Is Yabasanshiro emulator coming on retropie?
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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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argument ? Im posting links to a driver related to this not sure where your coming from? I thought this could be good to test on other pies apart from the 4 if your not interested fair enough
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@grant2258 said in Is Yabasanshiro emulator coming on retropie?:
Well the driver was never claimed to be completed
Yes, that's exactly what i'm saying, it was released almost 11 months ago and its gpu drivers are still incomplete.
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@BuZz what build options are you using? Could you share your scriptmodule?
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@steeeb Sorry - I wanted to revisit and check some more things before posting . Here you go.
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Briefly trying this. The fps is misleading since frameskip is enabled by default so in reality panzer is ~50-55fps. There's a bug with the distance being white. I really wanted to use the crt-pi shader but that drops it to ~45fps. Despite all of these fps drops, the audio does not skip like yabause.
Radiant Silvergun has severe glitches making it unplayable. Sometimes they go away.
Oc'd to 1900Mhz. -
@Darksavior Hey! i saw that you were able to get the emulator working. it wont show up on experimental. is there any way to fix this?
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@ash0904 It won't show there because it's not done. I added it manually to try it out.
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Would love to test this out when it's ready for experimental release @Darksavior.
Will it support CHD or other compressed formats? -
@GeekOB All of my games are in chd and they seem to work. If you want to try it out, no one's stopping you. I downloaded the whole repo from
https://github.com/joolswills/RetroPie-Setup
and took out the installer script and folder with the patch and stuck them in my ownRetroPie-Setup
folder. -
@Darksavior thoses glitches are glitches I can't remove RSG it looked like a texture is backwords, hopefully this fix is better then mines on Castlevania near the start by the mermens it goes black. And minor glitches.
Also set your video settings in retroarch to
Vertical sync, off
hard gpu sync off,
max saw chains images 4
sycn to exact C.F off. -
@notthesame No issues with the mermen, other than the black bar on top turning yellow. Attempting to save froze the whole game, though.
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