and in terms of rendering, it uses a native cpp library under the hood, so as far as i can tell, we just pass the surface into the native library (via “newSurface”), and it takes it from there?
@simongellis maybe you could chime in, if/when you get a chance as to what the issue might be here
added some extra debug log statements in this commit:
the emulator is running, i can hear the audio and use the on-screen controls to press buttons,
i just can’t see anything!
According to the log, there are no active InterlacedSurfaceView. That looks weird to me. Also, the log is not full. Please get the full log (from the app start to the end). And ideally as raw (unfiltered and with system logs) as possible.
a follow-up question: citra supports opengl and vulkan
is it possible to pass a vulkan context to LeiaSDK? or is this getting into the realm of needing to dive into the c++ api?
i thought the vulkan stuff was more under-the-hood, and the Android app would still just be shuttling the final output to the surface via OGL, but it sounds like when that renderer is active, it’s vulkan all the way down?
fwiw, the black output surface is happening no matter which renderer i have activated in Settings > Graphics
also no matter which Stereoscopic 3D mode i select in that submenu
I’ve found the issue - apparently, SurfaceTexture needs the buffer size to be set explicitly. Quick debugging showed that here window_width/height is 1. When it’s expected to be 2560x1600. So adding surfaceTexture?.setDefaultBufferSize(2560, 1600) resolves the issue.
You are passing neither OpenGL nor Vulkan stuff into LeiaSDK when rendering into a Surface. It’s totally abstracted away via the ANativeWindow interface. I just checked, Vulkan also works fine, as expected.
it’s alive!!! and it looks glorious! thank you so so much for your patience and assistance tracking this down. i would’ve been at it for another week for sure!
don’t select Lume Pad as the option, select Side-By-Side
i need to remove those other two dummy options
if you do like 35-50% “depth” it’s working pretty well, but i need to add a good on-screen depth slider (which i have an old PR i need to dig up)
i’m getting 60fps with ogl and vulkan on new super mario bros 2, trying 3D world now, mario kart 7 keeps crashing with both renderers, i need to dig into why tomorrow
shovel knight is another good one that’s not very resource intensive and a good test
i should probably see about baking in some homebrew like @simongellis did with VVB so there’s at least something playable by default
I was able to view in 3d now. But it behaves rather weirdly, it started from the default mode even though I selected stereoscopic before starting a game, only after pressing the back button it switched to stereoscopic.
hmm… i haven’t experienced that, but i’ll keep an eye out
i’m going to update the release page today with a version that changes the defaults so, maybe that will help,
but you may have to uninstall / reinstall (and/or) delete the Citra folder that was selected when you first launched it