Since there were unrelated things to fix in main, I just merged it now before fixing them, to prevent possible oversight merge errors.
If in need, please test main branch from now on.
Since there were unrelated things to fix in main, I just merged it now before fixing them, to prevent possible oversight merge errors.
If in need, please test main branch from now on.
It seems the res-switch glitch feature is not working with glcore, but it works fine with vulkan.
Uhm, working fine here with both.
What setup are you facing this on? (rom,core,preset, savestate to the point it should happen, anything else useful?)
And if possible, since when?
Any rom, any core. The way I quickly test it is by enabling fast-forward, on vulkan the glitch triggers, on glcore nothing happens.
But there may be a problem with RetroArch itself, because I’ve been getting driver-specific issues here and there. I’ll let you know if I figure it out.
It’s vulkan acting wrong then, I confirm, but that’s a retroarch bug.
Hi @kokoko3k
In the latest versions, and now using the latest version from GitHub, I’m getting the following error:
[INFO] [Slang] Optional include not found "D:\Games\RetroArch\shaders\shaders_slang\bezel\koko-aio\config\config-user-optional.txt".
[INFO] [Slang] Compiling shader: "D:\Games\RetroArch\shaders\shaders_slang\bezel\koko-aio\shaders-ng\colortools_and_ntsc_pass.slang".
[INFO] [Slang] Optional include not found "D:\Games\RetroArch\shaders\shaders_slang\bezel\koko-aio\config\config-user-optional.txt".
[ERROR] [Slang] Texture name 'avglum_passFeedback' not found in semantic map, Probably the texture name or pass alias is not defined in the preset (Non-semantic textures not supported yet)
[ERROR] [Slang] Failed to reflect SPIR-V. Resource usage is inconsistent with expectations.
[INFO] [Shaders] Applying shader: "null".
[INFO] [Slang] Optional include not found "D:\Games\RetroArch\shaders\shaders_slang\bezel\koko-aio\config\config-user-optional.txt".
[INFO] [Slang] Compiling shader: "D:\Games\RetroArch\shaders\shaders_slang\bezel\koko-aio\shaders-ng\colortools_and_ntsc_pass.slang".
[INFO] [Slang] Optional include not found "D:\Games\RetroArch\shaders\shaders_slang\bezel\koko-aio\config\config-user-optional.txt".
[ERROR] [Slang] Texture name 'avglum_passFeedback' not found in semantic map, Probably the texture name or pass alias is not defined in the preset (Non-semantic textures not supported yet)
[ERROR] [Slang] Failed to reflect SPIR-V. Resource usage is inconsistent with expectations.
[INFO] [Shaders] Applying shader: "null".
[INFO] [Shaders] Applying shader: "null".
[INFO] [Slang] Optional include not found "D:\Games\RetroArch\shaders\shaders_slang\bezel\koko-aio\config\config-user-optional.txt".
[INFO] [Slang] Compiling shader: "D:\Games\RetroArch\shaders\shaders_slang\bezel\koko-aio\shaders-ng\colortools_and_ntsc_pass.slang".
[INFO] [Slang] Optional include not found "D:\Games\RetroArch\shaders\shaders_slang\bezel\koko-aio\config\config-user-optional.txt".
[ERROR] [Slang] Texture name 'avglum_passFeedback' not found in semantic map, Probably the texture name or pass alias is not defined in the preset (Non-semantic textures not supported yet)
[ERROR] [Slang] Failed to reflect SPIR-V. Resource usage is inconsistent with expectations.
[INFO] [Shaders] Applying shader: "null".
[INFO] [Shaders] Applying shader: "null".
[INFO] [Slang] Optional include not found "D:\Games\RetroArch\shaders\shaders_slang\bezel\koko-aio\config\config-user-optional.txt".
[INFO] [Slang] Compiling shader: "D:\Games\RetroArch\shaders\shaders_slang\bezel\koko-aio\shaders-ng\colortools_and_ntsc_pass.slang".
[INFO] [Slang] Optional include not found "D:\Games\RetroArch\shaders\shaders_slang\bezel\koko-aio\config\config-user-optional.txt".
[ERROR] [Slang] Texture name 'avglum_passFeedback' not found in semantic map, Probably the texture name or pass alias is not defined in the preset (Non-semantic textures not supported yet)
[ERROR] [Slang] Failed to reflect SPIR-V. Resource usage is inconsistent with expectations.
[INFO] [Shaders] Applying shader: "null".
[INFO] [Shaders] Applying shader: "null".
[INFO] [Slang] Compiling shader: "D:\Games\RetroArch\shaders\shaders_slang\bezel\koko-aio\shaders-ng\colortools_and_ntsc_pass.slang".
[ERROR] [Slang] Texture name 'avglum_passFeedback' not found in semantic map, Probably the texture name or pass alias is not defined in the preset (Non-semantic textures not supported yet)
[ERROR] [Slang] Failed to reflect SPIR-V. Resource usage is inconsistent with expectations.
[INFO] [Shaders] Applying shader: "null".
[INFO] [Shaders] Applying shader: "null".
Werid, works here.
Does this happen with the shipped presets ot something you make out of them in the past?
If the latter, can you post it? It may be a full preset (it’s always better to use simple presets) being incompatible with some late changes in the main code.
edit: are you using direct3d?
Sorry, I hadn’t noticed that. The strange thing is, I always use Vulkan by default, and for some odd reason, I was using d3d11. Now everything works fine with Vulkan. My apologies.
No worries. If you’d need it, there is still the “#define D3D_WORKAROUND” you could place in config-user-optional.txt that allows the shader to work with d3d (with some tradeoffs, see docs).
That reminds me I’ve to test if it still works fine before the next release.
I finally did some testing with your instructions, and results look quite spectacular. Thank you very much (still try to figure out what you are actually doing here ;-).
@Starman99x - the MAME.lay overlays only work for me in MAME current, but not the 2003 cores. Is this expected behavior? Cheers!
Yes totally normal, because mame now follows a new lay structure. So you’ll need to modify a compatible lay file with the older format.
v1.9.95 has been released on the main repo and soon via retroarch online updater:
CHANGES:
NEW:
FIXES:
PERFORMANCE:
I’m curious about this. Do you mean an extra graphics layer with the blend mode set to multiply?
Ah, I see. Thank you!
@Elessar84 Answering here about the 3ds preset. If you mean the bezel, @Duimon made one in his pack for koko-aio:
It reuses the same base LCD settings I made for GBA, I hope it is accurate enough…
Ok, thanks. I’ll check it out soon 