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Testers wanted - Dolphin-Hashless branch
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Testers wanted - Dolphin-Hashless branch
05-31-2012, 02:03 AM (This post was last modified: 06-18-2012, 09:48 PM by kirbypuff.)
#1
kirbypuff Offline
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Get the latest precompiled builds from here:
--------------------------
3.0-r704 (build info)
--------------------------
32-bit: www.mediafire.com/file/6964scwiqypg0ic/Dolphin-Hashless-704-Win32.zip

64-bit: www.mediafire.com/file/9ie9wtc116g3rl7/Dolphin-Hashless-704-x64.zip

Branch info: http://code.google.com/p/dolphin-emu/sou...e=Hashless

Test games with one of the builds above and compare against the latest master build from the official downloads page: http://www.dolphin-emu.org/download.html

Use 'EFB to RAM' + 'RAM cache' with the master builds and 'EFB to RAM' with the hashless builds.
Make sure all other settings are exactly the same and report any bugs, differences in game speed or other issues you may find during testing.

Also look for regressions when using 'EFB to Texture'.

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05-31-2012, 03:14 AM (This post was last modified: 05-31-2012, 03:28 AM by Starscream.)
#2
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Edited the first post, the builds I added were compiled by skid, the creator of the branch.
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05-31-2012, 03:15 AM
#3
SnakeBoss Offline
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Hashless branch?
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05-31-2012, 03:19 AM
#4
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It's an experimental build where a different approach to a specific portion of Dolphin is being worked on and tested in the hopes that it is better than what is currently being used and may one day be added to the main builds, or not.
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05-31-2012, 03:21 AM
#5
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Does it have anything to do with performance or compatibility? Or both?
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05-31-2012, 03:25 AM (This post was last modified: 05-31-2012, 03:29 AM by Starscream.)
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Probably both. Test games with one of the builds in the first post and compare against the latest master build. Use efb to ram+ram cache with the master builds and efb to ram with the hashless builds. Make sure all other settings are exactly the same and report differences in game speed or other issues, if any.

Thanks to kibypuff for starting this, but I had to fix it up a bit and give a few more instructions about its use.
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05-31-2012, 03:37 AM (This post was last modified: 05-31-2012, 03:44 AM by SnakeBoss.)
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(05-31-2012, 03:25 AM)Starscream Wrote: Probably both. Test games with one of the builds in the first post and compare against the latest master build. Use efb to ram+ram cache with the master builds and efb to ram with the hashless builds. Make sure all other settings are exactly the same and report differences in game speed or other issues, if any.

Thanks to kibypuff for starting this, but I had to fix it up a bit and give a few more instructions about its use.
Sure thing.
I noticed on the EmuCR site, there's a d3d11 pixelmetrics git. What is that one about?
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05-31-2012, 05:45 AM
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(05-31-2012, 03:37 AM)SnakeBoss Wrote: I noticed on the EmuCR site, there's a d3d11 pixelmetrics git. What is that one about?
http://code.google.com/p/dolphin-emu/sou...xelmetrics
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05-31-2012, 06:25 AM (This post was last modified: 05-31-2012, 06:40 AM by kirbypuff.)
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First post updated.
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05-31-2012, 10:30 AM
#10
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Quote:Does it have anything to do with performance or compatibility? Or both?


The short answer: No more using hashes to invalidate textures (that's why the branch is called hashless). Therefore potential performance improvement with efb copy to ram.

The longer answer:
Quote:Changed the texture caching system to rely on data cache and locked cache events
to invalidate textures. This bypasses the constant hashing of textures
performed by the old system. Games that need EFB to RAM gain the most speed-up
from this change. The Last Story, Super Mario Galaxy and NSMBW gain a speed-up
from this change.

The main changes are:
* Track where the game stores the textures in memory
* Invalidate textures when the CPU flushes the Data Cache.
* Invalidate textures that are stored within the Locked Cache.
* Removed the Texture Cache Accuracy option (no longer relevant)
* Removed the EFB Cache option (no longer relevant)
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