[GH-ISSUE #826] [Debug] <Critical> image_info.cpp:UpdateSize:289: Unreachable code! #222

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opened 2026-02-27 21:05:13 +03:00 by kerem · 4 comments
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Originally created by @shiiironyanpan on GitHub (Sep 7, 2024).
Original GitHub issue: https://github.com/shadps4-emu/shadPS4/issues/826

Tested on latest main build.

Thanks to #802, Megadimension Neptunia VII no longer gets error at opcodes where it needs TBUFFER_STORE_FORMAT_XYZW. However, it still crashes at the same spot when it's loading into gameplay with new error:

[Debug] <Critical> image_info.cpp:UpdateSize:289: Unreachable code!

Unfortunately, validation didn't print any errors out. Here's the log.
shad_log.txt

Originally created by @shiiironyanpan on GitHub (Sep 7, 2024). Original GitHub issue: https://github.com/shadps4-emu/shadPS4/issues/826 Tested on latest main build. Thanks to #802, Megadimension Neptunia VII no longer gets error at opcodes where it needs TBUFFER_STORE_FORMAT_XYZW. However, it still crashes at the same spot when it's loading into gameplay with new error: ``` [Debug] <Critical> image_info.cpp:UpdateSize:289: Unreachable code! ``` Unfortunately, validation didn't print any errors out. Here's the log. [shad_log.txt](https://github.com/user-attachments/files/16914452/shad_log.txt)
kerem closed this issue 2026-02-27 21:05:13 +03:00
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@shiiironyanpan commented on GitHub (Sep 7, 2024):

Skipping them allows it to load into gameplay, so it has something to do with detiling as the log tells me.
It's also mostly vs shaders, there were 5 shaders skipped.

image

<!-- gh-comment-id:2335088330 --> @shiiironyanpan commented on GitHub (Sep 7, 2024): Skipping them allows it to load into gameplay, so it has something to do with detiling as the log tells me. It's also mostly vs shaders, there were 5 shaders skipped. ![image](https://github.com/user-attachments/assets/e7d82cd7-e797-451c-8f35-22f95e9f97b0)
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@shiiironyanpan commented on GitHub (Sep 7, 2024):

Just for easier tracking (since I didn't write any details on the server's #showcase channel)
Bypassing UNREACHABLE(); on line 289 into break; made it fully loadable without any skips. Dunno if it helps with anything.
Getting severe building up lags after awhile tho.

image

Edit: Oops, forgot to include what the unsupported tiled image is. It's R32G32Uint (Unknown)

<!-- gh-comment-id:2335115544 --> @shiiironyanpan commented on GitHub (Sep 7, 2024): Just for easier tracking (since I didn't write any details on the server's #showcase channel) Bypassing `UNREACHABLE();` on line 289 into `break;` made it fully loadable without any skips. Dunno if it helps with anything. Getting severe building up lags after awhile tho. ![image](https://github.com/user-attachments/assets/a38b927e-aceb-4d6b-904a-2d8865fe4bcd) Edit: Oops, forgot to include what the unsupported tiled image is. It's `R32G32Uint (Unknown)`
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@shiiironyanpan commented on GitHub (Sep 7, 2024):

Another oopsies, I forgot that I also bypassed liverpool_to_vk.cpp at line 207

<!-- gh-comment-id:2335140162 --> @shiiironyanpan commented on GitHub (Sep 7, 2024): Another oopsies, I forgot that I also bypassed `liverpool_to_vk.cpp` at line 207
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@Hermiten commented on GitHub (Apr 25, 2025):

Thanks for this, this is now in our wiki:
https://github.com/shadps4-emu/shadPS4/wiki/III.-Guide-of%EF%BC%9CCritical%EF%BC%9Elog

<!-- gh-comment-id:2830110698 --> @Hermiten commented on GitHub (Apr 25, 2025): Thanks for this, this is now in our wiki: https://github.com/shadps4-emu/shadPS4/wiki/III.-Guide-of%EF%BC%9CCritical%EF%BC%9Elog
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