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Gameboy dmg-4x.glslp shaders working not properly on RK3566 / MT6833V / Kirin 990 (GPU are all Mali-G series) #317

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kinkymouse opened this issue Oct 20, 2023 · 0 comments

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@kinkymouse
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kinkymouse commented Oct 20, 2023

Hi , I have a long time bothering issue that the shaders "dmg-xx.glslp" as well as "gameboy.glslp" work not properly on my mobile devices. The devices are powkiddy RGB30 (RK3566, Mali-G52 2EE), cellphone (MT6833, Mali-G57 MC2) and MatePad(Kirin990, Mali-G76 ). I have tested dmg-4x.glslp, 5x and 6x, they all failed showing normally.
The shaders can be loaded when playing games, but it turns out to be that the graphics are “blurry".
"blurry" screenshot
supermarioland-231020-204331

Unlike using GL, when using Vulkan on my cell phone and Matepad the shaders(dmg.slangp/gameboy.slangp) are working exactly well. Unfortunately RGB30 does not support Vulkan.
vulkan screenshot
Super Mario Land (World)(0 5Mb)-231020-210133
I have been trying to solve it, and I found it is probably something in "gb-pass2.glsl and gb-pass3.glsl" who trigger the problem. (I’ve tried to change shader passes from 6 to 3 and remove shader gb-pass2.glsl,gb-pass3.glsl and gb-pass5.glsl, when doing this the "blurry" screen were gone, and pixels are showing way better, but the screen seems "bluer" than normal, also the parameters "Shadow Blur 1" and "Shadow Blur 2" were gone.)
"bluer" screenshot with shader pass only gb-pass0.glsl, gb-pass1.glsl and gb-pass4.glsl
supermarioland-231020-204509

Is there any compatibility issue when #version 120 glsl-shaders were loading on Mali-G series?
How to get the shader “dmg-4x.glslp” working with full features on Mali devices under GL?
I know nothing in coding, need for help~~~ Many Thanks!

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