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0.9.5 Release blocking issue list. Target 1 nov. #4139

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hrydgard opened this issue Oct 12, 2013 · 49 comments
Closed

0.9.5 Release blocking issue list. Target 1 nov. #4139

hrydgard opened this issue Oct 12, 2013 · 49 comments

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@hrydgard
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  • Merge Maxim's Atrac3+ stuff when it passes review (DONE, although hasn't passed review)
  • Custom post processing filters on android (DONE)
  • ARMv6 crashes (awaiting arrival of a test phone this week) (DONE)
  • Mali blackness in non-buffered mode ( Black screen on Non-Buffered Rendering (Mali GPU) #4272 ) (DONE)
  • The Atrac3+ breakage that happened at while ago. Hopefully it will at least not crash anymore with Maxim's code.. (DOESN'T CRASH, OK-ish)

Please add more critical issues that need addressing before I push 0.9.5.

I could have also done this with Github labels but an issue is better because it has room for discussion.

Final release checklist:

  • Confirm all submodules are updated. (DONE)
  • Confirm it still builds on Windows, Linux, Mac, iOS, Android, Blackberry, and Symbian. (Windows, Mac, Android DONE)
  • Confirm savestates from ~200 revisions ago still load properly. (Seems so, not extensively tested - but the one that matters is 0.9.5 to the next major version)
  • Confirm UI fonts are updated as necessary. (DONE)
  • Update version numbers in Qt, git, and Windows
@sum2012
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sum2012 commented Oct 12, 2013

I hope Maxim's Atrac3+ stuff fix #3122

@danyalzia
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There are still some UI bugs left that needs to be fixed. (full screen UI bug, logging check bug etc, for instance). Along with Custom shaders on android, should also merge #4127 before 0.9.5. I'm focusing on adding more shaders.

@solarmystic
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In addition to #3122, the following issues would also be potentially cleared out by the Atrac3+ stuff by Maxim:

#3805 #3796 #4003

@brujo5
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brujo5 commented Oct 12, 2013

Atrac3+ stuff help games that hang when play videos?

@kirous
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kirous commented Oct 12, 2013

ISSUES #4100, #3186 ----> critical sound, Video apart.

@thedax
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thedax commented Oct 12, 2013

@danyalzia: Can you describe in more detail about what those two UI bugs are? Or better yet, create two issues for them?

@thedax
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thedax commented Oct 12, 2013

#4070 possibly, if an installer is planned to be rolled out for 0.9.5. If not, please disregard this message.

@hrydgard
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@kirous , well, for releases the main priority is fixing regressions, that is, things that have worked before but are now broken. So don't just post random issues with your favorite games in this thread.

@rpgadvocate
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#3680 : specifically the speed issue. This was introduced around build 0.9.1-500 and was working fine previously.

@thedax
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thedax commented Oct 12, 2013

If by regressions you mean games as well: #3993 has a graphical regression. It worked without issue in recent builds(~2 weeks ago or so now, I think), but not now.

@unknownbrackets
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I think the biggest issue is the atrac crashes, for sure, but so far it's hard for me to tell if they are plugin issues or HLE issues. Being able to hear it will definitely help.

Were there also armv6 issues? I know there was also a potential armjit regression at some point, but may already be fixed.

I'll mention we probably want to specifically not bump the savestate revision.

-[Unknown]

@solarmystic
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There's also the longstanding issue with games having incorrect timing (speed fluctuations) in their videos/gameplay (jittery Speed that hovers above 100 - 110%). It was first reported months ago since v0.8.1-1203-gca6de59 ca6de59 was the original responsible commit, thus it can be counted as a long standing regression that did not exist before that build.

Examples outlined in these issue reports: #3140 #3140 (comment) #3140 (comment) and #3860 (comment) #3860 (comment)

Games affected include FFII, FFIII's, Black Rock Shooter and Danganronpa's FMV playback (hovers above 100% and does not stay at a consistent speed)

@danyalzia
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@thedax try checking full screen in game settings under features (UI) and then try clicking anywhere (at 1x screen size) you'll see what I mean :)

@thedax
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thedax commented Oct 13, 2013

Thanks for the details, @danyalzia. What about the "logging check bug"?

Edit: Nevermind, I think I found and fixed it.

@thedax
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thedax commented Oct 13, 2013

@hrydgard: More new things in 0.9.5(for readme.md):

  • Made Win32 menu bar translatable, and NewUI instantly changes when a new language is selected
  • Multiple UI bugs were fixed
  • Win32: Ability to store PPSSPP's config files and memory stick files in places other than the same directory
  • User overrides for shaders and flash0 fonts

@hrydgard
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Thanks @thedax, adding in my next commit.

@unknownbrackets
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I guess the stencil improvements for FF4 are probably worth mentioning too, maybe Android x86 for some people? Initial Xbox 360 support as well, I think.

-[Unknown]

@emmauss
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emmauss commented Oct 13, 2013

#3777 and #3429

@hrydgard
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@unknownbrackets yeah of course, added to my draft.

@hrydgard
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@emmauss , those would be nice but they're not regressions, it's never really worked right. That means there's no way to predict how much time they will take to investigate so I have to push them off until later.

@i30817
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i30817 commented Oct 14, 2013

PPSSPPSDL doesn't actually have a fullscreen mode that works. Not a priority in anyway, just a observation.

@bollu
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bollu commented Oct 14, 2013

why isn't fullscreen implemented if I may ask? I've toyed with SDL before and all you need to do is to pass a flag if I remember correctly. Is it some other issue that's bugging up fullscreen?

@unknownbrackets
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Because it hasn't gotten much attention. Maybe it will, but that's probably not a blocker for 0.9.5.

Question, we're not going to do 0.10.x right? Obviously not important atm, but thinking ahead, I should verify whatever comes after 9 is handled properly by the reporting code (it's server side so it can be adjusted anytime.)

-[Unknown]

@hrydgard
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Yeah, there might be a 0.9.8 or something but then I intend to move to 1.0 .

@hdd60311
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Would add SMAA antialiasing? Seems SMAA has better performance than FXAA.

@hrydgard
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@hdd60311 yes later (it's a bit more complicated than FXAA) but it's definitely not a blocker for the 0.9.5 release.

@xsacha
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xsacha commented Oct 14, 2013

Which ARMv6 phones are crashing and at which spot do they crash? You have had multiple reports?

I don't know what would be different between Symbian and Android with regard to ARMv6.

By the way, I'm guessing all these topics are individual issues as well? You could link to the #issues.

@hrydgard
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I've just got some reports in the forum where the app crashes on startup on Galaxy Y and a few other armv6 devices. I'll make an issue with links later, busy.

@xsacha
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xsacha commented Oct 14, 2013

@hrydgard I'm thinking it's not related to ARMv6 at all.
Could it be because of this issue? #1527

Technically any old GPU (usually paired with armv6?) would no longer be able to play PPSSPP after you increased the font texture size to 2048x2048 some months back.

Edit: There seems to be a number of Galaxy Y's. I was expecting just one. For instance there are ones with Adreno 200's (which I found support 4096x4096) and there are even newer ones with Broadcom Videocore IV (2048 x 2048). There's also ones with names appended like 'Duos'.

@hrydgard
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Hm, but the one last reporting in the forum had it working at 0.9.1, which had 2048x2048 textures...

@xsacha
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xsacha commented Oct 14, 2013

Yeah probably not the texture thing as I'm finding it very difficult to find a GPU without 2048x2048 or higher support.

@danyalzia
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@thedax the fullscreen UI bug hasn't fixed yet. Not sure about logging check bug.

@hrydgard you should also add the following to readme.md :-

 Win32: Ability to change Internal Resolution regardless of Screen Size

@thedax
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thedax commented Oct 15, 2013

Well can you describe the bug then? I fixed a bug days ago relating to fullscreen. "fullscreen ui bug" doesn't tell us much, assuming it's not the same bug I fixed(that 1x screen size bug)..

@arg274
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arg274 commented Oct 16, 2013

@danyalzia Probably u havent noticed.henrik already added----
"Change render resolution independently of window size"

@hrydgard
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No I did it after he commented.

@arg274
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arg274 commented Oct 16, 2013

@hrydgard oh,i see...my bad :p

@danyalzia
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@thedax Whoops. I was using outdated upstream. Sorry for the false alarm.

@thedax
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thedax commented Oct 16, 2013

Alright, thanks for letting me know.

@internetakias
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@hrydgard
You should probably check if #3650 still occurs with Maxim's plugin

@hrydgard
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So, it appears that all those Atrac3+ crashes don't happen anymore with Maxim's code, instead the audio goes silent which is a lot better of course. Still thinking about temporally reverting unknown's change ( cf8a3e4 ) that fixed the tests but inexplicably broke some games.

Other than that, all that's left is the Mali blackness issue, #4272 .

I will be unavailable to work on PPSSPP this weekend though so the release will be next week.

@unknownbrackets
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If it's reverted might want to check, as it was making Ys Seven crash and not inside atrac, but in the game due to the invalid values (#2391.) So that crash will probably come back. It seems like most games handle invalid values better.

-[Unknown]

@thedax
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thedax commented Oct 23, 2013

Other new things added in 0.9.5:

  • Custom touch control layouts
  • Ability to toggle any onscreen control's visibility(except Pause)
  • Improved on-screen keyboard: L & R now cycle through languages, Select toggles caps lock, and a full-width Latin keyboard was added (allows games like Valkyria Chronicles 2 & 3 to enter passwords).
  • Several hacks which can improve performance or fix bugs (but can and will cause other issues).

@papel
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papel commented Oct 23, 2013

I do not know if it helps.

The same function appears twice in sceAtrac.cpp:

{0xca3ca3d2,WrapU_IIU<sceAtracGetBufferInfoForResetting>,"sceAtracGetBufferInfoForReseting"},
{0x2DD3E298,WrapU_IIU<sceAtracGetBufferInfoForResetting>,"sceAtracGetBufferInfoForResetting"},

Both Ys Seven and Trails in the Sky call 0x2DD3E298.

Currently Trails in the Sky loses audio after a battle. If I change

bufferInfo->first.minWriteBytes = minWritebytes;

to

bufferInfo->first.minWriteBytes = 0;

the song in Trails in the Sky will restart from the beginning after a battle. The correct behaviour is resuming from the point in which the song was paused before the battle. It does not break Ys Seven.

I tried reverting that old commit and using Maxim's decoder. The same problem with Ys Seven will happen on Win32, but it is not terrible, because it does not crash. I cannot test the reverted changes on win64 and Android, because I do not own these devices. It crashed on Win64 without Maxim's decoder.

@sum2012
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sum2012 commented Oct 23, 2013

From JPCSP code
0xCA3CA3D2 is firmware 150
0x2DD3E298 is firmware 250

@HLEFunction(nid = 0xCA3CA3D2, version = 150, checkInsideInterrupt = true)
public int sceAtracGetBufferInfoForReseting(@CheckArgument("checkAtracID") int atID, int sample, TPointer32 bufferInfoAddr) {
    AtracID id = atracIDs.get(atID);
    return id.getBufferInfoForResetting(sample, bufferInfoAddr);

@HLEFunction(nid = 0x2DD3E298, version = 250, checkInsideInterrupt = true)
public int sceAtracGetBufferInfoForResetting(@CheckArgument("checkAtracID") int atID, int sample, TPointer32 bufferInfoAddr) {
    AtracID id = atracIDs.get(atID);
    return id.getBufferInfoForResetting(sample, bufferInfoAddr);
}

@hrydgard
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Different firmware versions or not, they do exactly the same thing so it shouldn't matter that we combine them.

@unknownbrackets
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I added some notes for things it might be good to confirm right before the release.

-[Unknown]

@thedax
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thedax commented Nov 1, 2013

This can probably closed now since 0.9.5 is out.

@sum2012
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sum2012 commented Nov 1, 2013

I will collect some sound probrem.
To confirm whether it is firmware probrem.

@unknownbrackets
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I'm going to close this as 0.9.5 is released, I think sound issues should be handled separately (new/existing bugs.)

-[Unknown]

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