01-11-2015, 09:15 PM (This post was last modified: 02-18-2017, 02:38 PM by Annie.)
Demo game. Nothing to show but log stops at error: E {PPU[1] Thread (main_thread)[0x005e4fd0]} Exception: decode_x64_reg_op(00007FF732AF622F): unsupported opcode found (0x0F, 0xB6, 0x0C)
Anything useful?
01-13-2015, 09:57 PM (This post was last modified: 01-13-2015, 10:41 PM by Nekotekina.)
Oh, interesting. Can you set breakpoint at decode_x64_reg_op and post a backtrace?
Well, I don't need it anymore, thanks.
When I fix it, you will see: G: E {PPU[1] Thread (main_thread)[0x0060cc90]} Exception: Access violation reading location 0xfffffffe (is_alive=1, last_syscall=0x0 (Unknown func id: 0x00000000))
(bwahaha)
01-13-2015, 10:47 PM (This post was last modified: 01-13-2015, 10:50 PM by Darkriot.)
(01-13-2015, 09:57 PM)NekotekinaHito Wrote: Oh, interesting. Can you set breakpoint at decode_x64_reg_op and post a backtrace?
Well, I don't need it anymore, thanks.
When I fix it, you will see: G: E {PPU[1] Thread (main_thread)[0x0060cc90]} Exception: Access violation reading location 0xfffffffe (is_alive=1, last_syscall=0x0 (Unknown func id: 0x00000000))
(bwahaha)
today you are so funny
i have new errors with your implementation, i post it later in PM.
again opcode error
interpreter - W {PPU[1] Thread (main_thread)[0x005e4fd0]} decode_x64_reg_op(000000013fe83753h): unsupported opcode found (0FB61428488B4708488B6C24384A8994)
interpreter 2 - W {PPU[1] Thread (main_thread)[0x005e4fd0]} decode_x64_reg_op(000000013ffbfe4ch): unsupported opcode found (0FB60C06488B7424408BC248C1E81583)
E {PPU[0x26] Thread (Network thread)[0x006b5d84]} Exception:
(in file C:\rpcs3\rpcs3\Emu\SysCalls\Modules\cellSysutilAvc2.cpp:314, in function cellSysutilAvc2IsCameraAttached)
Game continues after resuming, but stops with no reason.
E {PPU[0x26] Thread (Network thread)[0x006b5d84]} Exception:
(in file C:\rpcs3\rpcs3\Emu\SysCalls\Modules\cellSysutilAvc2.cpp:314, in function cellSysutilAvc2IsCameraAttached)
Game continues after resuming, but stops with no reason.
E {PPU[0x26] Thread (Network thread)[0x006b5d84]} Exception:
(in file C:\rpcs3\rpcs3\Emu\SysCalls\Modules\cellSysutilAvc2.cpp:314, in function cellSysutilAvc2IsCameraAttached)
Game continues after resuming, but stops with no reason.
I'll look into implementing the given function.
The given function has been implemented, and is part of this PR.
RSX: W {rsx::thread} Add program :
RSX: W {rsx::thread} *** vp id = 6
RSX: W {rsx::thread} *** fp id = 7
G: ! Stopping emulator...
G: ! All threads signaled...
HLE: S {PPU Thread[0x41] (SpursHdlr1)[0x009ca4e0]} Last syscall: 130 (sys_event_queue_receive)
G: ! {PPU Thread[0x2] (Callback Thread)[0x00000000]} Thread aborted
G: ! {SPU[0x3c] Thread (CellSpursKernel2)[0x011ac]} Thread aborted
G: ! {PPU Thread[0x41] (SpursHdlr1)[0x009ca4e0]} Thread aborted
HLE: S {PPU Thread[0x46] (spu_printf_handler)[0x00282030]} Last syscall: 130 (sys_event_queue_receive)
G: ! {SPU[0x3b] Thread (CellSpursKernel1)[0x011a8]} Thread aborted
G: ! {PPU Thread[0x46] (spu_printf_handler)[0x00282030]} Thread aborted
G: ! {PPU Thread[0x26] (Network thread)[0x0065bdd4]} Thread aborted
G: ! {SPU[0x3a] Thread (CellSpursKernel0)[0x00818]} Thread aborted
G: ! {RawSPU[0x20] Thread (0)[0x00288]} Thread aborted
HLE: S {PPU Thread[0x48] (Px::MultiStreamUpdateThread)[0x009d4d34]} Last syscall: 130 (sys_event_queue_receive)
G: E {rsx::thread} Exception: linkage failed: 'Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
'
Please report this to the developers.
G: ! {PPU Thread[0x48] (Px::MultiStreamUpdateThread)[0x009d4d34]} Thread aborted
G: ! {PPU Thread[0x1] (main_thread)[0x0016d744]} Thread aborted
HLE: S {PPU Thread[0x42] (SpursHdlr0)[0x009c836c]} Last syscall: 178 (sys_spu_thread_group_join)
G: ! {PPU Thread[0x42] (SpursHdlr0)[0x009c836c]} Thread aborted
RSX: W {rsx::thread} GLFragmentProgram::Delete(): glDeleteShader(2) avoided
RSX: W {rsx::thread} GLFragmentProgram::Delete(): glDeleteShader(4) avoided
RSX: W {rsx::thread} GLFragmentProgram::Delete(): glDeleteShader(7) avoided
RSX: W {rsx::thread} GLFragmentProgram::Delete(): glDeleteShader(2) avoided
RSX: W {rsx::thread} GLFragmentProgram::Delete(): glDeleteShader(4) avoided
RSX: W {rsx::thread} GLFragmentProgram::Delete(): glDeleteShader(7) avoided
G: ! All threads stopped...
G: ! Objects cleared...
RSX: W GLVertexProgram::Delete(): glDeleteShader(1) avoided
RSX: W GLVertexProgram::Delete(): glDeleteShader(6) avoided
G: ! Stopping emulator...
G: ! Stopping emulator...
Firstly, nobody said there would be needed opengl 4.5 for some functions
Later some error to report dev, but its after closing emu so not sure if relevant.
(12-20-2015, 03:24 PM)ps0ne Wrote: Firstly, nobody said there would be needed opengl 4.5 for some functions
Later some error to report dev, but its after closing emu so not sure if relevant.
The extension should be available for majority of the video cards, that support OpenGL 4.0 or above.