
{PPU[0x9] Thread (main_thread) [0x008ab518]} sys_io TODO: cellPadPeriphGetInfo(info=*0xd00bf8bc)
{PPU[0x9] Thread (main_thread) [0x008ab518]} sys_io TODO: cellPadPeriphGetInfo(info=*0xd00b324c)
{PPU[0x9] Thread (main_thread) [0x008ab518]} sys_io TODO: cellPadPeriphGetInfo(info=*0xd00b31ac)
{PPU[0x9] Thread (main_thread) [0x008ab518]} sys_io TODO: cellPadPeriphGetInfo(info=*0xd00befcc)
{PPU[0x9] Thread (main_thread) [0x008ab518]} sys_io TODO: cellPadPeriphGetInfo(info=*0xd00c61fc)
{PPU[0xa] Thread (main_thread) [0x00ba263c]} HLE TODO: Unimplemented syscall syscall_510 -> CELL_OK
{PPU[0xa] Thread (main_thread) [0x00ba2680]} HLE TODO: Unimplemented syscall syscall_512 -> CELL_OK
{PPU[0xa] Thread (main_thread) [0x00ba27f4]} HLE TODO: Unimplemented syscall syscall_514 -> CELL_OK

{PPU[0x9] Thread (main_thread) [0x008bff10]} sys_io TODO: cellPadPeriphGetInfo(info=*0xd00bf8ac)
{PPU[0xb] Thread (main_thread) [0x008ab518]} sys_io TODO: cellPadPeriphGetInfo(info=*0xd00bf8bc)
{PPU[0xb] Thread (main_thread) [0x008bff10]} sys_io TODO: cellPadPeriphGetInfo(info=*0xd00c61fc)
{PPU[0x9] Thread (main_thread) [0x008bff10]} sys_io TODO: cellPadPeriphGetInfo(info=*0xd00befbc)
{PPU[0xb] Thread (main_thread) [0x008bff10]} sys_io TODO: cellPadPeriphGetInfo(info=*0xd00befbc)
{PPU[0xa] Thread (main_thread) [0x00bb263c]} HLE TODO: Unimplemented syscall syscall_510 -> CELL_OK
{PPU[0xa] Thread (main_thread) [0x00bb2680]} HLE TODO: Unimplemented syscall syscall_512 -> CELL_OK
{PPU[0xa] Thread (main_thread) [0x00bb967c]} HLE TODO: Unimplemented syscall syscall_514 -> CELL_OK
How about Vulkan?
@raven02
The same issue on Og l/ vulkan ;}
i see. thanks @SakataGintokiYT
{Vulkan}
Pac-Man and the Ghostly Adventures: {RenderDoc}

{Vulkan}
Turbo Super Stunt Squad : {RenderDoc}

@kd-11
Do you know how to fix this issue with black textures in these games ?
I'll investigate when I have some time
@SakataGintokiYT could you upload the ogl trace? Its much easier to debug
@kd-11
[debug] Read data from cell when initializing RTVs]
[5a46560d]
@SakataGintokiYT Does enabling read/write color buffers make a difference with opengl? The misses I'm seeing would be affected by that I think.
@kd-11
with: read/write color buffers

@kd-11
Cache views of fbo data in pinned PBOs
[4ccb9799]
Fatal error
Unhandled Win32 exception 0xC0000005.
Segfault reading location 0000000000000000 at 00007ffd91cfca20.
Instruction address: 00007ffd91cfca20.
Function address: 00007ffd91cfc830 (base+0xc830).
Module name: 'VCRUNTIME140.dll'.
Module base: 00007ffd91cf0000.
RPCS3 image base: 0000000000010000.
Yea, that's what I feared. However, it does confirm that this game is trying to read data from a locked section view. Will add more info to the log and try to figure this one out.
https://ci.appveyor.com/project/kd-11/rpcs3/build/0.0.1-398
I forgot that vm::protect actually does modify page properties. Also, remember to disable r/w buffers since I dont want anything to interfere with this test.
@kd-11
[debug] Fix rtt surface dimensions
[47334cfc]
Fatal error
Unhandled Win32 exception 0xC0000005.
Segfault reading location 0000000000000000 at 00007ff82a04ca20.
Instruction address: 00007ff82a04ca20.
Function address: 00007ff82a04c830 (base+0xc830).
Module name: 'VCRUNTIME140.dll'.
Module base: 00007ff82a040000.
RPCS3 image base: 0000000000010000.
Looks like a failed map operation.
https://ci.appveyor.com/project/kd-11/rpcs3/build/0.0.1-400
If it fails to run, enable debug output and attach log.
@kd-11
[Initialize pbo target 5c1fee42]
Unhandled Win32 exception 0xC0000005.
Segfault reading location 0000000007231000 at 00007ff83179cb7c.
Instruction address: 00007ff83179cb7c.
Function address: 00007ff83179c830 (base+0xc830).
Module name: 'VCRUNTIME140.dll'.
Module base: 00007ff831790000.
RPCS3 image base: 0000000000010000.
with enable debug output
Log:
Looks like map succeeded, but something else failed.
https://ci.appveyor.com/project/kd-11/rpcs3/build/0.0.1-401 dumps info to log file. I still expect the crash, but hopefully this will give me enough information.
@kd-11
[debug] Dump more info from texture cache [ a886e058 ]
Fatal error
Unhandled Win32 exception 0xC0000005.
Segfault reading location 000000000ae01000 at 00007ffbc414cb7c.
Instruction address: 00007ffbc414cb7c.
Function address: 00007ffbc414c830 (base+0xc830).
Module name: 'VCRUNTIME140.dll'.
Module base: 00007ffbc4140000.
RPCS3 image base: 0000000000010000.
Looks like it needs more work. Will update soon.
https://ci.appveyor.com/project/kd-11/rpcs3/build/0.0.1-402
Expect very poor performance with this one until I get around to cleaning and optimizing the code.
I know there may be some missing drawings, this is due to odd pitch handling.
I'll have to run more tests to determine correct behavior for these double-pitch textures (MSAA?). I believe the same issue affects catherine half-width sampling.
@kd-11
Very nice progress in Bakugan: Battle Brawlers ^_^

Looks like super stunt squad menu is trying to perform some kind of blend operation. Blending is set to off, but once can clearly see the shader is attempting to overwrite the render with the background image and sets the alpha component to a computed variable. That might actually be unrelated to this bug.
As for bakugan, its the wierd pitch issue again it seems.
Retry with https://ci.appveyor.com/project/kd-11/rpcs3/build/0.0.1-408
Doesn't fix the wrong background for super squad, but maybe it could help bakugan a bit?
If not, that means pitch is used differently than we assume and we ought to modify how we upload textures to the GPU.
Hopefully fixes crashing with games like persona 4. Requires ARB_direct_state_access/opengl 4.5 but I'll water it down before merging.
If you by crashing in Persona 4 mean black screen but otherwise running in Persona 4 Arena then it makes no (visible) difference.
For persona 4, yes, the crash is what I'm interested in right now.
@kd-11
[ogl] Minor adjustments to buffer cache
[Bakugan: Battle Brawlers]

Log:
ShaderLog:
OpenGL-Render-Doc:
[ Turbo: Super Stunt Squad]

@kd-11 Persona 5 is slightly improved too
Master build

Your build

The broken graphics in bakugan are a regression I inadvertently introduced while rewriting the texture cache. I'm hunting down which part of the changes causes the misalignment with the fragment constants buffer. Some other titles are also affected.
https://ci.appveyor.com/project/kd-11/rpcs3/build/0.0.1-421 fixes the regression. Please retest.
@kd-11 Can you fix framebuffer copying in Vulkan? It's blackscreen in some homebrews when the frame is "rendered" on the Cell side.
@Nekotekina Will do so as soon as I've confirmed that GL works properly. Same goes for DX12, although DX12 has the basics done.
@kd-11

SplatterHouse have exactly same issue render, look my issue for see detail ^^

Ok. I'll have to do software "scaling" to get around this. Will push an update using nearest scaling and we can see what happens.
https://ci.appveyor.com/project/kd-11/rpcs3/build/0.0.1-422 adds software scaling for upto 2 and 4 samples per pixel. It implements the inverse of the fix we committed for catherine, but this time for programs that copy the data and re-use it.
@kd-11

Lol. That seems worse somehow. Not sure what is going on there; looks like I've made a wrong assumption about byte order somehow.
@kd-11 Very good, just very pixelize lol and oh i just see with picture, but in OGL, have polyghon line, same Catherine.
For pizelize maybe caused by OGL, Vulkan and DX12 maybe don't have this, but actually I have only black screen with this.
But strange, Splatterhouse very good result, or Bakugan eu very buged lol

I'm using nearest mode scaling for this test. I'll have to figure out why it didn't work for bakugan. Will update to use the GPU to perform the scaling which might be faster and at least better quality. Vulkan and DX12 are still unimplemented because I'm using GL as a test platform right now. Its just easier that way.
Ah ok I understand, it is like for catherine so, once it is good for ogl you apply it on the other two ^^
https://ci.appveyor.com/project/kd-11/rpcs3/build/0.0.1-424 Should fix CPU scaling for Bakugan. I can work on GPU accelerated scaling from there.
@kd-11

shaderlog:
Log:
OpenGL-RenderDoc:
Looks like the framebuffer does not divide evenly by the pitch. This will be fixed using GPU scaling as it will be too slow to do on the CPU.
I think No change for Splatterhouse
RenderDoc+Log

https://github.com/RPCS3/rpcs3/pull/2391
GPU scaling is not yet implemented, but hopefully bakugan is not misaligned.
@kd-11
[Bakugan: Battle Brawlers]
F {rsx::thread} class std::system_error thrown: device or resource busy: device or resource busy
I've pushed a fix for overflow when padding rows. Should hopefully fix the bakugan crash
@kd-11
[a2e1688e]

@SakataGintokiYT you use wat setting ? for me not works, i don't understand :/
I use build appeveyor for sure, but i don't iknow with impossible acces ingame
You have Nvidia drivers 378.66 ?
@kd-11
@Zangetsu38

I use Nvidia Vulkan Beta Driver 376.71
Log:
@SakataGintokiYT I don't knwo why, i have set exactly same setting, with same build, and don't works, after show loading, rpcs3 show nothing more and log don't change
Blocked here.

@Zangetsu38
Retested on latest driver [378.66]

very strange :/ hmm I have GTX 1080 and insider build 15.031, and after instaled this new drivers my pc have a very bugged, crash explorer random, rpcs3 crash.
Probably need uni莽nstall all drivers, and reinstalle this drivers
@Zangetsu38
I use old build 10.00.10586.0000 and RedStone 2 is sucks ^_^
@SakataGintokiYT xD i see
I have discovered a corner case that was not handled within the shared surface store.
This issue I consider to be fixed with latest update to the PR; please retest other games. You do not need to enable "Write Color Buffers" for this to work. Please test if this affects other games (You should see alot of errors about overlapping surfaces if that is the case).

@kd-11
I have a memory overflow in Turbo: Super Stunt Squad

Pac-Man and the Ghostly Adventures
F {rsx::thread} class std::runtime_error thrown: Verification failed:
(in file c:\rpcs3\rpcs3\emu\rsx\gl\GLTextureCache.h:571)
Bakugan: Battle Brawlers / Jet Set Radio have a black screen with / without Write Color Buffers
Log:
Overflow should be fixed now. Will look into the other issues.
Ben 10: Omniverse 2 [Fixed black screen]

Madagascar 3: The Video Game [Fixed black screen]

@kd-11
[aab9759b]
Pac-Man and the Ghostly Adventures

@kd-11
Bayonetta: First Climax -Demo
[Write color buffer is required]

Closing this issue since most games listed here are fixed on current master.
Most helpful comment
https://ci.appveyor.com/project/kd-11/rpcs3/build/0.0.1-424 Should fix CPU scaling for Bakugan. I can work on GPU accelerated scaling from there.