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Cho Aniki Zero hangs on loading again #13705

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sum2012 opened this issue Nov 23, 2020 · 13 comments
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Cho Aniki Zero hangs on loading again #13705

sum2012 opened this issue Nov 23, 2020 · 13 comments
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@sum2012
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sum2012 commented Nov 23, 2020

Test using v1.10.3-1234-g16e54c630-windows-amd64

can't load since v1.10.3-889-g291f17e27 (#13526).

similar #13671

@sum2012 sum2012 added this to the v1.11.0 milestone Nov 23, 2020
@hrydgard
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Okay, seems I'm gonna have to revert that again, or make a game specific version of the functions.

Will at some point try to reverse engineer these in detail but it will not be easy.

@sum2012
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sum2012 commented Nov 23, 2020

Can we use round method ?
etc 0.006 = 0.01 , 0.3001 = 0.3

@hrydgard
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seems whatever we do, some game has a problem with it...

sum2012 added a commit to sum2012/ppsspp that referenced this issue Nov 23, 2020
@sum2012
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sum2012 commented Nov 23, 2020

sum2012@61a97f1
Fixed the loading problem.But
in opengl,vulkan the enemy invisible so that it kill player,
in soft gpu , ppsspp hang when meet enemy

@hrydgard
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hrydgard commented Nov 23, 2020

that change is actually not giving any extra precision, rather it's removing precision. Still, interesting that it makes a difference.

soft gpu hang is interesting. Can you make a ge dump in gl or vulkan such that it hangs if you load it in software?

@sum2012
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sum2012 commented Nov 23, 2020

Do you mean the hang place that soft gpu run ?
If yes,attach opengl ge dump .
recording.zip

In soft gpu in the hang place, cannot make a ge dump

@hrydgard
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hrydgard commented Nov 23, 2020

Huh, running that dump in software mode is interesting. It appear to render a completely enormous triangle of around 16 trillion pixels that wasn't clipped so it spends eternity doing that. Maybe fallout of my removal of the viewport clipping a while ago, but some new kind of clipping is necessary to at least limit rasterization to the 4096x4096 virtual box... hm. you'd think the scissor would take care of it, but it seems to trigger some overflow and escape it, not sure yet.

@hrydgard
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Try #13706 please..

@sum2012
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sum2012 commented Nov 23, 2020 via email

@hrydgard
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hrydgard commented Nov 23, 2020

I mean, try it when you have some time :)

@sum2012
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sum2012 commented Nov 24, 2020

v1.10.3-1245-g51b213e68 fixed.
Closing

@sum2012 sum2012 closed this as completed Nov 24, 2020
@sum2012
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sum2012 commented Nov 24, 2020

I try to use long double instead of float\double (do not use pow() )
In game but enemy invisible so that it kill player,
edit: This time soft gpu do not hang

@unknownbrackets
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Huh, running that dump in software mode is interesting. It appear to render a completely enormous triangle of around 16 trillion pixels that wasn't clipped so it spends eternity doing that. Maybe fallout of my removal of the viewport clipping a while ago, but some new kind of clipping is necessary to at least limit rasterization to the 4096x4096 virtual box... hm. you'd think the scissor would take care of it, but it seems to trigger some overflow and escape it, not sure yet.

Hm. That sounds funny. Definitely possible we have overflow issues...

-[Unknown]

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