Anti-ultimate: Not cool, please don't flame for no reason like that. I'd love to see if the bytecode generation works, and just because someone else has a difference in philosophy vs master doesn't make it automatically worse.
(07-31-2014, 07:48 AM)JMC47 Wrote: [ -> ]Anti-ultimate: Not cool, please don't flame for no reason like that. I'd love to see if the bytecode generation works, and just because someone else has a difference in philosophy vs master doesn't make it automatically worse.
k then, let's see what he pushes.
It's not a difference in philosophy, it's mostly nonsense.
Dx11 shader compilation to bytecode is cosuming 20-50 ms in some cases and in scenaries that happens a lot of times in 1 second producing slowdown in GPU thread (very noticiable examples Fzero, Resinden Evil Unumbrella, etc).
You can measure this time in
D3dShader.Cpp
WARN_LOG(COMMANDPROCESSOR, "\t Shader Compile Time Start");
HRESULT hr = PD3DCompile(code.c_str(), code.length(), nullptr, nullptr, nullptr, "main", D3D::VertexShaderVersionString(),
flags, 0, &shaderBuffer, &errorBuffer);
WARN_LOG(COMMANDPROCESSOR, "\t Shader Compile Time End");
, thats why the bytecode is cached in PixelShaderCache.cpp (ps case)
// Insert the bytecode into the caches
g_ps_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
When dolphin use the bytecode cached in disk doesnt suffer slowdowns, so generate de bytecode instead compile shouldbe fix the issue.
Delroth: told me
- Dolphin doesnt cache bytecode in dx11 when the code is doing this (PixelShaderCache.cpp),
- Is imposible that compile the string to bytecode is time consumiming because the real compilation is to microcode.
- The bytecode is vendor dependant.
I respect to delroth and all devs but for my these arguments are all wrong.
Is too much work todo, If I am wrong id like to know that the soon as possible to cancel the develope.
Ok to be clear on the vertex loader dumping. You check the "Dump Vertex Loader" option. Play around a bit and then close Dolphin. You then go to the folder in Dolphin and click on the Dump folder. Should I be uploading the whole folder or should I just be uploading everything in the Textures folder? And if it is the Texture folder I should be uploading, should the folder be full of hundreds of little tga files?
Not in "Textures", but the files which you'll find directly in the "Dump" folder.
as StripTheSoul stats is the Dump Folder and only the .cpp and .h files inside is what is used
updated the latest folder with a new version. latest changes from master all in.
Detected a regresion in dtk audio streaming that breaks xenoblade cronicles (master suffers the same regression).
32 bit build do not work anymore.
sound frame limit still there to compare if the latest dma fixes solve the problems descrived by linear.
this version needs a lot of testing so all feedback is welcome.
You know that DTK audio is not used for anything other than GameCube right...? Could you stop making up technical stuff now?
Sorry my error, as I used the wrong terms.
A useful technical definition for the regression:
The latest changes in the streaming patterns has causes issues in xenoblade cronicles. In some cases dma streaming is causing noise and crackling in some places, I’m not completely sure about that because it can be caused by the mixing with the completely wrong dvd streamed audio that seems to be broken in that game.
Is that right for you?