Emulator Issues #2902
closedNew Super Mario Bros. Wii - DX9 with SSE3 enhancements causes graphics issue
0%
Description
What steps will reproduce the problem?
- Run an SSE3-enhanced build, select DX9 plugin
- Open New Super Mario Bros. Wii
What is the expected output? What do you see instead?
Should show correct colors on character models and background, but it seems the shadow and highlight layers are wrong, as well as the positioning of some textures, such as flags on Peach's castle and clouds. The same happens on character models in Mario Kart Wii, but it's much more subtle.
Dolphin version with the problem? Other Dolphin version without the
problem?
Builds tested that show this issue: 5790, 5820 and 5832 from lectrode and vlakipn.
The same builds, without SSE3, from vlakipn and mamario, are normal. DX11 is normal in all builds.
32-bit or 64-bit and any other build parameters?
32-bit
OS version and versions of tools/libraries used?
Windows 7, 32-bit
Please provide any additional information below.
My specs are:
CPU: Phenom II X2 555
GPU: GeForce 9600GT, driver version 257.21
Updated by rodolfoosvaldobogado almost 14 years ago
it seems like a rgba texture format decoding error
Updated by aavindraa almost 14 years ago
RGBA Texture format decoding error you say? Can you check out the screenshots and read the comments on Issue 2915?
Updated by mrgoto almost 14 years ago
aavindra,
I'm no expert, but it seems to me that 2915 is a different issue. Here, and again, this is only my take on it, the main textures themselves are fine, it's only the shadows and highlights that look wrong.
On 2915, the textures themselves are wrong. Also, the problem happens on another set of circumstances.
Updated by mrgoto over 13 years ago
An update: as of revision 6460, SSE3-enhanced, as always, the issue remains.
It's probably related to the SSE3 optimizations. Weird that there's not more people noticing this. Perhaps because not many use these special builds?
Updated by aavindraa over 13 years ago
I had this issue at one point (i never use sse3 builds), but it went away. Maybe you can use different settings to fix it?
Updated by mrgoto over 13 years ago
Well, I can use the common builds, sure, it's just that there's a nice speed boost with the SSE3 ones. With them, all settings on DX9 have the issue, but one could also use DX11, when it gets completely up to date.
Now, I was fairly sure that at one point the SSE3 builds didn't have this issue, but today I went as far back as I could, looking for old builds, and they all had this problem. The earlier SSE3 build I found was based on revision 4710, I think.
Updated by james.jdunne over 13 years ago
If by SSE3, you mean SSSE3, then this could be a valid defect in the texture decoder if those textures are originally stored in the GX_TF_C8 format and (cpu_info.bSSSE3) is true, i.e. you have an Intel processor. However, on close inspection, the SSSE3 optimization looks correct and is very simple, hence not very prone to error. I'm betting this is some other issue not directly related to texture decoding; i.e. something in the pixel shader generator that's using RGBA instead of BGRA or something along those lines.
Updated by mrgoto over 13 years ago
Hey, thanks for taking a look.
And, no, I really mean SSE3, my CPU is a Phenom II.
Updated by mrgoto over 13 years ago
Also, it only happens on SSE3 builds, not on normal ones, so I assumed it had something to do with those specific optimizations.
Updated by Autoran1 about 12 years ago
I'm compiling and using SSE3, 4 and 4,2-Enhanced builds for few months already, and never saw this issue, my cpu: Core i5 2500k
Updated by Billiard26 over 11 years ago
- Status changed from New to Questionable
- Issue type set to Bug
Is this issue still present in Dolphin 3.5?
Updated by mrgoto over 11 years ago
I think the issue was fixed already, but I don't have the means to test this right now...