The PRs are individual changes that aren't mature enough to be in the master builds yet.
JITARM64
|
03-10-2016, 02:13 AM
(03-10-2016, 01:50 AM)degasus Wrote: One build for every pull request, like my one on the first page: https://github.com/dolphin-emu/dolphin/pulls/ (03-10-2016, 02:10 AM)JosJuice Wrote: The PRs are individual changes that aren't mature enough to be in the master builds yet. Thanks guys, I'll ignore them for now then. Info much appreciated.
Desktop: i7-4790k 4Ghz / Nvidia GTX 980
Phone: OnePlus 5 Android TV: Nvidia Sheild TV
I have a problem with missing character in the resident evil remake using jitarm64 (it work with interpreter and cache interpreter but they are slow). When I save state in interpreter mode and load in jit mode it show character, but when move area, character is gone again.
Can I disable some of jit function like you said and build using android studio to solve it (using interpreter fallback) ? I'm a beginner in android development but I think I can try to build the release using gradle. (05-02-2017, 09:08 PM)Servlet Wrote: Can I disable some of jit function like you said and build using android studio to solve it (using interpreter fallback) ? First step is to disable groups of instructions by replacing a false with a true: https://github.com/dolphin-emu/dolphin/b...r.cpp#L851 If there is one broken group, you need to find the instruction in https://github.com/dolphin-emu/dolphin/t...C/JitArm64 All of them start with JITDISABLE(instruction_group), eg here: https://github.com/dolphin-emu/dolphin/b...r.cpp#L126 There you can add a FALLBACK_IF(true); If there is one broken instruction, you may also check which part of it is broken. But this is highly instruction dependend. In this example, you may check those values of inst.OPCD. Keep in mind that many instructions have optimizations which are only possible based on prior instructions. So it is not that unlikely to workaround a bug by using the interpreter for the prior instruction. This makes this fallback game a bit harder. A good way to disable most of those optimizations is to flush all registers here: https://github.com/dolphin-emu/dolphin/b...t.cpp#L839 gpr.Flush(FlushMode::FLUSH_ALL); fpr.Flush(FlushMode::FLUSH_ALL); 05-03-2017, 02:03 AM
(05-02-2017, 11:43 PM)degasus Wrote: First step is to disable groups of instructions by replacing a false with a true: https://github.com/dolphin-emu/dolphin/b...r.cpp#L851 I see, its sound a lot complicated, I will try compile the source 1st and see what you suggesting afterward. Thanks, hopefully I can learn hehe 05-03-2017, 02:28 AM
05-03-2017, 08:33 AM
https://forums.dolphin-emu.org/Announcem...orum-rules
Global Forum Rules Wrote:Necroposting: Do not revive a discussion older than 6 months unless your post adds something meaningful or otherwise contributes to the thread. Please create a new thread about your subject instead. Threads violating this rule will be closed. Stickied threads, Game Discussion threads, and HD Texture threads are exempt, however, and users can freely post there regardless of how old the topics are. *waves her magic moderator wand* Closed! Intel Xeon w7-3465X OC | Asus Pro WS W790-E Sage SE | NVIDIA GeForce RTX 4090 FE | 8x16GiB G-Skill Zeta R5 DDR5-6000 | Windows 11 23H2 | (details)
MacBook Pro 14in | M1 Max (32 GPU Cores) | 64GB LPDDR5 6400 | macOS 13
|
« Next Oldest | Next Newest »
|
Users browsing this thread: 1 Guest(s)