Comments (8)
@ToppestOfDogs can you give me logs... they're in {internal storage}/citra-emu/logs
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Mr.SachinVin,
Can you please make this app for ARM processor too.i mean also for exynos CPU processors.
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My program can choose the ROM folder, but I can't open the file.Once opened, there is no response, can only be forced to close.What should I do about it?
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Hey @ToppestOfDogs ,
Can you try the new release and report back ?
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Hey @ToppestOfDogs ,
Can you try the new release and report back ?
hi, citra craches in any verson after i select a folder with a rom inside.
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I downloaded the new Version citra 0.5.1 on my android and I downloaded the Pokemon Ultra sun in settings everytime I check the "rendered" and play the rom it crash then when I uncheck it it wont but only black screen I do all the settings to low but nothing solve my problem it kicks me out of the appppp!!!!
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[ 0.018056] Frontend citra_android/jni/emu_window/emu_window.cpp:EmuWindow_Android:52: InitDisplay
[ 0.018088] Frontend citra_android/jni/ndk_helper/GLContext.cpp:Init:78: GLContext Init()
[ 0.037349] Core core/core.cpp:Init:162: CPU JIT requested, but Dynarmic not available
[ 0.038193] Audio audio_core/sink_details.cpp:GetSinkDetails:39: AudioCore::SelectSink given invalid sink_id
[ 0.065639] Render.OpenGL video_core/renderer_opengl/renderer_opengl.cpp:Init:544: GL_VERSION: OpenGL ES 3.1 v1.r7p0-02rel0.4ea33e6671ff828e33c99c982634cd65
[ 0.065683] Render.OpenGL video_core/renderer_opengl/renderer_opengl.cpp:Init:545: GL_VENDOR: ARM
[ 0.065690] Render.OpenGL video_core/renderer_opengl/renderer_opengl.cpp:Init:546: GL_RENDERER: Mali-T720
[ 0.068924] Render.OpenGL video_core/renderer_opengl/gl_shader_util.cpp:LoadShader:47: Error compiling fragment shader:
0:4: P0003: Warning: Extension 'GL_ANDROID_extension_pack_es31a' not supported
0:14: L0003: Keyword 'samplerBuffer' is reserved
[ 0.068982] Render.OpenGL video_core/renderer_opengl/gl_shader_util.cpp:LoadShader:48: Shader source code:
#version 310 es
#ifdef GL_ES
#extension GL_ANDROID_extension_pack_es31a : enable
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
precision highp samplerBuffer;
#else
precision mediump float;
precision mediump samplerBuffer;
#endif // GL_FRAGMENT_PRECISION_HIGH
#endif // GL_ES
uniform samplerBuffer tbo;
uniform vec2 tbo_size;
uniform vec4 viewport;
out vec4 color;
void main() {
vec2 tbo_coord = (gl_FragCoord.xy - viewport.xy) * tbo_size / viewport.zw;
int tbo_offset = int(tbo_coord.y) * int(tbo_size.x) + int(tbo_coord.x);
color = texelFetch(tbo, tbo_offset).rabg;
}
[ 0.069036] Render.OpenGL video_core/renderer_opengl/gl_shader_util.cpp:LoadProgram:84: Error linking shader:
Link failed because of invalid fragment shader.
[ 0.069043] Debug video_core/renderer_opengl/gl_shader_util.cpp:operator():88: Assertion Failed!
Shader not linked
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That's my log
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