In GitLab by @al2k4 on Oct 21, 2019, 20:49
## Summary
The game crashes when attempting to scan a QR code.
## Expected behavior
Game does not crash. Being able to scan a QR code.
## Current behavior
Game crashes to desktop.
## Detailed Description
The game crashes in both TEST menu and in MUSIC SELECT when 10KEY 4-button is pressed during STANDARD/FREE/PREMIUM FREE.
## Steps to reproduce
1. Go to STANDARD MODE
2. Hit key 4 on 10KEY
## Context (Environment)
### Bemanitools version(s) affected
* 5.27
### Game(s) and version(s) affected
* IIDX 26 Rootage
### Log output
See attachment.
[logfile.txt](https://dev.s-ul.net/djhackers/bemanitools/uploads/68c6ddd8c9d0540fe0ff995a37d2f8ae/logfile.txt)
### Configuration files
See attachment.
[iidxhook-25.conf](https://dev.s-ul.net/djhackers/bemanitools/uploads/decaf9bfb27224730116b48219de0e47/iidxhook-25.conf)
### Command line arguments
launcher -H 134217728 -K iidxhook8.dll bm2dx.dll --config iidxhook-25.conf -Y logfile.txt %*
### APIs used
* None
### OS version
Windows 10 Version 1903 (Build 18362.418)
### Hardware specs
* CPU: AMD Ryzen 7 2700X
* RAM: 16GB
* GPU: NVIDIA GTX 1080 Ti
* Controllers/IO: Keyboard/arcin
Not a bug with iidxhook/BT persay, the QR code reading function is really weird in Rootage, and gets passed a fixed dimension size that doesn't match the texture that it's given (even though the game itself opened said texture). I'm not sure if this is because we have to override the supported resolution size in the emulation or if something else is wrong.
In GitLab by @xyen on Oct 22, 2019, 06:23
Not a bug with iidxhook/BT persay, the QR code reading function is really weird in Rootage, and gets passed a fixed dimension size that doesn't match the texture that it's given (even though the game itself opened said texture). I'm not sure if this is because we have to override the supported resolution size in the emulation or if something else is wrong.
He is not doing any framebuffer scaling as this one can cause trouble when patching the different parts involved is in conflict with rendering the QR code. I had other versions crashing for different reasons during development of the scaling feature because stuff like frame buffer size were retrieved and used for different calculations instead of cached after D3D init.
I will look into reproducing this with apitrace and check what IIDX is rendering and the parameters used.
Can this feature even be used with arcana or why did you want to scan the QR code?
He is not doing any framebuffer scaling as this one can cause trouble when patching the different parts involved is in conflict with rendering the QR code. I had other versions crashing for different reasons during development of the scaling feature because stuff like frame buffer size were retrieved and used for different calculations instead of cached after D3D init.
I will look into reproducing this with apitrace and check what IIDX is rendering and the parameters used.
Can this feature even be used with arcana or why did you want to scan the QR code?
@icex2 this isn't a framebuffer scaling issue, or rendering issue. A texture buffer (not D3D texture, just something from the camera) is passed to the QR code function which crops it and then parses it for QR codes. The problem is that this function is hard coded to expect the image source as being 1280720 or something, but the buffer passed in is 640480. Or something along this lines. The buffer however is initialized to be that size by the game, which is why it's weird. (ie. it's not BT that's telling it to be 720p or 480p)
In GitLab by @xyen on Oct 22, 2019, 21:47
@icex2 this isn't a framebuffer scaling issue, or rendering issue. A texture buffer (not D3D texture, just something from the camera) is passed to the QR code function which crops it and then parses it for QR codes. The problem is that this function is hard coded to expect the image source as being 1280*720 or something, but the buffer passed in is 640*480. Or something along this lines. The buffer however is initialized to be that size by the game, which is why it's weird. (ie. it's not BT that's telling it to be 720p or 480p)
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In GitLab by @al2k4 on Oct 21, 2019, 20:49
Summary
The game crashes when attempting to scan a QR code.
Expected behavior
Game does not crash. Being able to scan a QR code.
Current behavior
Game crashes to desktop.
Detailed Description
The game crashes in both TEST menu and in MUSIC SELECT when 10KEY 4-button is pressed during STANDARD/FREE/PREMIUM FREE.
Steps to reproduce
Context (Environment)
Bemanitools version(s) affected
Game(s) and version(s) affected
Log output
See attachment.
logfile.txt
Configuration files
See attachment.
iidxhook-25.conf
Command line arguments
launcher -H 134217728 -K iidxhook8.dll bm2dx.dll --config iidxhook-25.conf -Y logfile.txt %*
APIs used
OS version
Windows 10 Version 1903 (Build 18362.418)
Hardware specs
In GitLab by @xyen on Oct 22, 2019, 06:23
Not a bug with iidxhook/BT persay, the QR code reading function is really weird in Rootage, and gets passed a fixed dimension size that doesn't match the texture that it's given (even though the game itself opened said texture). I'm not sure if this is because we have to override the supported resolution size in the emulation or if something else is wrong.
He is not doing any framebuffer scaling as this one can cause trouble when patching the different parts involved is in conflict with rendering the QR code. I had other versions crashing for different reasons during development of the scaling feature because stuff like frame buffer size were retrieved and used for different calculations instead of cached after D3D init.
I will look into reproducing this with apitrace and check what IIDX is rendering and the parameters used.
Can this feature even be used with arcana or why did you want to scan the QR code?
In GitLab by @xyen on Oct 22, 2019, 21:47
@icex2 this isn't a framebuffer scaling issue, or rendering issue. A texture buffer (not D3D texture, just something from the camera) is passed to the QR code function which crops it and then parses it for QR codes. The problem is that this function is hard coded to expect the image source as being 1280720 or something, but the buffer passed in is 640480. Or something along this lines. The buffer however is initialized to be that size by the game, which is why it's weird. (ie. it's not BT that's telling it to be 720p or 480p)