01-03-2015, 03:46 AM
Sorry if this is a stupid question but is JITIL even still needed for... anything or anyone? Or does it not hinder any other development like e.g. DX9 did?
(01-02-2015, 11:08 PM)kirbypuff Wrote: [ -> ]* Anything you can do to optimize the GPU thread. The GPU thread is the main source of slowdown (bad performance) in Dolphin, especially when running at a high IR.Very few games are vertex loader or texture encoding bound now; probably at most a dozen or two (rough guess, I might be wrong). Most "GPU bound" games are actually bound by EFB transfers, whether pokes or EFB2RAM or similar, not the actual GPU thread. This is largely a matter of driver overhead, but certainly not an insurmountable problem: smarter EFB caching and other techniques could definitely be used to improve things.
The CPU thread is already running very fast, because it's much easier to optimize. But optimizng the GPU thread is *HARD*. If you're looking for a challenge, this is the one for you.
(01-02-2015, 11:08 PM)kirbypuff Wrote: [ -> ]* Improve, optimize or rewrite the shader compiler. Dolphin's current real-time shader compiler and shader cache is very inefficient, leading to frequent pauses or massive stuttering. It has to be a better solution than TinoB's Async shader compiler and something that works well on Dual-Core CPUs.The shader compiler is part of the GPU drivers and cannot be "rewritten" or optimized. Naturally there are some planned ways to try to improve compilation time stuttering (e.g. with generic ubershaders for not-yet-compiled TEV configurations) but I wouldn't recommend that for a new dev, since it's such a huge project and requires lots of knowledge of both the TEV pipeline and D3D/OGL.
(01-02-2015, 11:08 PM)kirbypuff Wrote: [ -> ]* Fix the broken / garbled audio in ZFreeze titles with DSP HLE.If by "zfreeze titles" you mean Rogue Squadron 2/3, this is because they use an older version of the AX library that is slightly different from the one HLE'd in Dolphin. Fixing this would require some reverse-engineering to identify the differences and implement them. Note it has no relation to zfreeze, just these two games IIRC.
(01-02-2015, 11:08 PM)kirbypuff Wrote: [ -> ]* Improve the current Stereoscopic 3D implementation to work with RealXFB as well.This isn't really possible: RealXFB by definition can only work with 1x IR in such a way that it exactly matches the output of the Gamecube. But what can be done is enhancing Virtual XFB to support more uses of the XFB, so that fewer games actually need RealXFB. This is a subtle but important distinction.
* If possible, a way to use higher IRs than 1x with Real XFB.
