libretro/melonDS

Shaders not working in hybrid mode

Opened this issue · 2 comments

The same issue apparently exists(ed) in desmume core.
libretro/desmume#22
https://forums.libretro.com/t/shader-for-use-with-desmume-hybrid-layout/15105

Many existing shaders don't work on hybrid display (the zoomed in one), or crash RetroArch. I tried both software and OpenGL renders and it doesn't seem to make a difference. No problem in other modes. Seems weird to see how a single screen mode has no issues with shaders, but the hybrid mode, having only 2 extra small screens at the side (otherwise identical to single), works differently.

The shaders work. However they are applied on the small screen and this screen is upscaled. therefore you do not see the effect.

I had the same issue with desmume. The only way is to use the hybrid shader on top of your shaders.

Another possibility would be if libretro adds a second framebuffer

I found that actually most shader presets just fail on melonds even in default non-hybrid modes.
Example log file attached. retroarch__2021_10_02__20_06_00.log

Also some other presets makes the game lag very hard. Example of this is scalefx+rAA+aa.

Are there any good presets that work with hybrid shader? I tried adding it on top of some others and didn't get good results - they either crash or not doing anything to the main screen. Got a nice looking one for mGBA based on scalefx9-aa-blur-hazy-ntsc-sh1nra358 but on this core it gives literally 0 fps, and doesn't seem to work properly since I'm still seeing upscaled pixels.