Citra: Gravity Falls Legend of the Gnome Gemulets - Crashs With Shader JIT On

Created on 10 Dec 2016  路  17Comments  路  Source: citra-emu/citra

I think I have found a problem with the Shader JIT.
I'm using Citra Master-6edb024 and the game is Gravity Falls Legend of the Gnome Gemulets.
If you try to play it with the Shader JIT on, Citra will crash.
image

Here is what the log in the console window says.
image

If you turn it off the game will start up and you can get in game, however, the game is still not playable, because all of the characters/enemies are invisible.
image

Turning the Shader JIT back on while the game is running will cause Citra to crash as well, but no errors are printed to the console window.
image

When I Debug Citra I get this.
image

I'm sorry if any of this is not list correctly. It's my first time posting an issue and I'm not completely sure how it's done.

shader-jit T-bug T-crash

Most helpful comment

RSP = 3 yay for stack corruption

All 17 comments

hmm... i remember i play this game without problem not so long time ago

This is also influenced by geometry shaders which probably would make the characters visible (seperate issue). Not sure about the JIT crash though.

I can post the invisible characters as a separate issue if you like, but maybe I should wait until the crash is addressed first, to make sure that doesn't have some sort of affect on it as well.

RSP = 3 yay for stack corruption

Does this still happen on current master? If it does, then what if with #2520?

now other place of crash:

gravityfall

@mailwl both master and #2520 crashes at the same place?

yes, the same (memory addresses always differs, but code equals)
Visible registers:
AL: 15
BL: B0
RAX: 0x0000000000000015
RCX: 0x00007ff79cb236b0

The game seems to crash quicker now then before. I wish I was able to get the debug working right, so that I could provide more info. What I do get, seems to match what mailwl is getting for the most part.
image

If you don't run this with interleaved GS invocations the flow could be all wrong..
Also by the nature of the jit, this is as much debugging output as you'll get.

If you want to contribute anything useful to this topic check if this is fixed with the proper GS flow (hard) or by at least dumping the faulty shader (using the interpreter and the pica shader debugger).

@JayFoxRox may you write little tutorial, how to do it? It will be very useful

@JayFoxRox I'm sorry, but I don't understand what most of that means. Could you explain it further, or give me a link that can help? I will gladly post my results, if I can figure out how to do what your saying.

Just out of curiosity, has there been any updates on fixing the Shader JIT crashes? I can still try to provide more info if someone can tell me how to get it.
I'm now running Citra on a much better laptop then I was before, so testing games doesn't take as long to do now. I have VisualStudio up and running, but I haven't reinstalled CMake yet.

I know the problem hasn't been fixed yet, but I figured that I would upload an updated copy of the crash log for this game in the hopes that it will help.

With Citra Canary:
log.txt

Citra Nightly:
log.txt

Edit: Added slightly longer log files.

I think this game has the same issue as https://github.com/citra-emu/citra/issues/3244. They are both Ubisoft titles and both crash before even showing the main menu. The only difference is that https://github.com/citra-emu/citra/issues/3244 shows some loading screens before crashing.

Just a quick update.

Gravity Falls still crashes on latest Nightly build.
image

It, however, runs as intended on the latest Canary build.
image

So, it seems that as soon as the new GPU related features are implemented into the Nightlys, then this issue can finally be closed. Of course, it still crashes while using CPU Shaders or the Software Backend, so maybe not.

still happens in the latest nightly

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