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Full Version: [PATCH] Optimization work on EFB > RAM
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lol...you're a good read!
How has NeoBrain directly insulted you...? He's being succinct; your silly ego is just perceiving it as being spoken down to.

Chill the fuck out.
don't take offence and get all emo over the internet.

now i see why these Tongue Big Grin Wink were invented, otherwise everyone will fight with each other and bring death to teh interwebz Sad
Alright now let's all calm down and stfu if we aren't called NeoBrain or mudlord Wink
(11-27-2010, 08:23 AM)mudlord Wrote: [ -> ]
Quote:What are your "test cases" anyway?

Excuse me, but I have tested the patch on Luigi's Mansion (which uses EFB) and Super Mario Sunshine. Both games, I noticed no breaks. Funnily enough.
I don't have Luigi's Mansion, but I just tried Sunshine and neither does the goop show up at all nor can it be cleared.

(11-27-2010, 08:23 AM)mudlord Wrote: [ -> ]
Quote:We want the pixels buffer to contain data this way: ABGRABGRABGRABGR... (width*height*4 bytes) (ignoring the component order)
HOWEVER, the first (n=0) glReadPixels call will store the data in this format: BBBBBBBBBBBBBBBB... (width*height bytes), which is certainly NOT what we want.
Thank you for talking to me like a 3 year old. I do appreciate it. Dodgy I'll also keep it in mind.
uhm well you didn't seem to have understood what I mean when I said
NeoBrain Wrote:"glReadPixels(x, y, width, height, GL_RED+n, type, componentdata);" <-- this will fill the array componentdata with exactly "width" __bytes__ containing the red channels. on the next calls, this data will just get overwritten with the green and blue channels and finally with the alpha channel o_o
So I assumed that I needed to elaborate further ... Anyway, didn't mean to insult you or anything Wink
Fwiw, you still didn't answer whether you intended that behavior and I missed something or whether that indeed is a fault...

(11-27-2010, 08:23 AM)mudlord Wrote: [ -> ]
Quote:I think this could help us speed up multisampling in ogl a bit, since with this ext we don't need to resolve the EFB buffer to a non-multisampled buffer each time it is accessed in any way.
And why would I want to associate with you after you directly insulted me?

"I am all ears if you are willing to give advice on it too" <-- you asked for it Wink

fwiw, don't take whatever I say too personal, I'm not like some of the users who are mad at me because I don't work as much on OGL and DX9 as on DX11 Tongue
WORK MORE ON DX9 PLEEEEZ!!!!!111one
Mudlord, why not just help the project and check the attitude at the door? Your attitude has gotten you banned on a few forums if I'm correct, why not just act like a decent person and take the stick out of your ass? You seem like a good coder, but your bad attitude always gets you in trouble. Chill, man. No one is here to attack you or is attacking you, until you do first.
I would keep testing with this patch Neobrain, I've noticed that with skid's EFB to Ram optimization that sometimes EFB to Ram doesn't work. I've had to restart the emulator quite a few times because coins weren't spinning in NSMB after skids commit.
It only completely works with Safe Texture Cache set to safe, which kinda ruins the speedup.
When I noticed that, I felt like that really either needs an option or needs to be reverted completely.
"neither does the goop show up at all nor can it be cleared"

I can clean the goop here.........


(11-28-2010, 03:18 AM)[SS] Starscream Wrote: [ -> ]Mudlord, why not just help the project and check the attitude at the door? Your attitude has gotten you banned on a few forums if I'm correct, why not just act like a decent person and take the stick out of your ass? You seem like a good coder, but your bad attitude always gets you in trouble. Chill, man. No one is here to attack you or is attacking you, until you do first.

That is a bald faced LIE. get your facts straight.
(11-27-2010, 07:56 PM)NeoBrain Wrote: [ -> ]fwiw, don't take whatever I say too personal, I'm not like some of the users who are mad at me because I don't work as much on OGL and DX9 as on DX11 Tongue

DX 11 for me is almost the best plugin (it's just a little slower and not have EFB to RAM, yet.)
With little time working, and it's almost the best plugin.
DX9 has to use projection hack (in Eternal Darkness, Sonic Colors, Sonic and the Black Knight and others like Mario Kart Wii need to disable fog) but this only happens with nvidia usersHuh, NeoBrain you have a idea what is causing it.
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