Mednafen HW problems with shaders :)

Hello guys sorry to bother but i have a little question… I managed to run Mednafen HW on my setup by now and i have to say it´s awsome… specialy talking about the upscale option i can crank it up to 4x with no problems amazing looks crispy and beautiful exept a few games like Jack is Back a New Nightmare and others where the resolution changes completley in other words it´s not stable or not compatible with all i supose.

Back to my question ¿what is happining with the shaders? i can´t load all of them! specialy the cgp profile ones like…The analog shader pack or the crt royal… “amazing shaders btw” like all of theme (thanks for that :wink:

Edit: Ok i just found out that the analog shader pack is all cg bases :frowning: my fault but still can´t load crt royal or the Kurozuji or crt royal shader on glsl

It crashes or it just don´t want to load theme straange… i have seen a few posts and tried a few things but with no luck at all ¿Am i doing somthing wrong?

Thanks for the help in advance

Edit: Ok just found out that the analog shader pack is cg based and it makes it crash :frowning: but can still not load the Kurozumi or the crt royal presets on glsl.

I think the Cg shaders should work with the OpenGL renderer if you go to settings > core > enable hardware shared context ON.

Crt-royale doesn’t work with the GLSL shaders but there is a slang version of it, which works with the Vulkan renderer.

Hello hunterk, just tried what you said non of them work, core > enable hardware shared context ON loading cg shader still crashes, and when i change the render to vulkan and load the crt-royal just gives me black screen.

Fun part is everything works on the normal mednafen psx core

Thx mate

For the vulkan stuff to work, you need to go to settings > driver and change the video driver to vulkan and set the core’s renderer to vulkan. Close and restart RetroArch and then the slang shader should work.

Not sure why shared context isn’t helping with the Cg shaders. Could you try enabling it, load something with another core and then come back to the PSX core? That will ensure that the core is reiniting the context.

Mate nothing works, non of the slang shaders with the vulkan driver enabled in the Mednafen Core option + the retroarch main driver set to vulkan… i checked it a couple of times with diferent shaders all black screen.

And the shared context also, it works fine with other cores tried it with bsnes and Mednafen PSX, working like a charm as soon i try it with madnafen HW just geting crashes everywhere no matter what shader.

Got a AMD 280r9 VaporX 3GB, on a 6700K CPU 32Gigs of Ram if it helps AMD Driver problem¿?¿?

Thanks

oops, my mistake, the hardware context thing doesn’t work with that core.

The Vulkan thing may be related to an AMD driver bug, yes. Crt-royale slang works fine on my Nvidia Shield but fails on my AMD 200-series card, so that could be part of the problem. The core itself should work, though.

Latest AMD drivers crash PSX HD core with Vulkan selected (Video driver & Core renderer, hardware context OFF,).

Oof, that sucks. Thanks for the heads-up, though.

:joy: Yea sucks a little bit, AMD famous for drivers:sweat_smile: Well without hardware context we can´t use cg shaders isn´t it? Is there any work arround? I supose not, the only thing we can do now is wait for drivers.

Thanks anyways guys great help as allways and very educational…:wink:

If i load up everything Vulkan (driver, core) and use it for PSX HW and Parallel64 (I think that’s vulkan too?), do i have to manually switch everything back when i want to use a NON vulkan core (or vice verse), like Bsnes? Is there a way for it to remember what core, vid driver to use per-core?

Are the Vulkan-based cores worth this hassle yet, or better to stick with the “traditional” cores for PSX, N64?

Software-rendered cores don’t care about the context, so they work with anything. The only ones that care are PPSSPP, Beetle-PSX and Mupen/ParaLLEl. Of those, only PPSSPP doesn’t have a Vulkan route, though ParaLLEl is still much less usable than GL-based Mupen64plus-libretro (formerly known as GLupeN64).