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Full Version: [UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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you just need to download dx9 end user libraries and you can use it on windows 10
(01-26-2016, 08:19 PM)djneo Wrote: [ -> ]Heys guys, does anyone have same problem by using custom textures and Ishiiruka?

With custom textures Dolpin crashes after few seconds. Without it everything works fine.

Also it didnt crash with master version of Dolphin.
Any ideas how can I fix this would be much appreciated..

Thanks!

This happens when you don't have enough RAM, I believe. Since Ishiiruka loads things Asynchronously, it requires more RAM from your system. That is also why it happens FASTER with Prefetch on. Sometimes Texture Packs work without Prefetch for me and they crash Ishiiruka if I do prefetch them.

I would heavily suggest converting all of your packs to .DDS format though if they aren't already.
I use DDS Converter 1.4 with the following settings when converting texture packs (it will bulk convert any format into DDS):

Output Format - DTX5 Clamp
Alpha

It's probably for the best to turn off preview, it goes a bit faster that way.
(01-27-2016, 03:59 PM)shangry Wrote: [ -> ]This happens when you don't have enough RAM, I believe. Since Ishiiruka loads things Asynchronously, it requires more RAM from your system. That is also why it happens FASTER with Prefetch on. Sometimes Texture Packs work without Prefetch for me and they crash Ishiiruka if I do prefetch them.

I would heavily suggest converting all of your packs to .DDS format though if they aren't already.
I use DDS Converter 1.4 with the following settings when converting texture packs (it will bulk convert any format into DDS):

Output Format - DTX5 Clamp
Alpha

It's probably for the best to turn off preview, it goes a bit faster that way.

Thanks for the tip!

Do you think after this the textures looks any worse?
Also does this program creates mipmaps and do I need them?
Sorry for noob questions, Im learning Smile

As for ram, I have 12gb and gpu with 6gb ram.

Thanks again.
(01-27-2016, 03:59 PM)shangry Wrote: [ -> ]This happens when you don't have enough RAM, I believe. Since Ishiiruka loads things Asynchronously, it requires more RAM from your system. That is also why it happens FASTER with Prefetch on. Sometimes Texture Packs work without Prefetch for me and they crash Ishiiruka if I do prefetch them.

I would heavily suggest converting all of your packs to .DDS format though if they aren't already.
I use DDS Converter 1.4 with the following settings when converting texture packs (it will bulk convert any format into DDS):

Output Format - DTX5 Clamp
Alpha

It's probably for the best to turn off preview, it goes a bit faster that way.

I didnt think that would be a problem since i have 16 gb gskill ripjaw Ram. Im not sure why its happening to me though cause it was only like 500 something textures instead of couple thousand like some have. And it works on other builds but ishiiruka was crashing for me.
Hey, loading custom textures crashes Ishiiruka for me in this build (529).  It works fine in the stable 420, but that has way less options.

Game: Metroid Prime (GM8E01)
Backend: DX11
OS: Windows 7 Pro

It's just regular textures, none of that cool stuff.

Settings:
1920x1080, Force 16:9 exclusive Fullscreen
4x for WQHD
2x MSAA (FXAA option on)
Anistropic 16x
Scaled EFB Copy, Force Texture Filtering, Widescreen Hack, Per-Pixel Lighting, Phong Lighting, Tessellation enabled
Ignore Format Changes, Store EFB copies to Texture Only, TCache Fast, EFB Virtual, Bounding Box GPU, Fast Depth, Full Async Shader
(I'm missing the Wait and Predictive FIFO options in this build)
Post-Processing: IshiirukaFX (mostly everything is on)

I use an Intel i7 4770k and a GeForce 660 GTX, 8GB DDR3.

The crash dump text:

Code:
cbuffer TSBlock : register(b0) {
    float4 ctess;
    int4 ccullp;
};
cbuffer VSBlock : register(b1) {
    float4 cproj[4];
    float4 cDepth;
};
cbuffer PSBlock : register(b2) {
    int4 color[4];
    int4 k[4];
    int4 alphaRef;
    float4 texdim[8];
    int4 czbias[2];
    int4 cindscale[2];
    int4 cindmtx[6];
    int4 cfogcolor;
    int4 cfogi;
    float4 cfogf[2];
    float4 czslope;
    int4 cflags;
    float4 cefbscale;
};
struct VS_OUTPUT {
    float4 pos : SV_Position;
    float4 colors_0 : COLOR0;
    float4 colors_1 : COLOR1;
    float4 clipPos : TEXCOORD0;
    float4 Normal : TEXCOORD1;
};
struct ConstantOutput
{
float EFactor[3] : SV_TessFactor;
float InsideFactor : SV_InsideTessFactor;
float4 edgesize : TEXCOORD0;
float4 Normal[3]: TEXCOORD1;
};

struct HSOutput
{
    float4 pos: BEZIERPOS;
    float4 colors_0: COLOR0;
    float4 colors_1: COLOR1;
};

[domain("tri")]
[partitioning("integer")]
[outputtopology("triangle_cw")]
[outputcontrolpoints(3)]
[patchconstantfunc("TConstFunc")]
HSOutput HS_TFO(InputPatch<VS_OUTPUT, 3> patch, uint id : SV_OutputControlPointID,uint patchID : SV_PrimitiveID)
{
HSOutput result = (HSOutput)0;
result.pos = float4(patch[id].clipPos.x,patch[id].clipPos.y,patch[id].Normal.w, 1.0);
result.colors_0 = patch[id].colors_0;
result.colors_1 = patch[id].colors_1;
return result;
}


float GetScreenSize(float3 Origin, float Diameter)
{
   float w = dot(cproj[3], float4( Origin, 1.0 ));
   return abs(Diameter * cproj[1].y / w);
}

float CalcTessFactor(float3 Origin, float Diameter)
{
    float distance = 1.0 - saturate(length(Origin) * ctess.x);
    distance = distance * distance;
    return round(max(1.0,ctess.y * GetScreenSize(Origin,Diameter) * distance));
}
ConstantOutput TConstFunc(InputPatch<VS_OUTPUT, 3> patch)
{
ConstantOutput result = (ConstantOutput)0;
if (ccullp.y != 0) {
float3 spos0 = patch[0].pos.xyz / patch[0].pos.w;
float3 spos1 = patch[1].pos.xyz / patch[1].pos.w;
float3 spos2 = patch[2].pos.xyz / patch[2].pos.w;
float3 posmax = max(max(spos0, spos1), spos2);
float3 posmin = min(min(spos0, spos1), spos2);
if (
(posmin.x > 1.25 || posmax.x < -1.25 || posmin.y > 1.25 || posmax.y < -1.25 || posmin.z > 1.25 || posmax.z < -1.25))
{
result.EFactor[0] = 0;
result.EFactor[1] = 0;
result.EFactor[2] = 0;
result.InsideFactor = 0;
return result; // culled, so no further processing
}
}
float4 pos[3];
[unroll]
for(int i = 0; i < 3; i++)
{
result.Normal[i] = patch[i].Normal;
}
if (ccullp.x != 0) {
float3 edge0 = pos[1].xyz - pos[0].xyz;
float3 edge2 = pos[2].xyz - pos[0].xyz;
float3 faceNormal = normalize(cross(edge2, edge0));
float3 view = normalize(-pos[0].xyz);
float visibility = dot(view, faceNormal);
bool notvisible = ccullp.x < 0 ? (visibility < -0.25) : (visibility > 0.25);
if (notvisible) {
result.EFactor[0] = 0;
result.EFactor[1] = 0;
result.EFactor[2] = 0;
result.InsideFactor = 0;
return result; // culled, so no further processing
}
}
float l0 = distance(pos[1].xyz,pos[2].xyz);
float l1 = distance(pos[2].xyz,pos[0].xyz);
float l2 = distance(pos[0].xyz,pos[1].xyz);
result.edgesize = float4(l0, l1, l2, 1.0);
result.EFactor[0] = CalcTessFactor((pos[1].xyz+pos[2].xyz) * 0.5, l0);
result.EFactor[1] = CalcTessFactor((pos[2].xyz+pos[0].xyz) * 0.5, l1);
result.EFactor[2] = CalcTessFactor((pos[0].xyz+pos[1].xyz) * 0.5, l2);
result.InsideFactor = (result.EFactor[0] + result.EFactor[1] + result.EFactor[2]) / 3;
return result;
};

float3 PrjToPlane(float3 planeNormal, float3 planePoint, float3 pointToProject)
{
return pointToProject - dot(pointToProject-planePoint, planeNormal) * planeNormal;
}

float2 BInterpolate(float2 v0, float2 v1, float2 v2, float3 barycentric)
{
return barycentric.z * v0 + barycentric.x * v1 + barycentric.y * v2;
}

float2 BInterpolate(float2 v[3], float3 barycentric)
{
return BInterpolate(v[0], v[1], v[2], barycentric);
}

float3 BInterpolate(float3 v0, float3 v1, float3 v2, float3 barycentric)
{
return barycentric.z * v0 + barycentric.x * v1 + barycentric.y * v2;
}

float3 BInterpolate(float3 v[3], float3 barycentric)
{
return BInterpolate(v[0], v[1], v[2], barycentric);
}

float4 BInterpolate(float4 v0, float4 v1, float4 v2, float3 barycentric)
{
return barycentric.z * v0 + barycentric.x * v1 + barycentric.y * v2;
}

float4 BInterpolate(float4 v[3], float3 barycentric)
{
return BInterpolate(v[0], v[1], v[2], barycentric);
}

[domain("tri")]
VS_OUTPUT DS_TFO(ConstantOutput pconstans, const OutputPatch<HSOutput, 3> patch, float3 bCoords : SV_DomainLocation )
{
VS_OUTPUT result = (VS_OUTPUT)0;
float displacement = 0.0, displacementcount = 0.0, borderdistance = bCoords.x * bCoords.y * bCoords.z;
int3 tevcoord=int3(0,0,0);
int2 wrappedcoord = int2(0, 0);
float3 pos0 = patch[0].pos.xyz;
float3 pos1 = patch[1].pos.xyz;
float3 pos2 = patch[2].pos.xyz;
float3 position = BInterpolate(pos0, pos1, pos2, bCoords);
float3 norm0 = pconstans.Normal[0].xyz;
float3 norm1 = pconstans.Normal[1].xyz;
float3 norm2 = pconstans.Normal[2].xyz;
float3 normal = normalize(BInterpolate(norm0, norm1, norm2, bCoords));
pos0 = PrjToPlane(norm0, pos0, position);
pos1 = PrjToPlane(norm1, pos1, position);
pos2 = PrjToPlane(norm2, pos2, position);
position = lerp(position, BInterpolate(pos0, pos1, pos2, bCoords),saturate(ctess.zzz * borderdistance * 16.0));
position += displacement * normal * ctess.w;
float4 pos = float4(position, 1.0);
result.pos = float4(dot(cproj[0], pos), dot(cproj[1], pos), dot(cproj[2], pos), dot(cproj[3], pos));
result.pos.xy = result.pos.xy + result.pos.w * cDepth.zw;
result.colors_0 = BInterpolate(patch[0].colors_0, patch[1].colors_0, patch[2].colors_0, bCoords);
result.colors_1 = BInterpolate(patch[0].colors_1, patch[1].colors_1, patch[2].colors_1, bCoords);
result.clipPos = float4(position.xy, result.pos.zw);
result.Normal = float4(normal.xyz, position.z);
result.pos.z = -((cDepth.x - 1.0) * result.pos.w + result.pos.z * cDepth.y);
return result;
}C:\Users\MegamanXGold\Desktop\Games\Ishiiruka.529(f077f9b).x64\Shader@0x00000000957B04E0(101,21): warning X4008: floating point division by zero
C:\Users\MegamanXGold\Desktop\Games\Ishiiruka.529(f077f9b).x64\Shader@0x00000000957B04E0(101,8): warning X4008: floating point division by zero
C:\Users\MegamanXGold\Desktop\Games\Ishiiruka.529(f077f9b).x64\Shader@0x00000000957B04E0(101,8): warning X4008: floating point division by zero
C:\Users\MegamanXGold\Desktop\Games\Ishiiruka.529(f077f9b).x64\Shader@0x00000000957B04E0(102,8): warning X4000: Use of potentially uninitialized variable ((unknown))
C:\Users\MegamanXGold\Desktop\Games\Ishiiruka.529(f077f9b).x64\Shader@0x00000000957B04E0(117,47): warning X4000: Use of potentially uninitialized variable ((unknown))
C:\Users\MegamanXGold\Desktop\Games\Ishiiruka.529(f077f9b).x64\Shader@0x00000000957B04E0(118,47): warning X4000: Use of potentially uninitialized variable ((unknown))
C:\Users\MegamanXGold\Desktop\Games\Ishiiruka.529(f077f9b).x64\Shader@0x00000000957B04E0(119,47): warning X4000: Use of potentially uninitialized variable ((unknown))
C:\Users\MegamanXGold\Desktop\Games\Ishiiruka.529(f077f9b).x64\Shader@0x00000000957B04E0(102,8): error X4575: Reading uninitialized value

I hope this problem doesn't cause too much stress, your work is amazing!
The problem is not related to the amount of ram, is caused by an error when decoding some png files with libpng . Will try to fix them soon
Thank you!
Hey I've been having an issue with dumping textures in dx11 the past 4 or 5 builds. o.o
It seems to only dump certain textures like HUD, but nothing from the environment.
What game are you trying to dump?
Dumb question: is dx12 backend supposed to work only with dx12 gpu? (My dx10 Nvidia gtx460 works perfectly fine with dx11, but not even start with dx12)
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