CG shaders with Intel HD 5500

I setup Retroarch on my desktop using an Nvidia GTX 1080 just how I wanted it using CG shaders for each core. Then I transferred it to my Intel NUC with an HD 5500 iGPU (both using Windows 10 x64) only to find that none of my shader presets work.

I see that GLSL shaders work though. Will CG not work with Intel graphics at all? Do I have to set everything up again?

it should work just fine. Can you get a log for us?

It might be time to slowly migrate to GLSL though. Cg is dead, nvidia left it for dead after getting people to buy into-it, and it will only decay more over time as newer GPUs come out.

Actually after doing more testing its the NTSC shaders only. When I load one of those presets I get nothing, and the image is fully digital with no filterting, etc.

ok, I can’t really tell anything without a log, unfortunately.

Alright this is the log from when I tried to load the ntsc.cgp preset.

RetroArch [INFO] :: CG: Destroying programs. RetroArch [INFO] :: CG: Destroying context. RetroArch [INFO] :: [Shader driver]: Using Cg shader backend. RetroArch [INFO] :: [Cg]: Vertex profile: arbvp1 RetroArch [INFO] :: [Cg]: Fragment profile: arbfp1 RetroArch [INFO] :: Loading Cg meta-shader: C:\RetroArch\shaders\shaders_cg\ntsc\ntsc.cgp RetroArch [INFO] :: Found #pragma parameter NTSC CRT Gamma (NTSC_CRT_GAMMA) 2.500000 0.000000 10.000000 0.100000 RetroArch [INFO] :: Found #pragma parameter NTSC Display Gamma (NTSC_DISPLAY_GAMMA) 2.100000 0.000000 10.000000 0.100000 RetroArch [INFO] :: Loading Cg shader: “C:\RetroArch\shaders\shaders_cg\ntsc\shaders/ntsc-pass1-composite-3phase.cg”. RetroArch [INFO] :: Loading Cg shader: “C:\RetroArch\shaders\shaders_cg\ntsc\shaders/ntsc-pass2-3phase.cg”. RetroArch [ERROR] :: CG error: The compile returned an error. RetroArch [ERROR] :: Fragment: (0) : error C6001: Temporary register limit of 32 exceeded; 49 registers needed to compile program

RetroArch [ERROR] :: Failed to load shaders ...
RetroArch [INFO] :: CG: Destroying programs.
RetroArch [INFO] :: [Cg]: Vertex profile: arbvp1
RetroArch [INFO] :: [Cg]: Fragment profile: arbfp1
RetroArch [INFO] :: Loading stock Cg file.
RetroArch [INFO] :: CG: Found semantic "POSITION" in prog #24.
RetroArch [INFO] :: CG: Found semantic "COLOR" in prog #24.
RetroArch [INFO] :: CG: Found semantic "TEXCOORD0" in prog #24.
RetroArch [INFO] :: CG: Found semantic "POSITION" in prog #23.
RetroArch [INFO] :: CG: Found semantic "COLOR" in prog #23.
RetroArch [INFO] :: CG: Found semantic "TEXCOORD0" in prog #23.
RetroArch [INFO] :: CG: Found semantic "POSITION" in prog #22.
RetroArch [INFO] :: CG: Found semantic "COLOR" in prog #22.
RetroArch [INFO] :: CG: Found semantic "TEXCOORD0" in prog #22.
RetroArch [WARN] :: [GL]: Failed to set multipass shader. Falling back to stock.
RetroArch [INFO] :: [GL]: VSync => on
RetroArch [INFO] :: [WGL]: wglSwapInterval(1)
RetroArch [INFO] :: [GL]: VSync => on
RetroArch [INFO] :: [WGL]: wglSwapInterval(1)

Unfortunately, this is a hardware issue. It means there’s too many calculations in the shader for your IGP to be able to work on them all at once. :frowning: