MKDD Tint Issue RPI5
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@retropieuser555 Well, I mean it’s officially supported..?
https://github.com/libretro/Ishiiruka -
@AwesomeKingClem it kinda is but it has not been updated in 4 years. So it obviously it's out of date.
And since Windows x64 - Visual Studio 2017 is stated in the documents. I don't think it will work on arm
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@ExarKunIv I do understand what you mean by it being outdated, but it says the same thing for Dolphin anyways:
https://docs.libretro.com/development/cores/core-specific/dolphin/ -
@AwesomeKingClem ok. I would not know. I didn't look at all the docs
You can always try to build it your self and see what it does.
Waiting for someone to make a script for it is probably going to be a bit. Most people are happy with just using dolphin.
I get you want the best outcome for the games you are having issues with. And it's cool you found this. But the devs have other things going on. So trying for a new GC emu is not high on the list
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I'm a perfectionist. Did that answer your question? :P
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@ExarKunIv Since it is an official lib core, I may give it a try. I just need to do some more research first.
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@AwesomeKingClem I have overall decided to avoid the Ishiiruka core, but I think I have another option that could fix the issue. Unfortunately, my micro hdmi to hdmi converter broke recently, so if someone could test if it works for me, I would appreciate it.
Graphics -> Enhancements -> Color-Correction
It apparently arrived in a recent Dolphin update, and it may fix my issue, but as I said, I can't access my Raspberry Pi 5 until I get a new hdmi converter. Appreciate it! -
@AwesomeKingClem
I try with Resident Evil 4 that have the same issue but no luck.This is the real issue that we would hope to get a fix: https://gitlab.freedesktop.org/mesa/mesa/-/issues/10250 .
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@abj Well that definitely narrows it down. Back to the grind đŸ«¡
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Here's all the current sources that I rounded up from this "thread" (what else do you call it, anyway?) for personal use. I apologize if this counts as bumping a "thread"...
Pastebins:
https://pastebin.com/EjiAguvd
https://pastebin.com/jxu3xeTvOther Solutions:
https://retropie.org.uk/forum/topic/30541/dolphin-emulator-running-on-rp4b-64bit
https://github.com/dolphin-emu/dolphin/commit/dc08b73db19b8d59ec9ba373a4fb8d7d8639c9e3Ishiiruka:
https://docs.libretro.com/development/cores/core-specific/ishiiruka/
https://www.reddit.com/r/EmulationOnAndroid/comments/ji84ai/a_very_important_note_on_dolphin_ishiruka_read_if/
https://github.com/libretro/IshiirukaIssue Reports:
https://gitlab.freedesktop.org/mesa/mesa/-/issues/10250
https://bugs.dolphin-emu.org/issues/13416 -
Here are some new links that could also prove useful. I have a good feeling on the RasPi Forums thread.
https://forums.raspberrypi.com/viewtopic.php?t=327210
https://forums.dolphin-emu.org/Thread-vulkan-back-end-broken-latest-dev-builds-perhaps-by-newest-amd-drivers
PDF with a VERY LONG link (Do not use this PDF if you don't trust it. I don't blame you..) -
@AwesomeKingClem said in MKDD Tint Issue RPI5:
I reinstalled retroarch from source after editing the retroarch.sh file to show the option for vulkan.
Can you please post the edit you made to the retroarch.sh file? Sounds like this is something I need to do. Thank you.
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@TPR
Sure, just give me a couple hours.Edit: Here ya go.
https://pastebin.com/FXLMdm9s -
@AwesomeKingClem Thank you!
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@AwesomeKingClem I apologize for bumping this thread but I can confirm that this missing dual source blend + missing GL_EXT_shader_framebuffer_fetch issue in dolphin seriously impacts the Pi4 as well (not just Pi5 users). And it's not just Mario Kart and RE4 that are impacted, Metroid Prime is basically unplayable because the map screen is totally blacked out and Mario Golf Toadstool Tour is also basically unplayable because the golfers are all invisible.
It is very frustrating because the custom dolphin-4,0-5024 build that I got running on 32-Bit Buster played both of these games very nicely. Really, any build before 5.0-1653 would work as that was when the Dolphin devs removed the Alpha Pass feature which is what caused this problem in the first place. Unfortunately, Bookworm doesn't let you compile anything using anything below g++-11 and so it is very hard to get these old dolphin builds to work properly. Heck, even on Bullseye I have no issues compiling dolphin-4.0-9508 with g++-9 and it performs amazingly well. On Bookworm, though, it's a mess. Even after debugging all of the errors due to the standards changes introduced in g++-11, there are still major performance issues that make it unusable on Bookworm and I have no idea what the cause of that is. It also happens to be pretty much impossible to compile an older gcc version on Bookworm for some insane reason (if anybody knows how to do this, please let me know, I have spent weeks trying to get gcc-9 built and I almost broke my build trying to address the compiler errors). Maybe another possible route we can investigate to getting this problem fixed is to ask Debian to upload gcc-9 or even 10 to the apt-get repositories for Bookworm. I really believe that we could get gcc-9 on Bookworm, we could get a very playable experience using the dolphin-emu-5.0 stable build on the Pi4 and Pi5.
Anyways, this problem is very frustrating because there is basically no solution on Bookworm. I am not sure how motivated the Dolphin devs are about assisting Pi users by fixing this glitch and I am not sure if Mesa devs are going to be able to add the missing GL Extensions to the Pi's drivers that easily. Nonetheless, this glitch is very severe as it severely hampers the playability of some of the most popular Gamecube games on the Pi4 and Pi5.
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@gvx64 Hello, I just wanted to provide another update. I was able to find a solution that at least works for my needs in playing Metroid Prime and Mario Golf. I could use your help with testing on the Pi5 and with the games that I do not own (RE4, Mario Kart). I have forked a build of dolphin on Github and pushed the necessary modifications (build instructions below). The solution that I came up with was to modify an old version of dolphin-5.0-4544 (June 2017) that allows me to run these impacted games without rendering problems on Bookworm using the Vulkan video backend (GLES 3.1 does not work properly on Bookworm in this build). What I am doing is running this modified, legacy version of dolphin in parallel with a current build on my Pi4, where I am using this older build as a separate emulator in emulationstation for the games that don't run properly on the current build of dolphin.
Instructions for Building from Source
cd /home/pi sudo mkdir ./dolphin-rpi/ sudo git clone https://github.com/gvx64/dolphin-rpi cd ./dolphin-rpi git submodule update --init --recursive
Edit CMakeLists.txt options if needed. I turned off/on the following flags in the CMake file by default (you may want pulseaudio turned on for your machine):
- USE_UPNP turned off
- ENABLE_PULSEAUDIO turned off
- ENABLE_ANALYTICS turned off
- ENCODE_FRAMEDUMPS turned off
- ENABLE_QT2 turned on
sudo nano ./CMakeLists.txt
If you haven't already done so, you may want to add the following packages:
sudo apt-get install libevdev-dev libgtk2.0-dev libopenal-dev qtbase5-private-dev
Also, make sure that Vulkan is installed on your Pi if you haven't already done so before proceeding further.
Now lets configure:
mkdir Build cd ./Build sudo cmake .. -DCMAKE_C_COMPILER=gcc-11 -DCMAKE_CXX_COMPILER=g++-11
(note that you may need to sudo apt-get install gcc-11 and g++-11 if you don't have them installed by default on Bookworm)
Finally build (this will take a while):
sudo make -j4
(note that if you encounter errors you should rebuild with -j1 as the error messages are sometimes a lot more descriptive when building with single core for some reason)
EDIT: Optional step although possibly not recommended. This will put config/settings files in potentially inconvenient locations. I personally skip this step and just create my own config directory and specify its location with the "-u" option in the emulators.cfg file.
sudo make install
Anyways, assuming that there are no errors (please let me know if there are), this should get you three dolphin binaries in the ../Build/Binaries folder. You can add them to your /opt/retropie/configs/gc/emulators.cfg list the way that I have done. Note that I have set up both entries that can launch games from es as well as entries that are intended for settings configuration and that will only take you to the gui screen. As discussed below in posts 80-84, if you would like to enable hotkeys, please setup your hotkeys using the hotkey-configure option below and note that in order for hotkeys to work you will need to launch your games using the dolphin-5.0-4544 core (the nogui core does not support hotkeys):
dolphin-5.0-4544-nogui = "XINIT-WM: /home/pi/dolphin-rpi/dolphin-rpi/Build/Binaries/dolphin-emu-nogui -e %ROM% -u /home/pi/DolphinConfig5.0/" dolphin-5.0-4544 = "XINIT-WM: /home/pi/dolphin-rpi/dolphin-rpi/Build/Binaries/dolphin-emu -e %ROM% -u /home/pi/DolphinConfig5.0/" dolphin-5.0-4544-configure = "XINIT-WM: /home/pi/dolphin-rpi/dolphin-rpi/Build/Binaries/dolphin-emu -u /home/pi/DolphinConfig5.0/" dolphin-5.0-4544-configure-hotkeys = "XINIT-WM: /home/pi/dolphin-rpi/dolphin-rpi/Build/Binaries/dolphin-emu-qt2 -u /home/pi/DolphinConfig5.0/"
Note that I specified a separate configuration directory using the -u option. You can make a copy out of the files ../Data/Sys/ directory and Note that when playing games it is essential to only use the Vulkan backend for this build.
Background:
Anyways, I have provided some optional technical details below for general knowledge.The problem in resolving this issue in Bookworm is two-fold:
- Current builds of dolphin have the above-discussed rendering problem in Bookworm (Mario Golf - invisible characters, Metroid Prime - invisible map screen, Mario Kart - screen tint, Resident Evil 4 - screen tint ). This is due to the removal of alpha pass support in dolphin. In fact, all dolphin builds after 5.0-1653 (Jan 2017) have the alpha pass feature removed where the code falls back on a shader implementation (either dual source blending or GL_EXT_shader_framebuffer_fetch) that is not supported on the Pi4 or Pi5. I tried my best to patch a workaround for Pi users into a recent version of dolphin but it is simply beyond my abilities. Maybe somebody with experience in shader programming can take a crack at it, but it may not be a simple solution (honestly, given that it has been an open issue for almost a year, the dolphin devs probably would have already implemented it by now if it was simple).
- The next obvious option is to fallback on an older build of dolphin (e.g. 5.0-1651) that still has the alpha pass feature. This solution actually works really well if you are using Buster or Bullseye but for some extremely weird reason that I cannot understand, GLES 3.1 support in dolphin on Bookworm is severely impeded on all legacy builds prior to 5.0-9638 (when the GL backend got largely harmonized with Vulkan). Before 5.0-9638 when running GLES on Bookworm, I found that the gameplay chugs down to around 1-3 fps. That said, Vulkan works great on Bookworm on builds even prior to 5.0-9638 but this leads to yet another problem: Vulkan was first introduced in 5.0-748 which is only a few months before alpha pass was removed. At the time of 5.0-1651, Vulkan support on Dolphin was still in its infancy and is really not a usable video backend.
Anyways, after a ton of trial and error, I decided to take a commit around 5.0-4544 and then patched the alpha pass feature from 5.0-1651 back into the code. I also rolled-forward the build with the changes detailed in 5.0-13671 which resolves many of the compiler errors that are experienced when building an old version of dolphin on gcc-11. I specifically chose 5.0-4544 because it was a balance between giving the Vulkan backend sufficient time to mature while not being so far past the time that alpha pass was removed that back-patching becomes difficult (by the time of 5.0-6000 there were enormous changes made to the video-backend code that makes reintroducing alpha pass beyond my abilities).
Anyways, using this modified version of 5.0-4544 I can now play Metroid Prime and Mario Golf using the Vulkan backend and they both run quite well on the Pi4 with no rendering problems (GLES is a still a broken mess for reasons I discussed above, but I don't really need it to play these games so it is OK). Resident Evil 4 and Mario Kart are not a part of my library and so I cannot test these two. I also do no own a Pi5 (only Pi4's) and so I cannot confirm that my solution will resolve the problem for these users but I suspect that it should work. If somebody would like to help me with the testing of my proposed solution, I would be appreciative.
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Thank you very much for working on this!
I'm trying to test it with RPi5 but I'm getting the following error:
pi@retropie:~/dolphin-rpi/Build $ sudo cmake .. -DCMAKE_C_COMPILER=gcc-11 -DCMAKE_CXX_COMPILER=g++-11 CMake Warning (dev) at CMakeLists.txt:10 (set): implicitly converting 'string' to 'STRING' type. This warning is for project developers. Use -Wno-dev to suppress it. -- The C compiler identification is GNU 11.3.0 -- The CXX compiler identification is unknown -- Detecting C compiler ABI info -- Detecting C compiler ABI info - done -- Check for working C compiler: /usr/bin/gcc-11 - skipped -- Detecting C compile features -- Detecting C compile features - done CMake Error at CMakeLists.txt:12 (project): The CMAKE_CXX_COMPILER: g++-11 is not a full path and was not found in the PATH. Tell CMake where to find the compiler by setting either the environment variable "CXX" or the CMake cache entry CMAKE_CXX_COMPILER to the full path to the compiler, or to the compiler name if it is in the PATH. -- Configuring incomplete, errors occurred! See also "/home/pi/dolphin-rpi/Build/CMakeFiles/CMakeOutput.log". See also "/home/pi/dolphin-rpi/Build/CMakeFiles/CMakeError.log".
Logs:
CMakeError.log
Checking whether the CXX compiler is IAR using "" did not match "IAR .+ Compiler": Checking whether the CXX compiler is IAR using "" did not match "IAR .+ Compiler":
CMakeOutput.log
The system is: Linux - 6.6.31+rpt-rpi-v8 - aarch64 Compiling the C compiler identification source file "CMakeCCompilerId.c" succeeded. Compiler: /usr/bin/gcc-11 Build flags: Id flags: The output was: 0 Compilation of the C compiler identification source "CMakeCCompilerId.c" produced "a.out" The C compiler identification is GNU, found in "/home/pi/dolphin-rpi/Build/CMakeFiles/3.25.1/CompilerIdC/a.out" Detecting C compiler ABI info compiled with the following output: Change Dir: /home/pi/dolphin-rpi/Build/CMakeFiles/CMakeScratch/TryCompile-NPiKc3 Run Build Command(s):/usr/bin/gmake -f Makefile cmTC_f591b/fast && /usr/bin/gmake -f CMakeFiles/cmTC_f591b.dir/build.make CMakeFiles/cmTC_f591b.dir/build gmake[1]: Entering directory '/home/pi/dolphin-rpi/Build/CMakeFiles/CMakeScratch/TryCompile-NPiKc3' Building C object CMakeFiles/cmTC_f591b.dir/CMakeCCompilerABI.c.o /usr/bin/gcc-11 -v -o CMakeFiles/cmTC_f591b.dir/CMakeCCompilerABI.c.o -c /usr/share/cmake-3.25/Modules/CMakeCCompilerABI.c Using built-in specs. 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@sugarfree Thanks for helping me with the testing. Does this error occur when you run cmake? It looks like you might not have gcc-11 installed on your Pi. Did you try:
sudo apt-get install gcc-11 g++-11
On the Pi4, Bookworm has gcc-12 installed by default but gcc-11 is available in the apt-get repository and is easily installed. I am hoping that it is the same on the Pi5.
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@gvx64 Yes, i have installed this packages, thanks.
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@sugarfree Don't forget about g++-11 too (sorry, I added it in an edit just a moment ago).
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