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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
10-18-2013, 02:41 AM (This post was last modified: 07-22-2015, 12:11 PM by Tino.)
#1
Tino Online
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I S H I I R U K A - DOLPHIN
[Image: hhoMTb9.png?1]

This Version complements Official Dolphin-Master giving support for legacy devices, and reducing cpu usage on the graphic thread.
The focus is the gaming experience and speed. At the momment the focus is only in Windows DX9/DX11.
You may see issues that are already solved in lastest Official versions.


Please test the new versions will be appreciated, and not forget comment if Ishiiruka was usefull for you.
Thank you. Have Happy Gamming and Enjoy!.


Tino

LAST UPDATE 2015-07-22

[Image: xzQoR66.png?1] Important Features
  • Async shader compilation (Avoiding shader compilation time)
  • Galop's DX11 Texture Encoder/Decoder (Improve Texture decoding specially EFB TO RAM)
  • Pre compiled Vertex loader & Optimized vertex decoding using SSSE3 and SSE4
  • Dolpby Pro Logic II support for xaudio and openal
  • Larger internal resolutions (IRx6) to allow 4k gaming
  • Custom Texture improvements to allow direct compressed texture loading including mipmaps
  • DSP - Time Streching Option (Improve sound output to avoid sound skipping on slow machines)
  • DX9 support for old machines
  • Modified Post Procesing interface to support:
  • -Multiple Stages allowing more complex effects.
  • -Depth and native gamma as inputs.
  • -DX11.
  • -Custom version of DolphinFX that work under dx11 and ogl
  • -SSAO and DOF.


Other Features
  • Multithreaded Shader Compilation
  • Early depth test implementation to correct related issues and increase performance
  • Fast-Depth option now control the use or not of the accurate early z emulation so enabling fast depth will give a speed boos in some systems
  • Fast EFB Access. Implement global EFB Access Cache to reduce GPU stalls caused by CPU access to the efb (This option is Hack Tab in Gfx Options)
  • Shader generation Path reorganization to improve performance
  • Implemented 3d support for Side by side/TopBottom 3d rendering
  • Many DX9 old bugs fixes (ZComploc, Tev emulation, etc)
  • Others fixes and little improves.

DOWNLOAD

Latest
https://goo.gl/31cRcc
https://goo.gl/YzHNa5
https://goo.gl/NXV6b7

Stable 381(2e95783):
  • Merged latest master changes.
  • Added and option to apply scaling filter while resolving efb to the screen. this will reduce aliasing when using efb sizes larger than the screen resolution.
    this option is available in dx9, dx11 and ogl
Unstable 401(de1d5e7):
  • Merged latest master version.
  • Fix for some issues reported in this forum.
  • Implemented support for depth postprocessing with virtual xfb enabled.

Older versions
https://goo.gl/pFWsMB
https://goo.gl/Eldxmf


Source code is available on GitHub
https://github.com/Tinob/Ishiiruka



Configuration

Async shader options

[Image: wT4HDaK.png?1]
  • Full Async Shader = No slowdowns caused by shaders compilation . -> Requeriments: Low CPU (Possibles Glitches)
  • Predictive FIFO + Full Async Shader = Less slowdowns caused by shaders compilation. -> Requeriments: High CPU depending of the game. (Reduce Possibles Glitches)
  • Predictive FIFO = Less slowdowns caused by shaders compilation. -> Requeriments: High CPU depending on the game. (No Glitches)
  • Predictive FIFO + Wait for Shader = Safe way to avoid Fifo Resets. Fix FZero and MP slowdown caused by FIFO Resets. -> Requeriments: High CPU depending of the game. (No Glitches - This option is not usefull to avoid compilation time is the opposite to "Full Async Shader")

DSP Options - Time streching

[Image: xnIy2s0.png?1]

Enable sound streching to avoid crackling because of slow VPS in the emulation.
It will introduce some latency.


Async Shader Compilation Demos





Credits

Marcosvitali for the hard work on the predictive FIFO and for new ordered main post
JMC47 for sufering testing my code and producing videos
Galop for GPU texture Encoder/Decoder implementation from his DX11 improve branch.
Xnessax for ishiiruka art
Official Dolphin Developers
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10-18-2013, 03:10 AM
#2
xemnas Offline
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I will use it and report any issues I might happen to find. The x86 build is working, right? Could you please provide the changelog for this build and for the subsequent builds? Thank you.
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10-18-2013, 03:30 AM
#3
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Changelog:
* Corrected and extra old bug in state management. some errors that where dx9 exclusive could be fixed.
* Implemented a more conservative state management that could potentially increase performance in some games with a lot of redundant state changes
* Implemented global EFB Acces Cache to reduce gpu stalls caused by cpu acces to the efb
* Merged lastest core changes from main branch.
* Implemented 3d support for sidebyside/topBottom 3d rendering
* Codede cleanup and litle fixes in some parts of the common code
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10-18-2013, 03:38 AM (This post was last modified: 10-22-2013, 08:38 AM by xemnas.)
#4
xemnas Offline
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Thank you. You can keep this post updated when you release a new build.

I just tried the x86 build and found 2 issues:
- Fire Emblem: Radiant Dawn After loading the game, it displays the Nintendo screen then the screen goes black. The Nintendo screen appears again shortly but the screen goes black again. The game doesn't respond to input. This doesn't occur in 4.0-127.
- Super Smash Bros. Melee On the menu screen, the FPS is only about 62%. It's fine when playing. The FPS on the menu screen is 100% when using 4.0-127.

Note: 4.0-127 is the latest working build for x86 before d3d9-removal.
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10-18-2013, 03:51 AM
#5
Tino Online
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yes it seems that the lastest changes in the core really destroy x86 build i will see if i can revert the commits that brings problems
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10-18-2013, 06:44 AM (This post was last modified: 10-18-2013, 07:50 AM by MaJoR.)
#6
MaJoR Offline
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Added unofficial tag. You're welcome to do whatever you want, but D3D9 was removed for a reason.

Out of curiousity... Tino, are you rodolfo?
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10-18-2013, 08:29 AM
#7
ExtremeDude2 Offline
Gotta post fast
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You mean you don't know?
Check out my vids.

Specs on profile page.

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10-18-2013, 08:31 AM
#8
Tino Online
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Smile yes I'am rodolfo
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10-18-2013, 11:28 AM
#9
Shonumi Offline
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Technically, since rodolfo is a developer, and since DX9-Final is a valid Dolphin branch (albeit, very unlikely to ever be merged into master) this should be one of those green dev topics. Just note that since these builds aren't based on master, support is essentially limited to this thread and rodolfo (people can/probably will ask for help else where like Support, but those questions will basically end up redirected here anyway).
Interested in gaming, emulation, and programming? Check out my blog.
Current Topic - Emulating the GBA - Apr. 19, 2015
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10-18-2013, 05:11 PM (This post was last modified: 10-18-2013, 05:11 PM by neobrain.)
#10
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"Wow, I made my code 1000x faster! That means I can make it 2048x slower now!"
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(10-18-2013, 11:28 AM)Shonumi Wrote:  Technically, since rodolfo is a developer, and since DX9-Final is a valid Dolphin branch (albeit, very unlikely to ever be merged into master) this should be one of those green dev topics. Just note that since these builds aren't based on master, support is essentially limited to this thread and rodolfo (people can/probably will ask for help else where like Support, but those questions will basically end up redirected here anyway).
Let's just say I don't agree for various reasons, so I re-added the UNOFFICIAL flag and removed the "development topic" status. Discuss in PM if you see a need for that.
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