Emulator - Emulator Issues #10038 [Android] Double Dash Crash once trying to start the race 01/11/2017 09:55 AM - Anonymous

Status: Invalid % Done: 0% Priority: Normal Assignee: degasus Category: Target version: : Android Relates to No performance: Issue type: Bug Easy: No Milestone: Relates to No maintainability: Regression: No Regression start: Relates to usability: No Fixed in: Description Game Name?

[Double Dash!]

Game ID? (right click the game in the game list, properties, info tab)

[Android, Unknown]

MD5 Hash? (right click the game in the game list, properties, info tab, MD5 Hash: Compute)

[Android, Unknown]

What's the problem? Describe what went wrong.

[When starting the game with OpenGL, and JIT, it'll be fine till you get to the starting the game and it'll crash out]

What steps will reproduce the problem?

[Load game, and choose default options to start the game]

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?

[Last 10 android versions]

What are your PC specifications? (CPU, GPU, Operating System, more)

[[https://www.wileyfox.com/media/custom/upload/File-1478721925.pdf]]

Is there any other relevant information? (e.g. logs, screenshots, configuration files)

[I have the ADB Logcat logs, but it doesn't seem to have too much information and hesitant to upload in case of personal info, are there any more logs that are Dolphin specific I can upload?]

History #1 - 01/11/2017 09:58 AM - JosJuice Please test this with interpreter (Cached Interpreter is fine). If it doesn't work then, also test once with software rendering (you can use JIT when doing this).

09/29/2021 1/3 #2 - 01/11/2017 10:03 AM - Anonymous @JosJuice

Sorry I submitted before I did that, currently trying all that currently to figure which component is the issue.

Are there any logs or a verbose setting for adb?

#3 - 01/11/2017 11:01 AM - Anonymous - File Screenshot_20170111-105826.png added

Works with Software Rendering, (took about 30 minutes :) )

#4 - 01/11/2017 11:12 AM - degasus So likely a GPU driver bug.

#5 - 01/11/2017 12:03 PM - Anonymous Can I get you some logs or do some more debugging for you? As it seems to happen with Need for Speed too.

#6 - 01/11/2017 12:10 PM - degasus The common way is to disable all optional GL features we use and to bisect which one is the broken one. The logic starts here: https://github.com/dolphin-emu/dolphin/blob/master/Source/Core/VideoBackends/OGL/Render.cpp#L442 And ends (for mobile contexts) here: https://github.com/dolphin-emu/dolphin/blob/master/Source/Core/VideoBackends/OGL/Render.cpp#L562

Compiling with android-studio >= 2.1 should be mostly straight forward, but feel free to ask me for help on #dolphin-emu @freenode.

#7 - 01/29/2017 06:40 PM - JMC4789 - Subject changed from Double Dash Crash once trying to start the race to [Android] Double Dash Crash once trying to start the race - Operating system Android added - Operating system deleted (N/A)

#8 - 01/30/2017 05:35 PM - Anonymous A bit more info :

01-30 11:42:44.089 6170 6238 W -GSL: : ioctl fd 21 code 0xc040094a (IOCTL_KGSL_GPU_COMMAND) failed: errno 71 Protocol error

01-30 11:42:44.089 6170 6238 W Adreno-GSL: : panel.gpuSnapshotPath is not set.not generating user snapshot

Messaged a user with a similar problem and got this

"I was able to "solve" the problem by not putting too many vertices "in flight", i.e. calling glFinish() within a frame every time the number of unrendered vertices exceeds a threshold (I think I picked 1 million or so)."

01-30 11:42:44.158 6170 6238 W Adreno-GSL: : ioctl fd 21 code 0xc040094a (IOCTL_KGSL_GPU_COMMAND) failed: errno 35 Resource deadlock would occur

09/29/2021 2/3 #9 - 08/03/2017 01:32 AM - JMC4789 - Status changed from New to Questionable - Assignee set to degasus

Tested on a NVIDIA shield and I didn't have any issues. Do we want to do something about this or is it a won'tfix?

#10 - 08/03/2017 07:37 AM - degasus This error message sounds like a GPU hang. This can occur in two ways: - Too much rendering jobs in one command queue. The way to "fix" it is to often call glFinish, but we don't queue lots of work, especially on 1xIR. Every mobile GPU should handle be able to handle our GPU load in real time. - Dead lock on the GPU itself, maybe because of a driver bug emiting broken code, or a hardware bug not worked around by the driver. In both ways, only is able to fix it.

#11 - 08/17/2017 09:47 PM - JMC4789 - Status changed from Questionable to Invalid

I tested on Android with working drivers (NVIDIA Shield T.V.) and there was no crash.

There are too many issues on the tracker clogging it up where there is nothing for us to do, so I'm closing this one.

If someone disagrees on the project they can reopen it as sometimes there is a potential fix/hack that can be implemented.

Files Screenshot_20170111-105826.png 369 KB 01/11/2017 Anonymous

09/29/2021 3/3

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