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Full Version: [UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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There's another annoying issue with Ishiiruka that's not present in the latest dev./ master builds:

If you run Dolphin with the audio backend set to 'XAudio2', using an onboard audio device (e.g. Realtek HDA) with no headphones or speakers plugged into the output jacks, master/dev. builds fall back properly to the 'null' audio backend, while Ishiiruka greets you with an instant crash.
@Tino: Check this out -> PR #2986 (SSAA support for D3D)

LGTM
What about an option that makes Dolphin upscaled texxtures that use mip mapping? I think that's the category of textures that needs upscaling the most, after efb copies, which are already upscaled for years now.

The low res clothes in the last story for example use mip mapping.
Is there any particular reason why I am unable to use IshiirukaFX or DolphinFX on the latest build (v426)?

Everytime I try to load them I get an error and they don't work. SSAO works fine but I'm trying to utilize all the effects in IshiirukaFX on Twilight Princess and everytime I load the game I get a popup window that says:

Failed to compile shader: C:/Users/******/Documents/Dolphin Emulator/Dump/bad_ps_0000.txt
Debug info (ps_5_0):
D:\Video Games\Ishiiruka Dolphin v426\Shader@0x000000002F0B6020(617,9-20): error X3004: undeclared identifier 'mult'



I have tried 2 other previous Ishiiruka builds to see if I did something wrong on my end and IshiirukaFX and DolphinFX both work without any problems on them, it seems to be isolated to v426.
PR #2986 [a *working* implementation of SSAA for the D3D backend] was finally merged into master.
updated the latest folder with a new version. Merged latest master changes, updated solution to visual studio 2015, added and option to enable gpu ram caching for custom textures. now is disabled by default.
this version is potentially extra buggy because i didn't have much time to test, so please testing and feedback are welcome.
(09-07-2015, 06:48 AM)phatdonkey Wrote: [ -> ]Is there any particular reason why I am unable to use IshiirukaFX or DolphinFX on the latest build (v426)?

Everytime I try to load them I get an error and they don't work. SSAO works fine but I'm trying to utilize all the effects in IshiirukaFX on Twilight Princess and everytime I load the game I get a popup window that says:

Failed to compile shader: C:/Users/******/Documents/Dolphin Emulator/Dump/bad_ps_0000.txt
Debug info (ps_5_0):
D:\Video Games\Ishiiruka Dolphin v426\Shader@0x000000002F0B6020(617,9-20): error X3004: undeclared identifier 'mult'



I have tried 2 other previous Ishiiruka builds to see if I did something wrong on my end and IshiirukaFX and DolphinFX both work without any problems on them, it seems to be isolated to v426.

please update the shaders, there where some changes so you must overwrite all shaders with the newones on the zip.
(09-07-2015, 12:40 PM)Tino Wrote: [ -> ]
(09-07-2015, 06:48 AM)phatdonkey Wrote: [ -> ]Is there any particular reason why I am unable to use IshiirukaFX or DolphinFX on the latest build (v426)?

Everytime I try to load them I get an error and they don't work. SSAO works fine but I'm trying to utilize all the effects in IshiirukaFX on Twilight Princess and everytime I load the game I get a popup window that says:

Failed to compile shader: C:/Users/******/Documents/Dolphin Emulator/Dump/bad_ps_0000.txt
Debug info (ps_5_0):
D:\Video Games\Ishiiruka Dolphin v426\Shader@0x000000002F0B6020(617,9-20): error X3004: undeclared identifier 'mult'



I have tried 2 other previous Ishiiruka builds to see if I did something wrong on my end and IshiirukaFX and DolphinFX both work without any problems on them, it seems to be isolated to v426.

please update the shaders there were some changes so you must overwrite all shaders with the new ones on the zip.

Thanks man, didn't even think about the fact I had to update the shaders in C:/User Dolphin folder. IshiirukaFX work perfect again. Big Grin
Things seem to be working good, new features work just fine, I'm still getting that "fake" 60 FPS glitch thanks to XFB but if no one else is having it then it's gotta be on my end but I wonder WHAT is causing it, the only things that changed were jumping from build to build. .-.
(09-07-2015, 12:38 PM)Tino Wrote: [ -> ]updated the latest folder with a new version. Merged latest master changes, updated solution to visual studio 2015, added and option to enable gpu ram caching for custom textures. now is disabled by default.
this version is potentially extra buggy because i didn't have much time to test, so please testing and feedback are welcome.

Very nice, but you missed PR #2960 <- corrects the EFB / texture overwriting issues and finally enables scaled partial texture updates with EFB2RAM
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