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Comments (19)

Myaats avatar Myaats commented on July 4, 2024

seems like opengl is failing to initializing for you, and since using_opengl is false it tries to copy the non-existant framebuffer

able to apply this and check if stops crashing?

diff --git a/src/libretro/libretro.cpp b/src/libretro/libretro.cpp
index cce86e9..f2a205b 100644
--- a/src/libretro/libretro.cpp
+++ b/src/libretro/libretro.cpp
@@ -1150,7 +1150,7 @@ void retro_run(void)
       video_cb(RETRO_HW_FRAME_BUFFER_VALID, screen_layout_data.buffer_width, screen_layout_data.buffer_height, 0);
 #endif
    }
-   else
+   else if(!Config::_3DRenderer)
    {
       if(screen_layout_data.enable_top_screen)
          copy_screen(&screen_layout_data, GPU::Framebuffer[frontbuf][0], screen_layout_data.top_screen_offset);

it wont fix it not being able to initialize, but it should make it be a black screen instead

from melonds.

7oxicshadow avatar 7oxicshadow commented on July 4, 2024

The patch moves the problem along.

Now fails at the last line of the following code snippet:

static bool gl2_alive(void *data)
{
   bool ret             = false;
   bool quit            = false;
   bool resize          = false;
   gl_t         *gl     = (gl_t*)data;
   bool is_shutdown     = rarch_ctl(RARCH_CTL_IS_SHUTDOWN, NULL);
   unsigned temp_width  = gl->video_width;

Do you know of a way that I can force retroarch to build the khronos files with debug symbols? I need to be able to break in the glxx_client.c file

from melonds.

Myaats avatar Myaats commented on July 4, 2024

you should be able to rebuild RetroArch with debug on and do ./retroarch -L melonds_libretro.so [rom path]
The issue seems not to be related to the melonDS core and the Nvidia Driver & RetroArch. Are you able to get any other cores that uses OpenGL to work, like N64 emulation (With OpenGL and not Vulkan)?

from melonds.

7oxicshadow avatar 7oxicshadow commented on July 4, 2024

All other cores work fine including mupen64plus_next_libretro.so which is definitely opengl.

Out of curiosity, do you use mesa drivers?

from melonds.

Myaats avatar Myaats commented on July 4, 2024

Out of curiosity, do you use mesa drivers?

yes

from melonds.

7oxicshadow avatar 7oxicshadow commented on July 4, 2024

Wow, This took some tracking down.

In the end I resorted to looking at differences between the n64 core and melonds and the only thing that sticks out is that during the GL initialisation you explicitly set the major and minor requriements:

bool initialize_opengl(void)
{
   glsm_ctx_params_t params = {0};

   params.context_type     = RETRO_HW_CONTEXT_OPENGL;
   params.major            = 3;
   params.minor            = 3;
   params.context_reset    = context_reset;
   params.context_destroy  = context_destroy;
   params.environ_cb       = environ_cb;
   params.stencil          = false;
   params.framebuffer_lock = context_framebuffer_lock;

If I comment the major and minor lines the core works fine. I am afraid I know nothing about OpenGL so I do not know if this is a good or a bad thing but it works well now. To prove that GL was working I tested it at 8x internal resolution and the graphics improved considerably :)

from melonds.

Myaats avatar Myaats commented on July 4, 2024

able to try with 4 as the major and 1 as the minor version? if that does not work try 2 and 3 as minor. If it works fine I can update it

from melonds.

7oxicshadow avatar 7oxicshadow commented on July 4, 2024

4-1 does not work
2-3 does work

My core profile reports back as supporting 4.6. In theory it should be backwards compatible with any older versions shouldn't it?

name of display: :0
display: :0  screen: 0
direct rendering: Yes
server glx vendor string: NVIDIA Corporation
server glx version string: 1.4
server glx extensions:
    GLX_ARB_context_flush_control, GLX_ARB_create_context, 
    GLX_ARB_create_context_no_error, GLX_ARB_create_context_profile, 
    GLX_ARB_create_context_robustness, GLX_ARB_fbconfig_float, 
    GLX_ARB_multisample, GLX_EXT_buffer_age, 
    GLX_EXT_create_context_es2_profile, GLX_EXT_create_context_es_profile, 
    GLX_EXT_framebuffer_sRGB, GLX_EXT_import_context, GLX_EXT_libglvnd, 
    GLX_EXT_stereo_tree, GLX_EXT_swap_control, GLX_EXT_swap_control_tear, 
    GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, GLX_EXT_visual_rating, 
    GLX_NV_copy_image, GLX_NV_delay_before_swap, GLX_NV_float_buffer, 
    GLX_NV_robustness_video_memory_purge, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, 
    GLX_SGI_swap_control, GLX_SGI_video_sync
client glx vendor string: NVIDIA Corporation
client glx version string: 1.4
client glx extensions:
    GLX_ARB_context_flush_control, GLX_ARB_create_context, 
    GLX_ARB_create_context_no_error, GLX_ARB_create_context_profile, 
    GLX_ARB_create_context_robustness, GLX_ARB_fbconfig_float, 
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_buffer_age, 
    GLX_EXT_create_context_es2_profile, GLX_EXT_create_context_es_profile, 
    GLX_EXT_fbconfig_packed_float, GLX_EXT_framebuffer_sRGB, 
    GLX_EXT_import_context, GLX_EXT_stereo_tree, GLX_EXT_swap_control, 
    GLX_EXT_swap_control_tear, GLX_EXT_texture_from_pixmap, 
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_NV_copy_buffer, 
    GLX_NV_copy_image, GLX_NV_delay_before_swap, GLX_NV_float_buffer, 
    GLX_NV_multisample_coverage, GLX_NV_present_video, 
    GLX_NV_robustness_video_memory_purge, GLX_NV_swap_group, 
    GLX_NV_video_capture, GLX_NV_video_out, GLX_SGIX_fbconfig, 
    GLX_SGIX_pbuffer, GLX_SGI_swap_control, GLX_SGI_video_sync
GLX version: 1.4
GLX extensions:
    GLX_ARB_context_flush_control, GLX_ARB_create_context, 
    GLX_ARB_create_context_no_error, GLX_ARB_create_context_profile, 
    GLX_ARB_create_context_robustness, GLX_ARB_fbconfig_float, 
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_buffer_age, 
    GLX_EXT_create_context_es2_profile, GLX_EXT_create_context_es_profile, 
    GLX_EXT_framebuffer_sRGB, GLX_EXT_import_context, GLX_EXT_stereo_tree, 
    GLX_EXT_swap_control, GLX_EXT_swap_control_tear, 
    GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, GLX_EXT_visual_rating, 
    GLX_NV_copy_image, GLX_NV_delay_before_swap, GLX_NV_float_buffer, 
    GLX_NV_robustness_video_memory_purge, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, 
    GLX_SGI_swap_control, GLX_SGI_video_sync
Memory info (GL_NVX_gpu_memory_info):
    Dedicated video memory: 8192 MB
    Total available memory: 8192 MB
    Currently available dedicated video memory: 7588 MB
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce GTX 1070/PCIe/SSE2
OpenGL core profile version string: 4.6.0 NVIDIA 430.40
OpenGL core profile shading language version string: 4.60 NVIDIA
OpenGL core profile context flags: (none)
OpenGL core profile profile mask: core profile
OpenGL core profile extensions:
    GL_AMD_multi_draw_indirect, GL_AMD_seamless_cubemap_per_texture, 
    GL_AMD_vertex_shader_layer, GL_AMD_vertex_shader_viewport_index, 
    GL_ARB_ES2_compatibility, GL_ARB_ES3_1_compatibility, 
    GL_ARB_ES3_2_compatibility, GL_ARB_ES3_compatibility, 
    GL_ARB_arrays_of_arrays, GL_ARB_base_instance, GL_ARB_bindless_texture, 
    GL_ARB_blend_func_extended, GL_ARB_buffer_storage, 
    GL_ARB_clear_buffer_object, GL_ARB_clear_texture, GL_ARB_clip_control, 
    GL_ARB_color_buffer_float, GL_ARB_compressed_texture_pixel_storage, 
    GL_ARB_compute_shader, GL_ARB_compute_variable_group_size, 
    GL_ARB_conditional_render_inverted, GL_ARB_conservative_depth, 
    GL_ARB_copy_buffer, GL_ARB_copy_image, GL_ARB_cull_distance, 
    GL_ARB_debug_output, GL_ARB_depth_buffer_float, GL_ARB_depth_clamp, 
    GL_ARB_depth_texture, GL_ARB_derivative_control, 
    GL_ARB_direct_state_access, GL_ARB_draw_buffers, 
    GL_ARB_draw_buffers_blend, GL_ARB_draw_elements_base_vertex, 
    GL_ARB_draw_indirect, GL_ARB_draw_instanced, GL_ARB_enhanced_layouts, 
    GL_ARB_explicit_attrib_location, GL_ARB_explicit_uniform_location, 
    GL_ARB_fragment_coord_conventions, GL_ARB_fragment_layer_viewport, 
    GL_ARB_fragment_program, GL_ARB_fragment_program_shadow, 
    GL_ARB_fragment_shader, GL_ARB_fragment_shader_interlock, 
    GL_ARB_framebuffer_no_attachments, GL_ARB_framebuffer_object, 
    GL_ARB_framebuffer_sRGB, GL_ARB_geometry_shader4, 
    GL_ARB_get_program_binary, GL_ARB_get_texture_sub_image, GL_ARB_gl_spirv, 
    GL_ARB_gpu_shader5, GL_ARB_gpu_shader_fp64, GL_ARB_gpu_shader_int64, 
    GL_ARB_half_float_pixel, GL_ARB_half_float_vertex, GL_ARB_imaging, 
    GL_ARB_indirect_parameters, GL_ARB_instanced_arrays, 
    GL_ARB_internalformat_query, GL_ARB_internalformat_query2, 
    GL_ARB_invalidate_subdata, GL_ARB_map_buffer_alignment, 
    GL_ARB_map_buffer_range, GL_ARB_multi_bind, GL_ARB_multi_draw_indirect, 
    GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query, 
    GL_ARB_occlusion_query2, GL_ARB_parallel_shader_compile, 
    GL_ARB_pipeline_statistics_query, GL_ARB_pixel_buffer_object, 
    GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_polygon_offset_clamp, 
    GL_ARB_post_depth_coverage, GL_ARB_program_interface_query, 
    GL_ARB_provoking_vertex, GL_ARB_query_buffer_object, 
    GL_ARB_robust_buffer_access_behavior, GL_ARB_robustness, 
    GL_ARB_sample_locations, GL_ARB_sample_shading, GL_ARB_sampler_objects, 
    GL_ARB_seamless_cube_map, GL_ARB_seamless_cubemap_per_texture, 
    GL_ARB_separate_shader_objects, GL_ARB_shader_atomic_counter_ops, 
    GL_ARB_shader_atomic_counters, GL_ARB_shader_ballot, 
    GL_ARB_shader_bit_encoding, GL_ARB_shader_clock, 
    GL_ARB_shader_draw_parameters, GL_ARB_shader_group_vote, 
    GL_ARB_shader_image_load_store, GL_ARB_shader_image_size, 
    GL_ARB_shader_objects, GL_ARB_shader_precision, 
    GL_ARB_shader_storage_buffer_object, GL_ARB_shader_subroutine, 
    GL_ARB_shader_texture_image_samples, GL_ARB_shader_texture_lod, 
    GL_ARB_shader_viewport_layer_array, GL_ARB_shading_language_100, 
    GL_ARB_shading_language_420pack, GL_ARB_shading_language_include, 
    GL_ARB_shading_language_packing, GL_ARB_shadow, GL_ARB_sparse_buffer, 
    GL_ARB_sparse_texture, GL_ARB_sparse_texture2, 
    GL_ARB_sparse_texture_clamp, GL_ARB_spirv_extensions, 
    GL_ARB_stencil_texturing, GL_ARB_sync, GL_ARB_tessellation_shader, 
    GL_ARB_texture_barrier, GL_ARB_texture_border_clamp, 
    GL_ARB_texture_buffer_object, GL_ARB_texture_buffer_object_rgb32, 
    GL_ARB_texture_buffer_range, GL_ARB_texture_compression, 
    GL_ARB_texture_compression_bptc, GL_ARB_texture_compression_rgtc, 
    GL_ARB_texture_cube_map, GL_ARB_texture_cube_map_array, 
    GL_ARB_texture_env_add, GL_ARB_texture_env_combine, 
    GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3, 
    GL_ARB_texture_filter_anisotropic, GL_ARB_texture_filter_minmax, 
    GL_ARB_texture_float, GL_ARB_texture_gather, 
    GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_texture_mirrored_repeat, 
    GL_ARB_texture_multisample, GL_ARB_texture_non_power_of_two, 
    GL_ARB_texture_query_levels, GL_ARB_texture_query_lod, 
    GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui, 
    GL_ARB_texture_stencil8, GL_ARB_texture_storage, 
    GL_ARB_texture_storage_multisample, GL_ARB_texture_swizzle, 
    GL_ARB_texture_view, GL_ARB_timer_query, GL_ARB_transform_feedback2, 
    GL_ARB_transform_feedback3, GL_ARB_transform_feedback_instanced, 
    GL_ARB_transform_feedback_overflow_query, GL_ARB_transpose_matrix, 
    GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra, 
    GL_ARB_vertex_array_object, GL_ARB_vertex_attrib_64bit, 
    GL_ARB_vertex_attrib_binding, GL_ARB_vertex_buffer_object, 
    GL_ARB_vertex_program, GL_ARB_vertex_shader, 
    GL_ARB_vertex_type_10f_11f_11f_rev, GL_ARB_vertex_type_2_10_10_10_rev, 
    GL_ARB_viewport_array, GL_ARB_window_pos, GL_ATI_draw_buffers, 
    GL_ATI_texture_float, GL_ATI_texture_mirror_once, 
    GL_EXTX_framebuffer_mixed_formats, GL_EXT_Cg_shader, GL_EXT_abgr, 
    GL_EXT_bgra, GL_EXT_bindable_uniform, GL_EXT_blend_color, 
    GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate, 
    GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array, 
    GL_EXT_depth_bounds_test, GL_EXT_direct_state_access, 
    GL_EXT_draw_buffers2, GL_EXT_draw_instanced, GL_EXT_draw_range_elements, 
    GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample, 
    GL_EXT_framebuffer_multisample_blit_scaled, GL_EXT_framebuffer_object, 
    GL_EXT_framebuffer_sRGB, GL_EXT_geometry_shader4, 
    GL_EXT_gpu_program_parameters, GL_EXT_gpu_shader4, 
    GL_EXT_import_sync_object, GL_EXT_memory_object, GL_EXT_memory_object_fd, 
    GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil, 
    GL_EXT_packed_float, GL_EXT_packed_pixels, GL_EXT_pixel_buffer_object, 
    GL_EXT_point_parameters, GL_EXT_polygon_offset_clamp, 
    GL_EXT_post_depth_coverage, GL_EXT_provoking_vertex, 
    GL_EXT_raster_multisample, GL_EXT_rescale_normal, GL_EXT_secondary_color, 
    GL_EXT_semaphore, GL_EXT_semaphore_fd, GL_EXT_separate_shader_objects, 
    GL_EXT_separate_specular_color, GL_EXT_shader_image_load_formatted, 
    GL_EXT_shader_image_load_store, GL_EXT_shader_integer_mix, 
    GL_EXT_shadow_funcs, GL_EXT_sparse_texture2, GL_EXT_stencil_two_side, 
    GL_EXT_stencil_wrap, GL_EXT_texture3D, GL_EXT_texture_array, 
    GL_EXT_texture_buffer_object, GL_EXT_texture_compression_dxt1, 
    GL_EXT_texture_compression_latc, GL_EXT_texture_compression_rgtc, 
    GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map, 
    GL_EXT_texture_edge_clamp, GL_EXT_texture_env_add, 
    GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3, 
    GL_EXT_texture_filter_anisotropic, GL_EXT_texture_filter_minmax, 
    GL_EXT_texture_integer, GL_EXT_texture_lod, GL_EXT_texture_lod_bias, 
    GL_EXT_texture_mirror_clamp, GL_EXT_texture_object, GL_EXT_texture_sRGB, 
    GL_EXT_texture_sRGB_R8, GL_EXT_texture_sRGB_decode, 
    GL_EXT_texture_shared_exponent, GL_EXT_texture_storage, 
    GL_EXT_texture_swizzle, GL_EXT_timer_query, GL_EXT_transform_feedback2, 
    GL_EXT_vertex_array, GL_EXT_vertex_array_bgra, GL_EXT_vertex_attrib_64bit, 
    GL_EXT_window_rectangles, GL_EXT_x11_sync_object, GL_IBM_rasterpos_clip, 
    GL_IBM_texture_mirrored_repeat, GL_KHR_blend_equation_advanced, 
    GL_KHR_blend_equation_advanced_coherent, GL_KHR_context_flush_control, 
    GL_KHR_debug, GL_KHR_no_error, GL_KHR_parallel_shader_compile, 
    GL_KHR_robust_buffer_access_behavior, GL_KHR_robustness, 
    GL_KTX_buffer_region, GL_NVX_blend_equation_advanced_multi_draw_buffers, 
    GL_NVX_conditional_render, GL_NVX_gpu_memory_info, GL_NVX_nvenc_interop, 
    GL_NV_ES1_1_compatibility, GL_NV_ES3_1_compatibility, 
    GL_NV_alpha_to_coverage_dither_control, GL_NV_bindless_multi_draw_indirect, 
    GL_NV_bindless_multi_draw_indirect_count, GL_NV_bindless_texture, 
    GL_NV_blend_equation_advanced, GL_NV_blend_equation_advanced_coherent, 
    GL_NV_blend_minmax_factor, GL_NV_blend_square, GL_NV_clip_space_w_scaling, 
    GL_NV_command_list, GL_NV_compute_program5, GL_NV_conditional_render, 
    GL_NV_conservative_raster, GL_NV_conservative_raster_dilate, 
    GL_NV_conservative_raster_pre_snap_triangles, GL_NV_copy_depth_to_color, 
    GL_NV_copy_image, GL_NV_depth_buffer_float, GL_NV_depth_clamp, 
    GL_NV_draw_texture, GL_NV_draw_vulkan_image, GL_NV_explicit_multisample, 
    GL_NV_feature_query, GL_NV_fence, GL_NV_fill_rectangle, 
    GL_NV_float_buffer, GL_NV_fog_distance, GL_NV_fragment_coverage_to_color, 
    GL_NV_fragment_program, GL_NV_fragment_program2, 
    GL_NV_fragment_program_option, GL_NV_fragment_shader_interlock, 
    GL_NV_framebuffer_mixed_samples, GL_NV_framebuffer_multisample_coverage, 
    GL_NV_geometry_shader4, GL_NV_geometry_shader_passthrough, 
    GL_NV_gpu_program4, GL_NV_gpu_program4_1, GL_NV_gpu_program5, 
    GL_NV_gpu_program5_mem_extended, GL_NV_gpu_program_fp64, 
    GL_NV_gpu_shader5, GL_NV_half_float, GL_NV_internalformat_sample_query, 
    GL_NV_light_max_exponent, GL_NV_memory_attachment, 
    GL_NV_multisample_coverage, GL_NV_multisample_filter_hint, 
    GL_NV_occlusion_query, GL_NV_packed_depth_stencil, 
    GL_NV_parameter_buffer_object, GL_NV_parameter_buffer_object2, 
    GL_NV_path_rendering, GL_NV_path_rendering_shared_edge, 
    GL_NV_pixel_data_range, GL_NV_point_sprite, GL_NV_primitive_restart, 
    GL_NV_query_resource, GL_NV_query_resource_tag, GL_NV_register_combiners, 
    GL_NV_register_combiners2, GL_NV_robustness_video_memory_purge, 
    GL_NV_sample_locations, GL_NV_sample_mask_override_coverage, 
    GL_NV_shader_atomic_counters, GL_NV_shader_atomic_float, 
    GL_NV_shader_atomic_float64, GL_NV_shader_atomic_fp16_vector, 
    GL_NV_shader_atomic_int64, GL_NV_shader_buffer_load, 
    GL_NV_shader_storage_buffer_object, GL_NV_shader_thread_group, 
    GL_NV_shader_thread_shuffle, GL_NV_stereo_view_rendering, 
    GL_NV_texgen_reflection, GL_NV_texture_barrier, 
    GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4, 
    GL_NV_texture_multisample, GL_NV_texture_rectangle, 
    GL_NV_texture_rectangle_compressed, GL_NV_texture_shader, 
    GL_NV_texture_shader2, GL_NV_texture_shader3, GL_NV_transform_feedback, 
    GL_NV_transform_feedback2, GL_NV_uniform_buffer_unified_memory, 
    GL_NV_vdpau_interop, GL_NV_vdpau_interop2, GL_NV_vertex_array_range, 
    GL_NV_vertex_array_range2, GL_NV_vertex_attrib_integer_64bit, 
    GL_NV_vertex_buffer_unified_memory, GL_NV_vertex_program, 
    GL_NV_vertex_program1_1, GL_NV_vertex_program2, 
    GL_NV_vertex_program2_option, GL_NV_vertex_program3, 
    GL_NV_viewport_array2, GL_NV_viewport_swizzle, GL_OVR_multiview, 
    GL_OVR_multiview2, GL_S3_s3tc, GL_SGIS_generate_mipmap, 
    GL_SGIS_texture_lod, GL_SGIX_depth_texture, GL_SGIX_shadow, 
    GL_SUN_slice_accum

OpenGL version string: 4.6.0 NVIDIA 430.40
OpenGL shading language version string: 4.60 NVIDIA
OpenGL context flags: (none)
OpenGL profile mask: (none)
OpenGL extensions:
    GL_AMD_multi_draw_indirect, GL_AMD_seamless_cubemap_per_texture, 
    GL_AMD_vertex_shader_layer, GL_AMD_vertex_shader_viewport_index, 
    GL_ARB_ES2_compatibility, GL_ARB_ES3_1_compatibility, 
    GL_ARB_ES3_2_compatibility, GL_ARB_ES3_compatibility, 
    GL_ARB_arrays_of_arrays, GL_ARB_base_instance, GL_ARB_bindless_texture, 
    GL_ARB_blend_func_extended, GL_ARB_buffer_storage, 
    GL_ARB_clear_buffer_object, GL_ARB_clear_texture, GL_ARB_clip_control, 
    GL_ARB_color_buffer_float, GL_ARB_compatibility, 
    GL_ARB_compressed_texture_pixel_storage, GL_ARB_compute_shader, 
    GL_ARB_compute_variable_group_size, GL_ARB_conditional_render_inverted, 
    GL_ARB_conservative_depth, GL_ARB_copy_buffer, GL_ARB_copy_image, 
    GL_ARB_cull_distance, GL_ARB_debug_output, GL_ARB_depth_buffer_float, 
    GL_ARB_depth_clamp, GL_ARB_depth_texture, GL_ARB_derivative_control, 
    GL_ARB_direct_state_access, GL_ARB_draw_buffers, 
    GL_ARB_draw_buffers_blend, GL_ARB_draw_elements_base_vertex, 
    GL_ARB_draw_indirect, GL_ARB_draw_instanced, GL_ARB_enhanced_layouts, 
    GL_ARB_explicit_attrib_location, GL_ARB_explicit_uniform_location, 
    GL_ARB_fragment_coord_conventions, GL_ARB_fragment_layer_viewport, 
    GL_ARB_fragment_program, GL_ARB_fragment_program_shadow, 
    GL_ARB_fragment_shader, GL_ARB_fragment_shader_interlock, 
    GL_ARB_framebuffer_no_attachments, GL_ARB_framebuffer_object, 
    GL_ARB_framebuffer_sRGB, GL_ARB_geometry_shader4, 
    GL_ARB_get_program_binary, GL_ARB_get_texture_sub_image, GL_ARB_gl_spirv, 
    GL_ARB_gpu_shader5, GL_ARB_gpu_shader_fp64, GL_ARB_gpu_shader_int64, 
    GL_ARB_half_float_pixel, GL_ARB_half_float_vertex, GL_ARB_imaging, 
    GL_ARB_indirect_parameters, GL_ARB_instanced_arrays, 
    GL_ARB_internalformat_query, GL_ARB_internalformat_query2, 
    GL_ARB_invalidate_subdata, GL_ARB_map_buffer_alignment, 
    GL_ARB_map_buffer_range, GL_ARB_multi_bind, GL_ARB_multi_draw_indirect, 
    GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query, 
    GL_ARB_occlusion_query2, GL_ARB_parallel_shader_compile, 
    GL_ARB_pipeline_statistics_query, GL_ARB_pixel_buffer_object, 
    GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_polygon_offset_clamp, 
    GL_ARB_post_depth_coverage, GL_ARB_program_interface_query, 
    GL_ARB_provoking_vertex, GL_ARB_query_buffer_object, 
    GL_ARB_robust_buffer_access_behavior, GL_ARB_robustness, 
    GL_ARB_sample_locations, GL_ARB_sample_shading, GL_ARB_sampler_objects, 
    GL_ARB_seamless_cube_map, GL_ARB_seamless_cubemap_per_texture, 
    GL_ARB_separate_shader_objects, GL_ARB_shader_atomic_counter_ops, 
    GL_ARB_shader_atomic_counters, GL_ARB_shader_ballot, 
    GL_ARB_shader_bit_encoding, GL_ARB_shader_clock, 
    GL_ARB_shader_draw_parameters, GL_ARB_shader_group_vote, 
    GL_ARB_shader_image_load_store, GL_ARB_shader_image_size, 
    GL_ARB_shader_objects, GL_ARB_shader_precision, 
    GL_ARB_shader_storage_buffer_object, GL_ARB_shader_subroutine, 
    GL_ARB_shader_texture_image_samples, GL_ARB_shader_texture_lod, 
    GL_ARB_shader_viewport_layer_array, GL_ARB_shading_language_100, 
    GL_ARB_shading_language_420pack, GL_ARB_shading_language_include, 
    GL_ARB_shading_language_packing, GL_ARB_shadow, GL_ARB_sparse_buffer, 
    GL_ARB_sparse_texture, GL_ARB_sparse_texture2, 
    GL_ARB_sparse_texture_clamp, GL_ARB_spirv_extensions, 
    GL_ARB_stencil_texturing, GL_ARB_sync, GL_ARB_tessellation_shader, 
    GL_ARB_texture_barrier, GL_ARB_texture_border_clamp, 
    GL_ARB_texture_buffer_object, GL_ARB_texture_buffer_object_rgb32, 
    GL_ARB_texture_buffer_range, GL_ARB_texture_compression, 
    GL_ARB_texture_compression_bptc, GL_ARB_texture_compression_rgtc, 
    GL_ARB_texture_cube_map, GL_ARB_texture_cube_map_array, 
    GL_ARB_texture_env_add, GL_ARB_texture_env_combine, 
    GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3, 
    GL_ARB_texture_filter_anisotropic, GL_ARB_texture_filter_minmax, 
    GL_ARB_texture_float, GL_ARB_texture_gather, 
    GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_texture_mirrored_repeat, 
    GL_ARB_texture_multisample, GL_ARB_texture_non_power_of_two, 
    GL_ARB_texture_query_levels, GL_ARB_texture_query_lod, 
    GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui, 
    GL_ARB_texture_stencil8, GL_ARB_texture_storage, 
    GL_ARB_texture_storage_multisample, GL_ARB_texture_swizzle, 
    GL_ARB_texture_view, GL_ARB_timer_query, GL_ARB_transform_feedback2, 
    GL_ARB_transform_feedback3, GL_ARB_transform_feedback_instanced, 
    GL_ARB_transform_feedback_overflow_query, GL_ARB_transpose_matrix, 
    GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra, 
    GL_ARB_vertex_array_object, GL_ARB_vertex_attrib_64bit, 
    GL_ARB_vertex_attrib_binding, GL_ARB_vertex_buffer_object, 
    GL_ARB_vertex_program, GL_ARB_vertex_shader, 
    GL_ARB_vertex_type_10f_11f_11f_rev, GL_ARB_vertex_type_2_10_10_10_rev, 
    GL_ARB_viewport_array, GL_ARB_window_pos, GL_ATI_draw_buffers, 
    GL_ATI_texture_float, GL_ATI_texture_mirror_once, 
    GL_EXTX_framebuffer_mixed_formats, GL_EXT_Cg_shader, GL_EXT_abgr, 
    GL_EXT_bgra, GL_EXT_bindable_uniform, GL_EXT_blend_color, 
    GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate, 
    GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array, 
    GL_EXT_depth_bounds_test, GL_EXT_direct_state_access, 
    GL_EXT_draw_buffers2, GL_EXT_draw_instanced, GL_EXT_draw_range_elements, 
    GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample, 
    GL_EXT_framebuffer_multisample_blit_scaled, GL_EXT_framebuffer_object, 
    GL_EXT_framebuffer_sRGB, GL_EXT_geometry_shader4, 
    GL_EXT_gpu_program_parameters, GL_EXT_gpu_shader4, 
    GL_EXT_import_sync_object, GL_EXT_memory_object, GL_EXT_memory_object_fd, 
    GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil, 
    GL_EXT_packed_float, GL_EXT_packed_pixels, GL_EXT_pixel_buffer_object, 
    GL_EXT_point_parameters, GL_EXT_polygon_offset_clamp, 
    GL_EXT_post_depth_coverage, GL_EXT_provoking_vertex, 
    GL_EXT_raster_multisample, GL_EXT_rescale_normal, GL_EXT_secondary_color, 
    GL_EXT_semaphore, GL_EXT_semaphore_fd, GL_EXT_separate_shader_objects, 
    GL_EXT_separate_specular_color, GL_EXT_shader_image_load_formatted, 
    GL_EXT_shader_image_load_store, GL_EXT_shader_integer_mix, 
    GL_EXT_shadow_funcs, GL_EXT_sparse_texture2, GL_EXT_stencil_two_side, 
    GL_EXT_stencil_wrap, GL_EXT_texture3D, GL_EXT_texture_array, 
    GL_EXT_texture_buffer_object, GL_EXT_texture_compression_dxt1, 
    GL_EXT_texture_compression_latc, GL_EXT_texture_compression_rgtc, 
    GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map, 
    GL_EXT_texture_edge_clamp, GL_EXT_texture_env_add, 
    GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3, 
    GL_EXT_texture_filter_anisotropic, GL_EXT_texture_filter_minmax, 
    GL_EXT_texture_integer, GL_EXT_texture_lod, GL_EXT_texture_lod_bias, 
    GL_EXT_texture_mirror_clamp, GL_EXT_texture_object, GL_EXT_texture_sRGB, 
    GL_EXT_texture_sRGB_R8, GL_EXT_texture_sRGB_decode, 
    GL_EXT_texture_shared_exponent, GL_EXT_texture_storage, 
    GL_EXT_texture_swizzle, GL_EXT_timer_query, GL_EXT_transform_feedback2, 
    GL_EXT_vertex_array, GL_EXT_vertex_array_bgra, GL_EXT_vertex_attrib_64bit, 
    GL_EXT_window_rectangles, GL_EXT_x11_sync_object, GL_IBM_rasterpos_clip, 
    GL_IBM_texture_mirrored_repeat, GL_KHR_blend_equation_advanced, 
    GL_KHR_blend_equation_advanced_coherent, GL_KHR_context_flush_control, 
    GL_KHR_debug, GL_KHR_no_error, GL_KHR_parallel_shader_compile, 
    GL_KHR_robust_buffer_access_behavior, GL_KHR_robustness, 
    GL_KTX_buffer_region, GL_NVX_blend_equation_advanced_multi_draw_buffers, 
    GL_NVX_conditional_render, GL_NVX_gpu_memory_info, GL_NVX_nvenc_interop, 
    GL_NV_ES1_1_compatibility, GL_NV_ES3_1_compatibility, 
    GL_NV_alpha_to_coverage_dither_control, GL_NV_bindless_multi_draw_indirect, 
    GL_NV_bindless_multi_draw_indirect_count, GL_NV_bindless_texture, 
    GL_NV_blend_equation_advanced, GL_NV_blend_equation_advanced_coherent, 
    GL_NV_blend_minmax_factor, GL_NV_blend_square, GL_NV_clip_space_w_scaling, 
    GL_NV_command_list, GL_NV_compute_program5, GL_NV_conditional_render, 
    GL_NV_conservative_raster, GL_NV_conservative_raster_dilate, 
    GL_NV_conservative_raster_pre_snap_triangles, GL_NV_copy_depth_to_color, 
    GL_NV_copy_image, GL_NV_depth_buffer_float, GL_NV_depth_clamp, 
    GL_NV_draw_texture, GL_NV_draw_vulkan_image, GL_NV_explicit_multisample, 
    GL_NV_feature_query, GL_NV_fence, GL_NV_fill_rectangle, 
    GL_NV_float_buffer, GL_NV_fog_distance, GL_NV_fragment_coverage_to_color, 
    GL_NV_fragment_program, GL_NV_fragment_program2, 
    GL_NV_fragment_program_option, GL_NV_fragment_shader_interlock, 
    GL_NV_framebuffer_mixed_samples, GL_NV_framebuffer_multisample_coverage, 
    GL_NV_geometry_shader4, GL_NV_geometry_shader_passthrough, 
    GL_NV_gpu_program4, GL_NV_gpu_program4_1, GL_NV_gpu_program5, 
    GL_NV_gpu_program5_mem_extended, GL_NV_gpu_program_fp64, 
    GL_NV_gpu_shader5, GL_NV_half_float, GL_NV_internalformat_sample_query, 
    GL_NV_light_max_exponent, GL_NV_memory_attachment, 
    GL_NV_multisample_coverage, GL_NV_multisample_filter_hint, 
    GL_NV_occlusion_query, GL_NV_packed_depth_stencil, 
    GL_NV_parameter_buffer_object, GL_NV_parameter_buffer_object2, 
    GL_NV_path_rendering, GL_NV_path_rendering_shared_edge, 
    GL_NV_pixel_data_range, GL_NV_point_sprite, GL_NV_primitive_restart, 
    GL_NV_query_resource, GL_NV_query_resource_tag, GL_NV_register_combiners, 
    GL_NV_register_combiners2, GL_NV_robustness_video_memory_purge, 
    GL_NV_sample_locations, GL_NV_sample_mask_override_coverage, 
    GL_NV_shader_atomic_counters, GL_NV_shader_atomic_float, 
    GL_NV_shader_atomic_float64, GL_NV_shader_atomic_fp16_vector, 
    GL_NV_shader_atomic_int64, GL_NV_shader_buffer_load, 
    GL_NV_shader_storage_buffer_object, GL_NV_shader_thread_group, 
    GL_NV_shader_thread_shuffle, GL_NV_stereo_view_rendering, 
    GL_NV_texgen_reflection, GL_NV_texture_barrier, 
    GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4, 
    GL_NV_texture_multisample, GL_NV_texture_rectangle, 
    GL_NV_texture_rectangle_compressed, GL_NV_texture_shader, 
    GL_NV_texture_shader2, GL_NV_texture_shader3, GL_NV_transform_feedback, 
    GL_NV_transform_feedback2, GL_NV_uniform_buffer_unified_memory, 
    GL_NV_vdpau_interop, GL_NV_vdpau_interop2, GL_NV_vertex_array_range, 
    GL_NV_vertex_array_range2, GL_NV_vertex_attrib_integer_64bit, 
    GL_NV_vertex_buffer_unified_memory, GL_NV_vertex_program, 
    GL_NV_vertex_program1_1, GL_NV_vertex_program2, 
    GL_NV_vertex_program2_option, GL_NV_vertex_program3, 
    GL_NV_viewport_array2, GL_NV_viewport_swizzle, GL_OVR_multiview, 
    GL_OVR_multiview2, GL_S3_s3tc, GL_SGIS_generate_mipmap, 
    GL_SGIS_texture_lod, GL_SGIX_depth_texture, GL_SGIX_shadow, 
    GL_SUN_slice_accum

OpenGL ES profile version string: OpenGL ES 3.2 NVIDIA 430.40
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.20
OpenGL ES profile extensions:
    GL_ANDROID_extension_pack_es31a, GL_EXT_EGL_image_external_wrap_modes, 
    GL_EXT_base_instance, GL_EXT_blend_func_extended, GL_EXT_blend_minmax, 
    GL_EXT_buffer_storage, GL_EXT_clear_texture, GL_EXT_clip_control, 
    GL_EXT_clip_cull_distance, GL_EXT_color_buffer_float, 
    GL_EXT_color_buffer_half_float, GL_EXT_compressed_ETC1_RGB8_sub_texture, 
    GL_EXT_conservative_depth, GL_EXT_copy_image, GL_EXT_debug_label, 
    GL_EXT_discard_framebuffer, GL_EXT_disjoint_timer_query, 
    GL_EXT_draw_buffers_indexed, GL_EXT_draw_elements_base_vertex, 
    GL_EXT_draw_transform_feedback, GL_EXT_float_blend, GL_EXT_frag_depth, 
    GL_EXT_geometry_point_size, GL_EXT_geometry_shader, GL_EXT_gpu_shader5, 
    GL_EXT_map_buffer_range, GL_EXT_memory_object, GL_EXT_memory_object_fd, 
    GL_EXT_multi_draw_indirect, GL_EXT_multisample_compatibility, 
    GL_EXT_multisampled_render_to_texture, 
    GL_EXT_multisampled_render_to_texture2, GL_EXT_occlusion_query_boolean, 
    GL_EXT_polygon_offset_clamp, GL_EXT_post_depth_coverage, 
    GL_EXT_primitive_bounding_box, GL_EXT_raster_multisample, 
    GL_EXT_render_snorm, GL_EXT_robustness, GL_EXT_sRGB, 
    GL_EXT_sRGB_write_control, GL_EXT_semaphore, GL_EXT_semaphore_fd, 
    GL_EXT_separate_shader_objects, GL_EXT_shader_group_vote, 
    GL_EXT_shader_implicit_conversions, GL_EXT_shader_integer_mix, 
    GL_EXT_shader_io_blocks, GL_EXT_shader_non_constant_global_initializers, 
    GL_EXT_shader_texture_lod, GL_EXT_shadow_samplers, GL_EXT_sparse_texture, 
    GL_EXT_sparse_texture2, GL_EXT_tessellation_point_size, 
    GL_EXT_tessellation_shader, GL_EXT_texture_border_clamp, 
    GL_EXT_texture_buffer, GL_EXT_texture_compression_bptc, 
    GL_EXT_texture_compression_dxt1, GL_EXT_texture_compression_rgtc, 
    GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map_array, 
    GL_EXT_texture_filter_anisotropic, GL_EXT_texture_filter_minmax, 
    GL_EXT_texture_format_BGRA8888, GL_EXT_texture_mirror_clamp_to_edge, 
    GL_EXT_texture_norm16, GL_EXT_texture_rg, GL_EXT_texture_sRGB_R8, 
    GL_EXT_texture_sRGB_decode, GL_EXT_texture_storage, GL_EXT_texture_view, 
    GL_EXT_unpack_subimage, GL_EXT_window_rectangles, 
    GL_KHR_blend_equation_advanced, GL_KHR_blend_equation_advanced_coherent, 
    GL_KHR_context_flush_control, GL_KHR_debug, GL_KHR_no_error, 
    GL_KHR_parallel_shader_compile, GL_KHR_robust_buffer_access_behavior, 
    GL_KHR_robustness, GL_NVX_blend_equation_advanced_multi_draw_buffers, 
    GL_NV_bgr, GL_NV_bindless_texture, GL_NV_blend_equation_advanced, 
    GL_NV_blend_equation_advanced_coherent, GL_NV_blend_minmax_factor, 
    GL_NV_clip_space_w_scaling, GL_NV_conditional_render, 
    GL_NV_conservative_raster, GL_NV_conservative_raster_pre_snap_triangles, 
    GL_NV_copy_buffer, GL_NV_copy_image, GL_NV_draw_buffers, 
    GL_NV_draw_instanced, GL_NV_draw_texture, GL_NV_draw_vulkan_image, 
    GL_NV_explicit_attrib_location, GL_NV_fbo_color_attachments, 
    GL_NV_fill_rectangle, GL_NV_fragment_coverage_to_color, 
    GL_NV_fragment_shader_interlock, GL_NV_framebuffer_blit, 
    GL_NV_framebuffer_mixed_samples, GL_NV_framebuffer_multisample, 
    GL_NV_generate_mipmap_sRGB, GL_NV_geometry_shader_passthrough, 
    GL_NV_gpu_shader5, GL_NV_image_formats, GL_NV_instanced_arrays, 
    GL_NV_internalformat_sample_query, GL_NV_memory_attachment, 
    GL_NV_non_square_matrices, GL_NV_occlusion_query_samples, 
    GL_NV_pack_subimage, GL_NV_packed_float, GL_NV_packed_float_linear, 
    GL_NV_path_rendering, GL_NV_path_rendering_shared_edge, 
    GL_NV_pixel_buffer_object, GL_NV_polygon_mode, GL_NV_read_buffer, 
    GL_NV_read_depth, GL_NV_read_depth_stencil, GL_NV_read_stencil, 
    GL_NV_sRGB_formats, GL_NV_sample_locations, 
    GL_NV_sample_mask_override_coverage, GL_NV_shader_atomic_fp16_vector, 
    GL_NV_shader_noperspective_interpolation, GL_NV_shadow_samplers_array, 
    GL_NV_shadow_samplers_cube, GL_NV_stereo_view_rendering, 
    GL_NV_texture_array, GL_NV_texture_barrier, GL_NV_texture_border_clamp, 
    GL_NV_texture_compression_latc, GL_NV_texture_compression_s3tc, 
    GL_NV_texture_compression_s3tc_update, GL_NV_timer_query, 
    GL_NV_viewport_array, GL_NV_viewport_array2, GL_NV_viewport_swizzle, 
    GL_OES_compressed_ETC1_RGB8_texture, GL_OES_copy_image, GL_OES_depth24, 
    GL_OES_depth32, GL_OES_depth_texture, GL_OES_depth_texture_cube_map, 
    GL_OES_draw_buffers_indexed, GL_OES_draw_elements_base_vertex, 
    GL_OES_element_index_uint, GL_OES_fbo_render_mipmap, 
    GL_OES_geometry_point_size, GL_OES_geometry_shader, 
    GL_OES_get_program_binary, GL_OES_gpu_shader5, GL_OES_mapbuffer, 
    GL_OES_packed_depth_stencil, GL_OES_primitive_bounding_box, 
    GL_OES_rgb8_rgba8, GL_OES_sample_shading, GL_OES_sample_variables, 
    GL_OES_shader_image_atomic, GL_OES_shader_io_blocks, 
    GL_OES_shader_multisample_interpolation, GL_OES_standard_derivatives, 
    GL_OES_tessellation_point_size, GL_OES_tessellation_shader, 
    GL_OES_texture_border_clamp, GL_OES_texture_buffer, 
    GL_OES_texture_cube_map_array, GL_OES_texture_float, 
    GL_OES_texture_float_linear, GL_OES_texture_half_float, 
    GL_OES_texture_half_float_linear, GL_OES_texture_npot, 
    GL_OES_texture_stencil8, GL_OES_texture_storage_multisample_2d_array, 
    GL_OES_texture_view, GL_OES_vertex_array_object, GL_OES_vertex_half_float, 
    GL_OES_viewport_array, GL_OVR_multiview, GL_OVR_multiview2, 
    GL_OVR_multiview_multisampled_render_to_texture

from melonds.

negativeExponent avatar negativeExponent commented on July 4, 2024

opengl and vulkan crashed on me..

but glcore does not.. can you guys confirm this if we have similar case?

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7oxicshadow avatar 7oxicshadow commented on July 4, 2024

This bug is related to enabling OpenGL support in the core options for melon ds. Are you referring to enabling OpenGL in the Retroarch options (which is different)?

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negativeExponent avatar negativeExponent commented on July 4, 2024

yes, when opengl is use in melonDS core options, the core crashes when using gl or vulkan driver... switching to glcore instead will load melonds(gl)

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7oxicshadow avatar 7oxicshadow commented on July 4, 2024

In that case I suspect it is probably the same issue

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Myaats avatar Myaats commented on July 4, 2024

I tested removing the specific major and minor opengl version requirement and it seemed to behave fine with both the gl and glcore video driver. Hopefully d6460c1 will sort things out

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7oxicshadow avatar 7oxicshadow commented on July 4, 2024

Just done a clean build from the latest source.

Confirmed working for me. Hopefully @negativeExponent can confirm aswell.

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negativeExponent avatar negativeExponent commented on July 4, 2024

no, no luck here. i cant play it even on glcore anymore

its either the screen will just be black while the ingame sounds works, or im stuck at black screen and cannot even open quick menu. this is tested on gl, vulkan and glcore

log shows OpenGL: failed to link shader program: error: vertex shader lacks `main' when its a total freeze or stuck in black screen with no ingame sounds.

https://pastebin.com/GWz9qHVc

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7oxicshadow avatar 7oxicshadow commented on July 4, 2024

The black screen with in-game sounds might be explained with one of the changes made in d640c1.
Datamats explained earlier in this thread that the following change could cause that to happen if GL fails:

else if(!Config::_3DRenderer)

I am not an expert on OpenGL but the vertex shader error suggests that your graphics drivers are screwed up in some way. Can you post some details about your machine (distro, processor, gfx card, gfx driver etc...)

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teddynessy avatar teddynessy commented on July 4, 2024

I'm also having a black screen with game audio, although it seems I can play in the background. Here's my log:
https://0x0.st/ilHd.log

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barbudreadmon avatar barbudreadmon commented on July 4, 2024

My PR should fix remaining issues.

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Sanaki avatar Sanaki commented on July 4, 2024

I believe this issue has been resolved and can be closed.

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