Hi users, please don't explode, but the devs who are fluent in the graphics backend code are considering this for 5.0. If it makes it in, it will be marked as highly experimental in the backend.
Worst case, it'll probably be in a development build after 5.0
EDIT: Sorry I was pretty much just posting this to correct my earlier comment that there would be no way this would be in 5.0
@hlios747
Finally. If it includes newest DX12 by HDCPMETA and Fast EFB Access&Shader Cache by Tino, then its finally the perfect emulator.
None of Ishiiruka's code is included in this backend and therefore won't be included when this gets merged, whenever that is.
Fingers crossed!
I'm not really qualified to talk about this stuff, but were it made official some other contributors might take a shot at improving it further. Who knows (not me)? Maybe some of the stuff you did could inspire some small improvements in DX11 and OpenGL too.
The issue is, there are as far as I know, three developers that run Windows 10 and that could fix issues that crop up with this. Not ideal. That's why there's a push to refactor as much as reasonable into videocommon, so that the backend only includes backend specific things.
I've updated the OP with a new version. It contains a fix for when really large (4k x 4k) textures are uploaded, I think that was causing the custom texture issue. It also contains a lot of behind-the-scenes refactoring that shouldn't impact functionality - but would be good if people are running/testing on that.
Uh, the new builds are significantly less fast than the old ones for me.
With build 4.0-8386 dirty I get up to 400% DX 12 emulation speed in Super Mario Sunshine. With version 0.96 its just as DX11, 200%. Why is that so? The settings are exactly the same.
(01-06-2016, 06:13 PM)dampflokfreund Wrote: [ -> ]Uh, the new builds are significantly less fast than the old ones for me.
With build 4.0-8386 dirty I get up to 400% DX 12 emulation speed in Super Mario Sunshine. With version 0.96 its just as DX11, 200%. Why is that so? The settings are exactly the same.
I think such a speed bump is improbable with mario sunshine, are you sure you haven't overriden default ini settings during your tests by opening the graphic settings? Like disabling efb to ram for mario sunshine for example.
Edit: Come to think of it this game uses perf queries, i don't know if it has been implemented in the meanwhile but when it does performance for sunshine will drop since it is one of the very few games that uses perf queries.
"This does not yet implement the GPU bounding box, XFB rendering, or performance query features."
Also a reminder, as more things are implemented, this is likely to get slower.
Accuracy is important.
(01-06-2016, 02:53 AM)helios747 Wrote: [ -> ]Hi users, please don't explode, but the devs who are fluent in the graphics backend code are considering this for 5.0
You guys do it, and instantly become my emulator development team of the year.