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[PATCH] Optimization work on EFB > RAM
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[PATCH] Optimization work on EFB > RAM
11-23-2010, 07:48 PM (This post was last modified: 11-24-2010, 08:35 AM by mudlord.)
#1
mudlord Offline
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http://www.sendspace.com/file/msb5h0
http://mudlord.info/shit/glReadPixels-opt.patch

OpenGL plugin with some tweaked routines for copying pixel data. Hopefully, hasnt broke something, and hopefully helps in some cases. For me, noticed a increase in speed at opening Luigi's Mansion scenes with the EFB > RAM setting.
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11-24-2010, 01:29 AM
#2
Anti-Ultimate Offline
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could you perhaps upload the patch ?

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11-24-2010, 02:42 AM
#3
shuffle2 Offline
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Hey mudlord, you seemed to have left irc before I came around.
Do you have any experience with the ARB_debug_output? http://www.opengl.org/registry/specs/ARB/debug_output.txt
The first step is to create a debug context in the ogl plugin, but even just that failed for me :p.

Additionally, I was trying to debug the yellow buffers people get when starting/stopping/starting the opengl plugin, and now I just get crashes on the second emulation run...
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11-24-2010, 03:46 AM (This post was last modified: 11-24-2010, 03:46 AM by Jack Frost.)
#4
Jack Frost Offline
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Patch plox Rolleyes
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11-24-2010, 08:36 AM
#5
mudlord Offline
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You got your patch.
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11-24-2010, 01:33 PM
#6
Xtreme2damax Offline
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Just wondering if similar optimization would be possible for the DX9 plugin? About how much of an increase would you say the OpenGL plugin has with EFB to Ram now? Smile
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11-24-2010, 02:11 PM
#7
mudlord Offline
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shuffle2: Doesnt crash here, or it stopped. Fixed the pointers which I didn't notice, since debug compiles intialize variables like memory pointers to NULL. Now it does so, so that might account for the stopping of crashes for me.

Which was quite stupid.

Xtreme2damax: Not sure for Direct3D APIs.
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11-24-2010, 03:26 PM (This post was last modified: 11-24-2010, 03:28 PM by shuffle2.)
#8
shuffle2 Offline
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Well it didn't crash for me initially, I would just get discolored graphics on subsequent runs (without closing dolphin). That's how most people seem to experience the problem.

However, after I started to debug it and rearranged some of the initialization code, I started getting the crashes. The annoying thing is that the crashes didn't cease when I reverted my debugging code.

Using the newly introduced debug_output could be a nice addition to the plugin, but I couldn't get that working either (using the instructions from here to create a "new" style context with debug flag set).

Perhaps I've managed to screw over opengl in some way on my PC, but I'm not sure how that could happen...
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11-24-2010, 06:29 PM
#9
mudlord Offline
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Okay, its something we need to discuss then on IRC. I need to talk to NeoBrain also more about EFB access, too.
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11-25-2010, 12:12 PM
#10
mudlord Offline
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xtreme: skid got at least a 30% speed increase in NSMBW
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