Is there chance fixing ntsc-adaptive glslp for android ? Slang version works good but slow than opengl
Nope, it’s a limitation of the capabilities of the GLES shader pipeline not recognizing/enabling float framebuffers.
There are some other NTSC shaders that don’t have this requirement, but I think they’re all more demanding than ntsc-adaptive.
That said, many cores can use CPU-based NTSC simulation, either from an internal core option or through the frontend’s video filters.
In theory, there might be possible adaptations in the code itself for normal, 8-bit buffers. First ntsc pass outputs to a float framebuffer, which allows negative values.
Negative values can be lifted to positive domain:
- pass:
FragColor = vec4(0.5*yiq+0.5, 1.0);
And then corrections can be made at the end of the sampling in the second pass:
- pass:
signal = 2.0*(signal - 0.5);
Test image without float framebuffer be like:
This is more a proof-of-concept, there are still issues with borders. But it might be a good start.
Edit: wrap_mode “mirrored_repeat” for second pass can help somewhat.
This could be the start of something good here.
I’ve done different things to avoid float framebuffers before but always had the green borders. I never thought to try the mirrored_repeat wrap mode to get rid them, though
EDIT: hmm, for that matter, I actually committed one of those strategies awhile back:
and it should already be in effect on any GLES devices. Dunno why it’s not taking effect for OP.thank you for reply But ntsc blargg shader works very good it has almost all features found in ntsc adaptive
I hope it , that will be great thanks
Thanks for reply that is shader i am guessing not work anyway in android glslp
btw, are you using the RetroArch build from the Play Store? Or sideloaded apk from our website? If the Play Store, can you try the one from our website? I think the Play Store version can’t get updated shaders, which would explain why my fix didn’t apply
Why is there no mini or lite adaptive version? I think that will be solution