(03-12-2015, 03:25 AM)President Magikarp Wrote:The problem from master perspective is not a problem of syncrony, if you review the implementation async shader corrects a lot of issues caused by the fact that when a shader needs to be compiled the time taken by the gpu thread is to long to acuratelly emulate the gc/wii gpu timmings. with async shader you can grant that the gpu will alwas take the needed time to render a no more time. That is the reazon that reset issues with fzero and metroid disapear in ishiiruka when using full async shader compilation.(03-11-2015, 08:40 PM)mark235 Wrote: Are there any plans to include async shader build up in the official releases?
Asynchronous shader compilation isn't planned to be integrated in the master branch because desynchronizing the CPU and GPU threads to that extent can cause pretty significant problems in games like F-Zero GX and the Metroid Prime series, and Dolphin's development team doesn't want to deal with people reporting bugs related to it. That said, other Ishiiruka features are being looked at. An implementation of secondary FIFO will probably find its way into master eventually.
the real problem from master perspective is that full async shader causes graphical glitches as it skips the geometry if the shaders are not ready to be used. And that using the same words from master developers is a hack that is comparable with PCSX2 hacks.
From my point of view is really simple, i like to play games smoothly and if i have to view some missing geometry in some frames i'm good with that.

