[libretro/Android] Core crashes when game is loaded (GPU error)
Game or games this happens in
All
What area of the game / PPSSPP
OS: Android 15
With the default core options, the libretro PPSSPP core crashes when loading a game in RetroArch. The logs seem to indicate a graphics error with both the OpenGL and Vulkan video drivers.
What should happen
The core should not crash.
The crash does not happen when software rendering is used. It also does not occur on the standalone PPSSPP app, only the libretro core.
Logs
These are RetroArch logs. There is one for gl and one for vulkan.
Platform
libretro / Retroarch
Mobile device model or graphics card (GPU)
Samsung Galaxy A15 5G, Mali-G57 MC2
PPSSPP version affected
v1.19.3-402-gd8a06afe26
Last working version
No response
Graphics backend (3D API)
Vulkan
Checklist
- [x] Test in the latest git build in case it's already fixed.
- [x] Search for other reports of the same issue.
- [x] Try resetting settings or older versions and include if the issue is related.
- [x] Try without any cheats and without loading any save states.
- [x] Include logs or screenshots of issue.
I have a crash too on Linux when trying to start a game with the PPSSPP Libretro core (RetroArch) and using the Vulkan renderer. When starting a game, I get a black screen for a split second, then it crashes to desktop.
- Having Vulkan as a renderer in the general RetroArch settings (renderer of PPSSPP inherited): crash to desktop
- Having the glcore OpenGL renderer set instead (with PPSSPP inheriting it): the games start properly
- Having the Vulkan renderer in RA's settings but OpenGL set in the PPSSPP core settings: the games start properly too
Using RetroArch as a flatpak on Xubuntu 24.04. RetroArch log here: https://pastebin.com/sjgzXEJF
EDIT: worth noting that the issue doesn't happen with RetroArch as an AppImage, so it might be a flase flag (issue with the flatpak sandboxing not really related to PPSSPP or something like that).
EDIT 2: I've found a game that also crashes to desktop with Vulkan (and not with OpenGL) when using RA as an AppImage, so the situation is not as straightforward as I thought.