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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
11-23-2017, 02:34 AM
#6,971
JosJuice Offline
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Are you sure that there is no #include <wrl/client.h> line in PostProcessing.h? You said before that you didn't find it anywhere in PostProcessing.cpp.
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11-23-2017, 07:41 AM
#6,972
Tino Offline
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@Techie Android: just replace UINT with u32
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11-23-2017, 10:22 AM
#6,973
JonnyH Offline
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(11-23-2017, 08:36 AM)Techie Android Wrote: @Tino

Okay, done. Now this happened.


Code:
/home/austin/Ishiiruka/Source/Core/VideoCommon/TextureUtil.cpp:189:40: error: ‘memcpy’ was not declared in this scope
    memcpy(pDst, pSrc, rowsize * height);
                                       ^
/home/austin/Ishiiruka/Source/Core/VideoCommon/TextureUtil.cpp:195:33: error: ‘memcpy’ was not declared in this scope
      memcpy(pDst, pSrc, rowsize);
                                ^
/home/austin/Ishiiruka/Source/Core/VideoCommon/TextureUtil.cpp: In function ‘void TextureUtil::CopyCompressedTextureData(u8*, const u8*, s32, s32, s32, s32, s32)’:
/home/austin/Ishiiruka/Source/Core/VideoCommon/TextureUtil.cpp:227:42: error: ‘memcpy’ was not declared in this scope
    memcpy(pDst, pSrc, rowBytes * numRows);
                                         ^
/home/austin/Ishiiruka/Source/Core/VideoCommon/TextureUtil.cpp:236:43: error: ‘memcpy’ was not declared in this scope
      memcpy(pDestBits, pSrcBits, rowBytes);

memcpy() is provided by the C <string.h> headers - so in c++ it's the <cstring> header.

So adding "#include <cstring>" with the includes in TextureUtil.cpp should fix that.

For things such as this - you can either lookup library functions in the posix man pages (if on linux) - or cppreference.com (e.g. http://en.cppreference.com/w/cpp/string/byte/memcpy )

Part of "learning" a language is figuring out what references are available and how to understand and use them - nobody remembers everything in a language.
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11-23-2017, 10:55 AM
#6,974
Helios Offline
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I still look up basic standard lib functions in C++ and python all the time lol
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11-23-2017, 01:50 PM
#6,975
Tino Offline
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updated latest folder witha new version, jus some fixes for the last version, vulkan should be working again.
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11-24-2017, 12:44 AM (This post was last modified: 11-24-2017, 12:46 AM by Tayyo.)
#6,976
Tayyo Offline
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Hello, using latest version, can't remember when it was the last time I updated but, has the custom textures location been changed from ishiiruka/user to my documents/dolphin/user?

Edit: I also can't launch Gamecube games without disabling menu. I heard menu is needed to press B to switch some 50Hz games to 60.
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11-24-2017, 01:01 AM
#6,977
JosJuice Offline
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(11-24-2017, 12:44 AM)Tayyo Wrote: Hello, using latest version, can't remember when it was the last time I updated but, has the custom textures location been changed from ishiiruka/user to my documents/dolphin/user?

It's only in Ishiiruka/User/ if there's a portable.txt file next to the exe file (or if you've done some registry editing, or are using special command-line parameters, but I'm guessing you haven't done either of those two). Otherwise it's in Documents/Dolphin Emulator/.

(11-24-2017, 12:44 AM)Tayyo Wrote: Edit: I also can't launch Gamecube games without disabling menu. I heard menu is needed to press B to switch some 50Hz games to 60.

Maybe your IPL files are in Documents/Dolphin Emulator/ but aren't in Ishiiruka/User/.
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11-24-2017, 02:26 AM
#6,978
ISuperMarioI Offline
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(11-22-2017, 12:18 PM)ISuperMarioI Wrote: I can confirm that the post-processing shaders are finally working as intended. However, some textures aren't being rendered correctly in build 997.

And it's not just DirectX 12 that has this problem. I tried it with DirectX 11 and the textures are broken in that backend as well.

Upon comparing the previous builds to 997, I noticed that compiling Pixel Uber Shaders is faster in build 997 by around a minute, so I think something might be wrong with that.

While I was messing around with the settings in Ishiiruka, I discovered that changing the Texture Scaling Factor affects the severity of how broken the textures are.
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11-24-2017, 12:06 PM
#6,979
Tino Offline
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updated latest folder with a new version, fixed for some issues reported in this forum, Ubershaders should work now in vulkan. @ISuperMarioI: that issue should be fixed now.
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11-24-2017, 02:09 PM
#6,980
themanuel Offline
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(10-14-2017, 01:20 AM)themanuel Wrote: Hey, Tino.

I don't want to waste your time on this so if it is not something that can be easily diagnosed, I'll just move on.  I've been using Ishiiruka for 2+ years as my build of choice, primarily due to async shader compilation, some performance gains, and a few other reasons.  However, I don't know what has changed in my computer in the last half year or so but after not playing any games on dolphin for a long time, I've found that most games struggle to run smoothly for me with Ishiiruka, whereas they use to run perfectly before.  

I haven't changed my settings so far as I can tell so I suspect it is something having to do with my system, perhaps AMD catalyst updates, Windows updates or something.  What I'm seeing is that the game starts working correctly but every few seconds performance dips momentarily, then recovers again.  This goes on cyclically seemingly forever, even if leave the character stationary and provide no controller input.  For example, this makes games in the Guitar Hero series unplayable because the notes arrive erratically.

Is there a log or something that you can review that would give you obvious clues as to what may be going on?
You can see my system specs in my signature, if that helps.'

Here are my ini files:

Dolphin.ini:


GFX.ini:


Thanks in advance.


For what it's worth, I finally found out what the problem was.  Looking through my own Dolphin.ini file I realized that there was a global setting for SyncGPU and FPRF, both of which I had enabled.  I had thought these were only game-specific settings, not global, and I have no clue how on earth I ended up setting those to "True" at some point.  Oh well, I know now.
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