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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
08-22-2016, 12:36 PM
#5,391
tescorg
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Hi Tino. When using post processing shaders (tried a few of them) and set the trigger to "on efb copy" OR "on projection" the top ~25% of the screen does not get the post processing shader applied. It seems to start offset from the top ~25%. It works fine when the trigger is set to "on swap".

Happens with recent commits on git (i tried 0bcaf91), on linux using opengl. Tried a random older commit, fe23e12, and everything is working fine there. So the issue starts somewhere between those two. If you want me to test any specific commits I can.

Also want to say thanks for the hard work, the shaders are great!
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08-22-2016, 04:50 PM
#5,392
rlaugh0095 Offline
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Hey Tino, Tesselation is looking beautiful. ^.^
https://puu.sh/qIvrk.png
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08-23-2016, 03:39 AM (This post was last modified: 08-23-2016, 03:39 AM by Helios.)
#5,393
Helios Offline
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Hey Tino, I just thought of this from another thread and I don't know if you already do this yet but...

Do you keep your shader cache in the same folder as master? As in, when Ishiiruka loads a cached shader and it's from master, it'll obviously invalidate it and blow it away. It'll work both ways for master too, causing stuttering for the usre if they use both builds and don't use portable.txt


If you don't keep your shader cache separate from master, could you? This would make troubleshooting issues with users that use both builds a lot easier for everybody involved, and would likely solve a lot of problems.
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08-23-2016, 03:41 AM
#5,394
Tino Offline
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@tescorg: thanks for the report will check that on linux
@rlaugh0095 : nice Smile
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08-23-2016, 03:42 AM
#5,395
Tino Offline
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@Helios: shadercache files in ishiiruka hava a different Naming convention, Every cache file starts witha a capital I, so no cache invalidation betwen master and ishiiruka.
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08-23-2016, 03:46 AM
#5,396
Helios Offline
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Awesome. Good to know, thanks!
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08-23-2016, 05:23 AM (This post was last modified: 08-23-2016, 05:23 AM by NeverExists.)
#5,397
NeverExists Offline
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Hi with Final Fantasy Crystal Chronicles for Gamecube It freezes before the first screen and I have to restart my computer to exit the emulator.
I am using d3d12
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08-23-2016, 06:52 AM
#5,398
Psycho Away
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(08-23-2016, 05:23 AM)NeverExists Wrote: Hi with Final Fantasy Crystal Chronicles for Gamecube It freezes before the first screen and I have to restart my computer to exit the emulator.
I am using d3d12

^^^
Can confirm, this is legit
At first I didn't believe it but I got a grey screen 0 FPS softlocked
Switching to D3D11 boots normally
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08-23-2016, 10:22 AM
#5,399
Tino Offline
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can you give more detail on your configuration or send your config file and a fifolog where the hang happends?
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08-23-2016, 02:23 PM (This post was last modified: 08-23-2016, 02:25 PM by NeverExists.)
#5,400
NeverExists Offline
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(08-23-2016, 10:22 AM)Tino Wrote: can you give more detail on your configuration or send your config file and a fifolog where the hang happends?

Here you go. https://mega.nz/#F!RFBV0CyT!Z1mif8oDe1sjeSU-5NdpSw

The hang happens before anything shows on the screen except the dolphin msgs show
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