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It's also possible that something else goes wrong and causes this bizarre rendering state (even if it doesn't crash, it still means wasted time on a draw call). It looks to me like we should optimize out the entire draw-call. I can't think of a realistic situation where you'd want to make a draw call and abort writing any pixels (except for pixel counting / early-out z-tests which we don't support yet.
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This would fix the issue and improve code quality. Be more careful when querying uniform blocks by checking if their index is even valid (so anything but GL_INVALID_INDEX).This console had a tonne of great games, both physical and downloadable, and my XL unit is still going strong today. There are 2 steps necessary to fix this issue: Spend that time doing something fun instead, like replaying BOTW for the 100th time The Nintendo 3DS will always have a special place in my heart for bringing Ocarina of Time into the 3D realm.

Querying the active uniform block with index -1 does fail and return a broken size.

In line 1338 you can see that querying the shader_data variable fails and returns -1 (4294967295).
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Can someone who is still experiencing this issue upload a log file from either the most recent Nightly/BE build? Here's a guide to follow if you don't know how to get the log file.ġ328 glGetUniformLocation(program = 180, name = "tex") = -1ġ329 glGetUniformLocation(program = 180, name = "tex") = -1ġ330 glGetUniformLocation(program = 180, name = "tex") = -1ġ331 glGetUniformLocation(program = 180, name = "lut") = -1ġ332 glGetUniformLocation(program = 180, name = "lut") = -1ġ333 glGetUniformLocation(program = 180, name = "lut") = -1ġ334 glGetUniformLocation(program = 180, name = "lut") = -1ġ335 glGetUniformLocation(program = 180, name = "lut") = -1ġ336 glGetUniformLocation(program = 180, name = "lut") = -1ġ337 glGetUniformLocation(program = 180, name = "fog_lut") = -1ġ338 glGetUniformBlockIndex(program = 180, uniformBlockName = "shader_data") = 4294967295ġ339 glGetActiveUniformBlockiv(program = 180, uniformBlockIndex = 4294967295, pname = GL_UNIFORM_BLOCK_DATA_SIZE, params = 0x1c1fe0e0) It must be user-specific issues, maybe an issue with the user's hardware. Neither builds crashed while proceeding with the Deku Tree cutscene. I then used save file in each build, separately. This meant creating a blank user folder in the installation directory, and not using the system_font or the system_archives (Nand folder).
#Ocarina of time 3ds rom citra install#
I did a fresh install of both Bleeding Edge-204 and the most recent Nightly ( 1bf449d). I am going to perform a couple tests and edit this post with anything I've found. In both the Nightly and the Bleeding Edge, I was able to view the cutscene without a single issue. Yes, I went through the blue portal in the dungeon where you defeat Gohma. [Opération I know how the cutscene is triggered. Uniform block size did not match! Got 0, expected 960 Debug video_core/renderer_opengl/gl_rasterizer.cpp:operator():1084: Assertion Failed! Audio.DSP audio_core/hle/source.cpp:DequeueBuffer:259: Looped buffers are unimplemented at the moment Ped buffers are unimplemented at the moment
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and Then the game crash with this on the console.ītw : I'm playing on mac with Nightly Build - 55c91ae version And then you go back outside the tree and he says something like "do you want me to tell you more?" you have the choice between yes or no.


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