader uploads.

We're already in GENERAL so probably not worth to transfer to DST just
to do even more transfers due to the silliness of GenerateMip.

I'm planning to rework the whole texture upload thing to be far more
optimal with some kind of TextureUploadManager

Fixes hrydgard#13987

* Mpeg:Only allow firmware >= 6 for warmup

Fix blue screen in hrydgard#13146

* Ge: Improve some logging and memchecks.

Explicitly trigger memchecks on readback.

* Ge: Restore saved context when ending a list.

Otherwise another list queued by a Head push could use the wrong context
data.  See hrydgard#13346.

* Framedump test screen. Downloads a list of framedumps.

* Add a new command in developer tools to list and load framedumps from framedump.ppsspp.org/repro/

Useful to make it easy to test GPU driver bugs etc, without having to
use real games or copying files around.

* Add checkbox to enable/disable driver bug workarounds.

* Fix minor rendering glitch in PPSSPP's menus on iOS

* Have the flat shading workaround obey the driver workarounds checkbox

* Loaders: Prevent errors on 0 byte reads.

Was happening when opening an http:// GE frame dump.

* Core: Maintain frame dump disc ID in SFO.

This way we won't generate a fake one later and use it for anything else.

* vertexjit: Correct saved registers on x64.

* Core: Assert debug stats remain positive.

* vertexjit: Only save extra regs on x64.

* Updated PdpStat and PtpStat

* Update README.md for 1.11

* Address initial feedback by iota97

* List fixed games. Thanks sum2012

* More from unknown and sum2012

* More stuff in README.md

* (.gitlab-ci.yml) Add linux-i686 and windows-i686 targets (+ prevent creation of 'null' file when building Windows libretro cores)

* Fix possible lock issue during AdhocMatchingStart

* Updated PdpStat to prevent rcv_sb_cc from exceeding the buffer size arg (since we use larger buffer size to prevent micro stutters or disconnection issue due to too many dropped packets with small buffer size).
TODO: May need to improve it to be able to calculate the correct size if there are multiple datagram messages

* UI: Correct developer tools test run.

* Make a couple of UI animations refresh rate independent

* Core: Reset state properly on CPU init failure.

* Windows: Prevent crash on null symbol map.

Happened during a double error scenario, but might as well check.

* We don't really need to allocate a buffer when using MSG_TRUNC on recvfrom

* Minor renaming

* Moving hleDelayResult from internal function of SetSocketAlert to prevent waking up HLE-blocked thread

* Fix possible race condition issue.

* Fix jpn0.pgf characters position.

* Debugger: Populate funcs if disassembly open early.

* PPGe: Fallback to atlas text on alloc fail.

* PPGe: Clear text allocations on shutdown.

* Updated some Logs to help finding the location of the call to debug.

* Removing hleDelayResult from internal adhoc functions to prevent waking up thread that supposed to be blocked by the outer HLE.

* Run the link script

* Run the link script, fixups

* Update lang,pspautotests submodules

* Do the title screen animation by accumulator instead, to avoid a long first frame breaking it.

* Update version to 1.11

* PPGe: Decimate text images properly.

Co-authored-by: kaiomatico <[email protected]>
Co-authored-by: Henrik Rydgård <[email protected]>
Co-authored-by: Panderner <[email protected]>
Co-authored-by: ANR2ME <[email protected]>
Co-authored-by: iota97 <[email protected]>
Co-authored-by: vnctdj <[email protected]>
Co-authored-by: Unknown W. Brackets <[email protected]>
Co-authored-by: nassau-tk <[email protected]>
Co-authored-by: sum2012 <[email protected]>
Co-authored-by: AdamN <[email protected]>
Co-authored-by: Florin9doi <[email protected]>
Co-authored-by: Gleb Mazovetskiy <[email protected]>
Co-authored-by: jdgleaver <[email protected]>
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