Issues combining shaders

Hi,

I am trying to use mdapt, xbr mlvl4, and crt-hyllian at the same time. However, when I load them all, I get issues. I have tried quite a few settings and different combinations, but they don’t seem to be working regardless. (I am using most recent versions in repos of all the shaders in question). Right now I am using xbr 5x 4.0 no blend + crt-hyllian, which works fine. I am using ogl driver, as d3d results in instant crashing of ra. I am on windows with a gtx780. I have successfully combined multiple other shaders in the past, so I am not sure what I am doing wrong. Anyone have a cgp of what would work to combine these?

Also, is there a way to get to dip switches in mame core?

Thank you

To make cgps combining already multipass shader is a bit tricky. Only recently Maister have implemented the passprev option for shaders, and at the time I made xbr mlv4, it didn’t exist. So, I’ll need to change the mlv4 to use passprev, so that you can use shaders before it. For now, you can’t put shaders before the four mlv4 xbr shaders.

Make an issue at common-shaders repository so that I don’t forgot, please.

Done. Thank you. I love your work and have been using them for quite some time. It is very much appreciated.

Sorry, it seems I was wrong. The passprev isn’t available yet (I verified the cg specs for retroarch).

So, there’s a solution, but you will need to edit the xbr shaders. This issue was firstly arised by Sp00kyfox in this post:

viewtopic.php?f=6&t=134&start=125#p8950

And I solved it in this post:

viewtopic.php?f=6&t=134&start=125#p8955

Do that same thing and you’ll fix you combinations.

I won’t change the shaders until I have access to PASSPREV in Retroarch.

I just recently implemented the new PASSPREV keyword in the latest version of mdapt with success (check out pass3 and pass4). it works just fine with the latest win64 test build.

Humm, I’ll take a look then.

EDIT: In mdapt pass3 you use PASSPREV4. Wouldn’t it go to a pass out of bounds as it is looking to 4 passes before?

Ok, added PASSPREV to xbr mlv4. It worked here using gdapt before it. So I think it works as expected!

yeah I think you figured it out already by yourself. but still… with PASSPREV you can also reference the image which was the input of the first shader pass by doing this. so in pass3 the keyword PASSPREV3 would reference the result of pass0 and PASSPREV4 the input of pass0.

Yes, PASSPREV can reference the ORIG texture. I haven’t documented the recent additions to CGP/GLSLP specs, it’s on the TODO.

Added mlv4 with PASSPREV to common-shaders repo.