Is Yabasanshiro emulator coming on retropie?
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@notthesame at the least i would update all your findings to https://github.com/devmiyax/yabause/issues/704 - i'm really surprised you're not choosing to involve devyimax in this. that's primarily the person who can help. at the least they are going to want to investigate the 0GLES3 issue. that needs debugging.
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@dankcushions said in Is Yabasanshiro emulator coming on retropie?:
i'm really surprised you're not choosing to involve devyimax in this. that's primarily the person who can help
That's not the problem here, he tried to reach out devmiyax on discord a number of times, and never got any answer afaik. Tbh, that's expected, my personal experience with this project as a contributor has been horrible, pushing PR to add features or fixing stuff, waiting several weeks for the PR to be merged, without getting any heads up, then learning that the feature you implemented has been added to beta binaries for patreon backers & yabasanshiro pro (paid version on android) users.
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@barbudreadmon that's crappy, sorry that happened :( i can only hope he is just being a bit ignorant rather than actively trying to rip you off.
for this issue, just for me, if nothing else it would focus where the information is stored. there's so many threads with info spread across github, rpi forums, here and now discord, but none collect it all. i do still value devyimax's input here, or anyone familiar with the core, GLSL, etc, but i'm not sure it's getting to those people.
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Happy to give this a good test if you're able to fork it, or provide a binary (Or as BuZZ says, you'd probably need to do both).
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@dankcushions said in Is Yabasanshiro emulator coming on retropie?:
@notthesame great work! let us know when you have a PR or if you need any help with that arranging that. we should try and do the fix also in the upstream devyimax project.
hey dankcushions
can you please help me out please, i wouldnt know how to setup this PR a help to setup for the emulator to be installed on retropie, where can i send you the source already to go? im just about confused about where can i upload it, i do have it on my dropbox, thanks as always -
If you like, I have github (and now khow to use it). You could post the link to the dropbox link here, and I'll fork it and then we can submit the PR.
(Or I'm sure dank can do the same - if you post the link, whoever does it first I guess!).
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What also might be helpful, if you checked out the git repository, would be to git diff and pipe this to a file and include this link also.
git diff > diff.txt
Or to tell us what commit you are at currently:
git log -1
This would help with forking more accurately and potentially not undoing commits made after you checked out the code, although the project hasn't been committed to for 14 days, so it's likely not an issue.
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@steeeb They already said they don't have a git repository, you'll have to be patient.
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@mitu he's said he wouldn't know how to set up the pull request. And I'd advised him on how it can be achieved by firstly providing the link to dropbox he says he had, and if he got the code via github initially (which I'm assuming he did - since it's the only place the source exitst) how to get more specifics to allow it to be forked in the right place.
If that is impatience I'll instead just not comment those asking for help.
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@dankcushions said in Is Yabasanshiro emulator coming on retropie?:
rather than actively trying to rip you off
tbh, i don't care if he makes money from this, GPL allows it, i'm only interested by the license being respected, especially after that shitty last year, and binaries can't be distributed without providing the sources under GPL.
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Just to note, I did a quick hack to fix the colours on the RPI. I'm going to clean up the changes to send upstream for comment after doing some more work on it. My knowledge in this area is poor, but it seems rounding up the calcs in texelFetch resolves it. However I can't believe this is a bug in the Mesa VC shader compilation as I would have thought it would affect lots of stuff. But I really don't know.
I'll post a diff shortly for anyone who wants to test/comment but I'm keen to find the cause of the issue - I don't consider my changes a proper fix.
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Here's a diff.
But as I said, I think this is a wrong fix even though it does correct the colour issues. Something else must be at play here.
http://malus.exotica.org.uk/~buzz/round.diff
I'll do a PR with a module for people to more easily test also. The patch may include unneeded changes also.
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arm does not like unsigned (anything) with float and there is plenty of them in here.
https://stackoverflow.com/questions/4752315/coercing-float-into-unsigned-char-on-arm-vs-intel
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@BuZz said in Is Yabasanshiro emulator coming on retropie?:
Just to note, I did a quick hack to fix the colours on the RPI. I'm going to clean up the changes to send upstream for comment after doing some more work on it. My knowledge in this area is poor, but it seems rounding up the calcs in texelFetch resolves it. However I can't believe this is a bug in the Mesa VC shader compilation as I would have thought it would affect lots of stuff. But I really don't know.
I'll post a diff shortly for anyone who wants to test/comment but I'm keen to find the cause of the issue - I don't consider my changes a proper fix.
thanks , i dont think mine is a proper fix either, i dont know what is the issue but i thought it was on the mesa side as well, id go with a fix that is not finding a error by trail and error like i did and find out i missed something that wont help later on, the colors seem to be reversed, 0 is 1 and 1 is 0, this is all i can prove, 65280 color is 255 not sure what theses mean, but i needed to shift <<8 i had to ask a few people on this and it worked but i cant find anymore solution on fixing this anymore.
thank you for stepping in and hopefully we can get better work then mine.
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@grant2258 said in Is Yabasanshiro emulator coming on retropie?:
arm does not like unsigned (anything) with float and there is plenty of them in here
shaders are compiled at runtime by gpus, i don't know if gpus can be defined as arm or x86, but anyway that can't be the problem here, yabasanshiro is written primarily for android and afaik doesn't suffer from this color issue on any board besides the pi4
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@barbudreadmon heh, if the Yabasanshiro guy is dodgy, do you reckon there's any hope of lr-Kronos being able to run on pi4?
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@barbudreadmon said in Is Yabasanshiro emulator coming on retropie?:
shaders are compiled at runtime by gpus, i don't know if gpus can be defined as arm or x86, but anyway that can't be the problem here, yabasanshiro is written primarily for android and afaik doesn't suffer from this color issue on any board besides the pi4
Well if that is the case why does the changes proposed fix it thats nothing to do with gpu compilation its data manipulation and what other platform is using the gles3 codepath on arm that is working ? It might be a good way to check whats changing where if its working on another device with the same codepath
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@grant2258 said in Is Yabasanshiro emulator coming on retropie?:
It might be a good way to check whats changing where if its working on another device with the same codepath
As already mentioned, drivers, rpi4's are broken, it has been known since its release.
@mechafatnick said in Is Yabasanshiro emulator coming on retropie?:
@barbudreadmon heh, if the Yabasanshiro guy is dodgy, do you reckon there's any hope of lr-Kronos being able to run on pi4?
Kronos is an OpenGL emulator, it doesn't run on gles.
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Well the driver was never claimed to be completed. The least you can do is keep the driver up to date as well. https://github.com/Yours3lf/rpi-vk-driver
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@grant2258 not sure the point of your post? That vulkan driver is in early stages and is irrelevant.
If you're looking to start another argument I can assure you that isn't going to happen.
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