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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
10-10-2016, 09:10 AM
#5,641
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So, the main difference is that it has a list that checks if the shaders has been cached before, no matter what version?


So, if i understand things right with Shader Cache, does Everyone with the same GPU and Drivers produce the same shaders?

Wasn't there some kind of Shader Database that was supposed to be used for that?
Then again as often as GPU Drivers update i guess it's not worth that much sadly.

Also what happened to the "FIFO" Async Shader thingies?
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10-10-2016, 09:27 AM
#5,642
Tino Offline
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in d3d shaders does not depends on driver version, the bytecode generated is vendor indepenmdant so you can share should shadercache files with anyone. shader uids are only the finguerprints of the shaders and helps recompile them, they only change if i make a changes to the structure of the code and i try to not do it Smile.
so to clarify, whn you play yo buoild your shader cache and your uid cache, as long as you use the same version the shader cache will remain nad you can share it with anyone using the same version.
your uid cache will help you recompile the shaders on startup if that needs to be done and can be shares across all versions that support them.
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10-10-2016, 10:21 AM (This post was last modified: 10-10-2016, 01:20 PM by Bighead.)
#5,643
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(10-10-2016, 08:57 AM)Tino Wrote: the input should be .lum.xxx files for ezample aaaa.png, aaaa.lum.png, aaaa.nrm.png, aaaa.spec.png, aaaa.bump.png, and the output will be aaaa_lum.png, aaaa.map.png
That is to create a combined material from the uncombined textures, this I know. I'm talking about creating from an already combined material (using -frommaterial). I always used the combined material as input (.nrm now .mat), but I just noticed Ishiiruka Tool does not care which file is input so the color texture can also be the input. For example either one of these worked, and the output was the same:

ColorTexturePath = "\tex1_256x256_m_e3487d3b2a9d3e11_14.png"
MateriaMaplPath = "\tex1_256x256_m_e3487d3b2a9d3e11_14.mat.png"

TextureEncoder "ColorTexturePath" "OutputPath" -nomipmaps -compress -w 512 -h 512 -savecolor -frommaterial
- or -
TextureEncoder "MateriaMaplPath" "OutputPath" -nomipmaps -compress -w 512 -h 512 -savecolor -frommaterial

No matter which one of those I used, I always got 2 textures: the color texture, and the recreated material. It does not seem to matter which one was sent as the input. So for the next example....

ColorTexturePath = "\tex1_256x256_m_e3487d3b2a9d3e11_14_lum.png"
MateriaMaplPath = "\tex1_256x256_m_e3487d3b2a9d3e11_14.mat.png"

TextureEncoder "ColorTexturePath" "OutputPath" -nomipmaps -compress -w 512 -h 512 -savecolor -frommaterial
- or -
TextureEncoder "MateriaMaplPath" "OutputPath" -nomipmaps -compress -w 512 -h 512 -savecolor -frommaterial

Both of those I get one texture, meaning whatever the input is. If I send it the (_lum), the output is (_lum). If I feed it (.mat) I only get the (.mat). So basically I only get one or the other, but before lum it always gave both textures. It's the same with .mat. I learned that I can just do each texture individually, so this is less of a concern for me now, but it nullifies what -savecolor is supposed to do.

I can actually work around these issues knowing that. The mipmap names aren't really too big of a deal either.

As for the mipmaps issue I can't seem to reproduce it again either. Let me try to figure out what I did. Tongue

Edit: I was actually able to work around all bugs, so if you don't want to change anything that's okay with me. Smile I still can't reproduce the mipmap size issue, I have no idea what I did....
Anyway, here is my (awful) PS code that works around all issues and passes all my test cases using v0.9.5 when creating material maps from already combined material maps (not the bump/spec/nrm/lum textures). Maybe it will offer some insight, specifically the "WORKAROUND" parts.

http://bhemuhelp.co.nf/other/Ishiiruka.html
Donate - Custom Texture Tool - Xenoblade Chronicles HD - New Super Mario Bros. Wii HD - Paper Mario: TTYD HD (Contributor) - Skies of Arcadia HD
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10-10-2016, 10:03 PM
#5,644
Tino Offline
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@Bighead: Added a new version of the texture tool in the main page, fixed the issues i was able to reproduce. please let me know if you find other issues.
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10-10-2016, 10:33 PM
#5,645
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(10-10-2016, 09:27 AM)Tino Wrote: in d3d shaders does not depends on driver version, the bytecode generated is vendor indepenmdant so you can share should shadercache files with anyone. shader uids are only the finguerprints of the shaders and helps recompile them, they only change if i make a changes to the structure of the code and i try to not do it Smile.
so to clarify, whn you play yo buoild your shader cache and your uid cache, as long as you use the same version the shader cache will remain nad you can share it with anyone using the same version.
your uid cache will help you recompile the shaders on startup if that needs to be done and can be shares across all versions that support them.

Oh, that's awesome;O
But, in that case, isn't a database possible for Ishiiruka?
You could in theory just auto upload new shaders to a database, confirm that it doesn't exist and add it etc.
And also download it the same, a cloud so to speak.

Though i guess the question would be the way of storage, but as shaders doesn't that That much size, i guess a normal dropbox similar thing would be fine?
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10-11-2016, 01:41 AM
#5,646
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Mipmaps are fixed in that they now come out at the correct names. Great thanks I can remove that beefy workaround!

The -savecolor and/or -frommaterial arguments are still not working like I'd expect, but I am able to get the output I want by running the color and material textures through Ishiiruka Tool individually so I'm okay with that. I doubt many other people (if anyone at all) will use this tool through command line.
Donate - Custom Texture Tool - Xenoblade Chronicles HD - New Super Mario Bros. Wii HD - Paper Mario: TTYD HD (Contributor) - Skies of Arcadia HD
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10-11-2016, 02:53 AM (This post was last modified: 10-11-2016, 02:55 AM by leomar x.)
#5,647
leomar x Offline
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Hey Tino, i really love your work, Ishiiruka is the default dolphin version for me!
i have two questions.
Is there a way the change SSAO resolution to lower than internal resolution? (to reduce gpu usage)
Can you made a new version of Motion Blur, to increase motion Intensity beyond 1,000000? for some 30fps games it will be very nice!
THX!
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10-11-2016, 10:02 AM (This post was last modified: 10-11-2016, 10:55 AM by Tino.)
#5,648
Tino Offline
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updated latest folder, merged latest master version. please test if the issues with gecko codes are fixed. feedback is welcome.
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10-11-2016, 04:15 PM
#5,649
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Does Ishiiruka support Overclock per Game?
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10-11-2016, 07:39 PM (This post was last modified: 10-11-2016, 07:59 PM by philc.)
#5,650
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(10-11-2016, 10:02 AM)Tino Wrote: updated latest folder, merged latest master version. please test if the issues with gecko codes are fixed. feedback is welcome.

[color=#212121]Metroid OM continues crashing

freezing randomly
If i disable cheats works perfectly 

https://www.youtube.com/watch?v=Cph1m9tr7ag

[/color]
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