-
Notifications
You must be signed in to change notification settings - Fork 182
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
glideN64 is corrupted for most games #2089
Comments
These Issues started appearing when pulling the following changes in from upstream: libretro/mupen64plus-libretro-nx@16baae7 |
@fzurita I just tested Mupen64plus fz from Play Market. It works correct. Which version of GLideN64 it uses? |
@gonetz he told me 2 days ago that he didn't update it yet, so I assume the reporter compiled it himself. |
However we suspect it's related to the shader changes. |
@gonetz Sorry but I dont have a dev env set up since we switched NDK version. |
I'll go ahead and take a look, I have some time today. @Panderner which phone do you have? |
Thanks man, that would be great.
You will also find some more infos on my fork's issue tracker libretro/mupen64plus-libretro-nx#99 This might also be related (I remember it working but would need to double check) libretro/mupen64plus-libretro-nx#101 So thats about all detail's I know related to the recent upstream changes, sorry that I can't help bisecting it. runs away |
So in two devices so far, I can't reproduce the issue, they are Mali and Adreno devices. I do have a PowerVR device to try as well. Hopefully I see it there. |
Some Mali devices seem affected tho libretro/mupen64plus-libretro-nx#99 (comment)
Fwiw it was reported with no issues on RPi
|
@fzurita You are testing latest master right now? |
Latest master |
btw are you testing GLES2 or GLES3? |
GLES3, I have some devices with GLES2.0 to test with, so I'll try those next. |
Someone said GLES3 somewhat fixed it on his Mali, others reported no benefit. |
A quick reminder how it ended up for amlogic https://www.youtube.com/watch?v=6oYoRE0gkFw |
In the Libretro core, the first time I booted a game it worked correctly. I had to close and reload the content to trigger the most serious glitches (like the missing graphics in Mario 64 seen in the first post). I haven't tested the issue in Mupen FZ to know how to trigger it there. Using a Galaxy S10 Adreno. |
Yea that was the shadercache issue. |
Was the shader cache issue a libretro only issue? |
I can't tell you that. |
Doesn't happen on mupen fz? |
@fzurita btw my rebase was done on this directly: |
I'm not seeing the issue in mupen64plus FZ with at least 3 different phones. |
On that commit? |
Latest master. |
Try that commit please, so we can exclude a later fix. |
@Panderner fix is done. Please test again. |
I've tested builds of the core from @m4xw, and I'm not seeing any improvement on my end. |
@drinfernoo Your issue might be unrelated. |
Shanti quickly confirmed the fix for MK64 from remote, he will do more throughout testing later. |
@drinfernoo it sounds like you have a different issue. Do you have a Nvidia shield tv? Is your problem only with the libretro core? |
@gonetz where is the build? |
@fzurita Yes and yes. FZ works fine. |
Ok, I have a Nvidia shield tv. I'll check what is happening and whether it's related to GLideN64. |
@gonetz where is the build? Where did you get it for the first time? |
Shader cache definitely breaks the shield tv with the libretro core. It works fine on mupen64plus fz. The problem is probably in the libretro core and not the video plug-in. This issue should probably close. |
As I understand, we did everything we could do on our side. |
Ye the libretro issue is only semi related, basically your changes broke some of my GL state machine logic (which should never happen to begin with). |
@gonetz glideN64 still not fixed and updated |
@Panderner fzurita says that GLideN64 works fine on mupen64plus fz. |
@gonetz No need to do anything from your part, in regards to libretro. |
Still not fixed I'm using realme C2, the mupen64plus fz and libretro mupen64plus didn't update glideN64 and still corrupted |
@Panderner So does it work with Mupen64Plus FZ for you but not with libretro? |
Even gliden64 fast, medium, accurate, and very accurate, glitched out |
This is a completely different problem between libretro and mupen64plus fz. Please open a new issue that only describes the problem in mupen64plus fz. |
@fzurita We don't have any of these configurations, he must be talking about fz. |
@gonetz Just a headsup, this issue isn't fixed, I found the cause and it does indeed affect mupen fz and mupen next, only at lowest resolution (< 640x580). Dunno if you want to deprecate it or it was a oversight. and maaaybe: I will write a Issue about that & the details sometime tomorrow. |
However I believe the specific issue Panderner had, is something completely different tho. |
Yeah, I created this issue for Panderner's issues: #2108 |
It is very strange decision to set default to 320x240 for N64 games, because half of them use higher internal resolution. The plugin designed to work in high or at least native resolutions, not in resolutions below native. |
@gonetz This is a bit of a unexpected response, since it used to work before your changes.
So I must assume it was unknowingly working? 320x (no nativeResFactor, no longer working) With scaling I mean the scale factor calculations that are applied in your blitting logic, but I guess, the pics tell it already. Also thats one of the cases where you broke the logic that worked prior: Notice the ->width etc override, I confirmed that with my setup it would override them to 320x298 |
I did not know that it might work that way. It is really wrong idea to have rendering buffer smaller than frame buffer in RDRAM.
It was major refactoring, and I really could made mistakes. This change looks as a mistake.
I'm not sure that I understand that question. |
(just a quick reminder i didnt forget to create the issue, but I didn't have time to investigate some more, for creating a detailed bug report). |
Hi the graphics are almost corrupted most games even glideN64-Very-Accurate on mupen64plus fz and libretro, I'm using PowerVR ge8320 (mediatek Helio p22) android phone
Comparison:
Libretro mupen64plus-next (normal and gles3 versions):


Mupen64plus fz:

In glideN64 very accurate the polygon and textures are glitchy
In glideN64 medium same as libretro core
Super Mario 64 used for comparison and it happened for most games
The text was updated successfully, but these errors were encountered: