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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › Development Discussion v
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
04-14-2015, 08:39 PM
#2,071
Tino Offline
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(04-14-2015, 03:49 PM)chriskant Wrote:
(04-14-2015, 09:08 AM)Tino Wrote: @chriskant can you clear your shader cache directory manually? there is a posibility that your shader get corrupted in 328 and they will be not regenerated in 330 because there where no changes in the shader code, the error was on the predictive fifo.

How can I do that? which Folder or Files should I "kill"?

C:\Users\[Your User Name]\Documents\Dolphin Emulator\ShaderCache
just erase the files there and test
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04-15-2015, 02:47 AM
#2,072
chriskant Offline
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alright. Thanks for the Info. By the End of the Week I will test it :-)
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04-15-2015, 03:01 AM
#2,073
Tino Offline
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Thanks to you for the testing.
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04-15-2015, 05:50 PM
#2,074
SupaKirby
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Since the official version of dolphin dropped WinXP and and x86 entirely, does this unofficial one support it?
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04-16-2015, 04:27 AM
#2,075
Aleron Ives Offline
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The x86 version is 2 months old, which is significantly newer than the last x86 release for master but isn't as new as the x64 Ishiiruka versions, either.
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04-18-2015, 09:59 AM
#2,076
Tino Offline
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updated the latest folder with a new version.
Added Support for depth as input for post processing shader
Fixed some issues and differences with the ligthing equations using integer math.
Finally implemented post Proccesing support on dx11.
Added Depth.glsl to show depth usage.
Added DOF.glsl to show a little more interesting usage Smile.
please enjoy and give feedback.
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04-18-2015, 12:31 PM (This post was last modified: 04-18-2015, 12:31 PM by Ramoth.)
#2,077
Ramoth Offline
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(04-18-2015, 09:59 AM)Tino Wrote: updated the latest folder with a new version.
Added Support for depth as input for post processing shader
Fixed some issues and differences with the ligthing equations using integer math.
Finally implemented post Proccesing support on dx11.
Added Depth.glsl to show depth usage.
Added DOF.glsl to show a little more interesting usage Smile.
please enjoy and give feedback.
Can this D3D post-processing use DolphinFX or it needs some HLSL shaders designed for it? Does Ishiruka have all changes from the newest mainline Git version?
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04-18-2015, 01:07 PM (This post was last modified: 04-18-2015, 01:32 PM by Tino.)
#2,078
Tino Offline
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I didn't tested dolphinfx will test tomorrow check for incompatible code. The core is 2 weeks old
Edit: looking at dilphinfx code it will not work because it uses some glsl only functionalities. Some modifications to de interface and the shader itself are needed to make it work properly.
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04-18-2015, 01:47 PM
#2,079
Ramoth Offline
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(04-18-2015, 01:07 PM)Tino Wrote: I didn't tested dolphinfx will test tomorrow check for incompatible code. The core is 2 weeks old
Newest DolphinFX is here https://github.com/Asmodean-/dolphin I recommend to incorporate it internally into Ishiruka like in that repository.
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04-18-2015, 05:33 PM
#2,080
kirbypuff Offline
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(04-18-2015, 09:59 AM)Tino Wrote: updated the latest folder with a new version.
please give feedback.

Typo error in Source/Core/VideoBackends/DX11/D3DState.cpp , Line #167

Another typo in Source/Core/VideoBackends/DX11/D3DState.h , Line #271

Quote:Sahders -> Shaders
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