How do I build a pr? Sorry I'm not good at github.
I can confirm that this is a driver issue. It was fixed for Intel HD 4600 drivers in August 2014, unfortunately Intel seemed to drop supplying drivers for HD 4000 about the same time. I have HD 4600, so I don't know if HD 4000 has received newer/fixed updates since then. You seem to have the latest version installed, so apparently they only applied the real solution for newer iGPU's, which is sad, of course.
Good news? This particular problem was bisected so that we know which calculation gets messed up results with Intel drivers, see full discussion here:
https://forums.dolphin-emu.org/Thread-solved-graphic-glitches-on-d3d-backend-on-intel-hd-since-dolphin-version-4-0-1288 . Thank magumagu for finding out the alternative formula.
Bad news? While "fixing" your problem is easy, it requires editing the source code and compiling it yourself. The actual editing is pretty straight forward, but installing Visual Studio can take some effort. I can do it for you if it seems too much. Later today, maybe? I presume that you want the latest development version, so that's what I'll be using.
Here's the link to the code that does the trick:
https://github.com/TurboK234/dolphin/commit/2f0e09fe70a867b5ad58bab6adc2172a9f3134b3 . One should note that the line numbers have changed in Source/Core/VideoCommon/PixelShaderGen.cpp since then, but the affected code seems to be intact so there is no reason for this not to work.
Out of curiosity, I tried Dolphin 4.0-9215 here with DX11 and my Intel HD 4000 instead of my usual setup (OGL + GT 635M) and I got the same issues. Don't know if it helps but Device Manager says the driver version is 10.18.10.4358, from 2015/12/21, running on Windows 10 Insider Preview 14316...
I assume it completely breaks other gpu's? I want the latest development. Would it auto update? Like I assume
http://dl.dolphin-emu.org/prs/pr-[PR Number]-dolphin-latest-x64.7z does?
It should work with other GPU's as well, it's merely a different way of getting the same mathematical result (AFAIK). And the code is written so that it only affects D3D11 (it actually crashed OpenGL if it was applied to it, IIRC).
Updating, unfortunately, is only possible manually by building the emulator. But since Dolphin is as stable and good as it is today, you probably don't need to do it except when a new killer feature is introduced. I'd have an eye on ubershaders (should minimize shader compilation stuttering), for example. Some (rare) game compatibility issues will be fixed and some performance gains will be introduced in the near future, sure. But no need to have the latest build all the time.
And if you do want to have updated versions, then I suggest trying out the Visual Studio + Git. It's easy to keep your branch up to date after the initial setting up.
I'll post a version to test this evening!
There is no auto update function in Dolphin. I kinda want to implement one but due to some issues that would create I'm kind of iffy on that one.
(04-18-2016, 04:21 PM)Jhonn Wrote: [ -> ]Out of curiosity, I tried Dolphin 4.0-9215 here with DX11 and my Intel HD 4000 instead of my usual setup (OGL + GT 635M) and I got the same issues. Don't know if it helps but Device Manager says the driver version is 10.18.10.4358, from 2015/12/21, running on Windows 10 Insider Preview 14316...
Which one is faster on your system dx11 or opengl? If it's dx11, i'd ask to consider adding a workaround for this driver.