Just make a process conversion inside dolphin that still knows what the old textures are, and which are the new names of them, and specify which are same
(06-12-2014, 08:25 AM)galop1n Wrote: [ -> ]OpenCL sucks
I take it you are using a Nvidia card, which only supports 1.1 of OpenCL, the current version is 2.0, so don't blame OpenCL, blame Nvidia.
So, i did not work a lot on my version today as i was without electricity for approximately 9h45, and once it was back i had to recover from 5h of sports ^^
Still, i fixed the rgba texture in TMEM, the texture decoder features are now complete or at least as capable as the current cpu implementation :
http://imgur.com/Qm8KuRV
I also took a look to new super mario bros and figure out why it was needing efb2ram, basically, they update sub parts of a big texture atlas (
http://imgur.com/r8Fm47Q ). An efb 2 texture mode would be possible if we detect that the destination goes into a texture already present in the texture cache and just copy the corresponding part with gpu commands.
Last, i also have a mario kart efb2ram crash fix to add a cherry on the cake, but you will have to wait tomorrow.
(06-13-2014, 08:30 AM)galop1n Wrote: [ -> ]So, i did not work a lot on my version today as i was without electricity for approximately 9h45, and once it was back i had to recover from 5h of sports ^^
Still, i fixed the rgba texture in TMEM, the texture decoder features are now complete or at least as capable as the current cpu implementation : http://imgur.com/Qm8KuRV
I also took a look to new super mario bros and figure out why it was needing efb2ram, basically, they update sub parts of a big texture atlas ( http://imgur.com/r8Fm47Q ). An efb 2 texture mode would be possible if we detect that the destination goes into a texture already present in the texture cache and just copy the corresponding part with gpu commands.
Last, i also have a mario kart efb2ram crash fix to add a cherry on the cake, but you will have to wait tomorrow.
Hey I just realized for me the fast depth cal option is still there on the latest build that was provided on June 8th Or is this just me?
(06-13-2014, 08:26 AM)purpasmart96 Wrote: [ -> ]Just make a process conversion inside dolphin that still knows what the old textures are, and which are the new names of them, and specify which are same
No, because generating the old name is exactly what is slow and what we should get ride of…
(06-13-2014, 08:26 AM)purpasmart96 Wrote: [ -> ]I take it you are using a Nvidia card, which only supports 1.1 of OpenCL, the current version is 2.0, so don't blame OpenCL, blame Nvidia.
I am on nvidia and that's not the reason, opencl sucks in a graphic engine because it is not think to interleave nicely with a rendering program. This is a big system for fat GPGPU computation. It is possible to do most of what is possible with OpenCL by using Compute program/Shaders (after all, they execute at the end on the same hardware ) without killing a graphic engine. Yes, sometime it creates by far more bigger knock to the brain but hey, that's my job to burn my brain on that sort of things…
(06-13-2014, 08:36 AM)purpasmart96 Wrote: [ -> ]Hey I just realized for me the fast depth cal option is still there on the latest build that was provided on June 8th Or is this just me?
It was a mistake i forget to hide it again after working on the issues on it, it is possible that the flag is ignored by code ( or not if i forgot to enable that again while doing my last release ), it is difficult to tell now that the two behave exactly the same. If you delete your shader cache, run with fast depth toggle on then untoggle it, you will see a freeze to recompile shaders if the flag is not overriden by code, and no freeze if not as the shaders does not change

(06-13-2014, 08:38 AM)galop1n Wrote: [ -> ]No, because generating the old name is exactly what is slow and what we should get ride of…
This would NOT be done at runtime. As in once you boot up your game it sees the custom textures names that use the old method, uses the hash of the file name of it to know where is like the old way but then a translation process begains and replaces the old texture names to the new ones, and it doesn't have to be in Dolphin either it could be just an external process too.
(06-13-2014, 08:46 AM)purpasmart96 Wrote: [ -> ] (06-13-2014, 08:38 AM)galop1n Wrote: [ -> ]No, because generating the old name is exactly what is slow and what we should get ride of…
This would NOT be done at runtime.
I clearly prefer an external tools, a customization pack in the future may be more than just a bunch of texture files, and the external tool, still useful will not be enough (may report mismatch, conflicts, ...) then asking for user decision, etc. An integrated operation in dolphin would be too limited to what we may wants to add on the customization topic and is not a good idea.
Was wondering if you could take a look at the boxing game "Punch Out!". In 2-player (head-to-head) mode the framerate drops considerably before the round, after a knockout, and in the little intermission between rounds, making it almost unplayable. During actual rounds it runs fine. Single player has been fullspeed for years. I understand this is more of a request for a fix rather than a problem with your specific build, but you've squashed quite a few bugs here so thought I'd give it a shot
Amazing work in restoring D3D's performance, thanks!
Hm, I have the slowdowns in exactly the same places in Punch Out, only I even got them on single player... I guess you need a fast PC for that one...
Can you please take a look at ZSS? The map is still messed up in D3D, but displays perfectly in OGL.
(06-14-2014, 02:19 AM)drhycodan Wrote: [ -> ]Can you please take a look at ZSS? The map is still messed up in D3D, but displays perfectly in OGL.
It is on my list but there is nothing obvious and it is minor. Also, to force the filtering is likely to mess with the map rendering while it is really important on some part of the frame at high resolution.