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Distorted garbage textures in "Lick It" demo #19435
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UnitsPerMeter is only for VR, so it's not related. This is really surprising, probably the game is doing something slightly invalid when specifying the texture that we are not handling the same as the hardware. Will need to investigate. |
This is probably not a rendering problem, the log shows stuff like: 26:17:499 TRSI_LICK_IT I[PRINTF]: HLE\sceIo.cpp:1197 stdout: [DB] loading PNG ms0:/PSP/GAME/__SCE__LICKIT/data/textures/scene4_prod_noblur.png failed ! error -1 So it's just failing to load the textures, and texturing from garbage memory. The question now is why it fails to load the texture. It uses the old PSP 1.5 "swap trick" with the real executable in Because it seems it doesn't even attempt to do any I/O, it just claims the texture loads failed! Anyway, deprioritizing. |
Oh, I guess I had my logging settings wrong, I didn't see the stdin read... I guess we'll need to api-trace this on hardware to get some clues. Hm, that crash-upon-crash is unexpected... |
Btw, does reading STDIN means reading the last opened file? i don't understand why the game didn't use the outputted fd when reading it. |
(upload lickit here prevent lose) |
Interesting, seems the game just assumes the returned ID is 3, which JPCSP returns, while we return 4. So we probably have different behavior in file descriptor allocation... Maybe 3 should only be forced to be stdin after some function has been called?
|
Yeah, that takes care of it indeed, and is correct. Too bad this demo really isn't a great production though! :) |
Game or games this happens in
Lick It
What area of the game
Everywhere
What happens
Distorted garbage textures
What should happen
Render correct textures
GE frame capture
Platform
Linux / BSD
Mobile device model or graphics card (GPU)
Mesa Intel(R) HD Graphics 520 (SKL GT2) or NVIDIA GeForce 940M/PCIe/SSE2
PPSSPP version affected
v1.17.1-1018-g450ac75ee
Last working version
No response
Graphics backend (3D API)
Vulkan
Checklist
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