Dolphin, the GameCube and Wii emulator - Forums

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This game, I personally consider it a master piece.

[Image: Screenshot-20181018-132020.png] [Image: Screenshot-20181018-132101.png]

[Image: Screenshot-20181018-132235.png] [Image: Screenshot-20181018-132344.png]

[Image: Screenshot-20181018-132405.png]

Vulkan, 30fps, FXAA, 2X.


@degasus, I also recommend using it as a benchmark, for the general performance of the emulator.

Especially for in-memory performance.

Thank you.

I added the file save to 100%

For the benchmark, just start the game and choose from the options: Watch.

See the reaction of the emu.

https://www12.zippyshare.com/v/PREdfuaC/file.html
(10-19-2018, 06:07 PM)degasus Wrote: [ -> ]Hi

May I ask you to rebase your branch instead of merging master? The commit history is a bit messy else, and it will get worse: https://github.com/weihuoya/dolphin/commits/master

I see, maintaining a nice patch history and rewriting the history on every update is a big overhead, but else you'll just end in one big diff of your branch vs master. Maybe also squash your fixup commits in the right patch. One commit per feature is so much easier to read, to maintain, and to merge Wink 

If you need help, feel free to ask us on #dolphin-dev on freenode.

Thanks

Sad a little headache, the codes are really messy. let's talk about coding idea.
update externals: soundtouch, cubeb, glslang;
remove all stereotype code;
remove all primitive start code;
remove uber shader;
some changes to MMIO class;
handle cull_front and cull_back by triangle indices; (got from ppsspp)
add back dual src blend hack for vulkan;
add some PRs: #7287, #5235, #7409


for android:
remove all TV's code;
put all things(gamecube, wii, ware) in one page view;
remove floating button, put a plus button on toolbar;
put settings in one page;
add wii settings to android; 
directory chooser show files and directories;
add a game detail dialog;
add a running setting dialog;
add a simple setting editor dialog;
run game in landscape;
use gyroscope to control game;

use joystick to emulate wii motion control;

[color=#434343][color=#000000]It's already end in one big diff of my branch vs master, [/color]It might be easier to put some PRs to master instead of rebase this code. Confused [/color]
You, sir, have shed a light on this emulator.

And for that, I applaud you greatly.
I repeat, he is a Genius.
(10-20-2018, 02:29 AM)stizzo Wrote: [ -> ]I repeat, he is a Genius.

dolphin team are genius. thanks a lot.
(10-20-2018, 02:45 AM)weihuoya Wrote: [ -> ]dolphin team are genius. thanks a lot.

Yes, but you are a special mind and this is a fact and everyone can see this now.

Thank you very much, again and again.
So with this build is possible to run decently even on (crappy) Mali GPUs? Still, how much worse is it compared to Adreno in terms of performance? I know emulators depends mostly on the CPU, but bad GPU drivers will affect the CPU performance too.
The Adreno 540 performs higher-order texture filtering at lower cost relative to previous designs, processing 16 texels/clock for trilinear filtering. For comparison, ARM’s Mali-G71 processes 1 bilinear filtered texel per clock, or 1 trilinear filtered texel over 2 clocks, per core. So a 16 core configuration (MP16) is capable of 16 texels/clock (bilinear) but only 8 texels/clock (trilinear).

Source: https://www.anandtech.com/show/10948/qualcomm-snapdragon-835-kryo-280-adreno-540/2

CpU not affected, Mongoose 3 is a very good semi-custom ARM architecture.

PS:
(10-19-2018, 06:38 AM)TMCThomas Wrote: [ -> ]Wow this custom build of yours is pretty incredible, games that would not work or had wrong colours work fine now. It might be a bunch of hacks but it does make my games work(exynos 9810). Thanks mate!
(10-20-2018, 04:24 AM)stizzo Wrote: [ -> ]The Adreno 540 performs higher-order texture filtering at lower cost relative to previous designs, processing 16 texels/clock for trilinear filtering. For comparison, ARM’s Mali-G71 processes 1 bilinear filtered texel per clock, or 1 trilinear filtered texel over 2 clocks, per core. So a 16 core configuration (MP16) is capable of 16 texels/clock (bilinear) but only 8 texels/clock (trilinear).

CpU not affected, Mongose 3 is a very good semi-custom ARM architecture.

I have a simple phone, Galaxy J7 2015 with Exynos 7580 (8xCortex-A53 @1.5GHz and Mali T720 MP2 @668MHz). When I was using official Android 6.0.1 with driver version r7p0, I had a huge slow down when trying to play some games at 2xPSP resolution on PPSSPP. After update to a custom 7.0 ROM (my phone didn't receive official 7.0) based on official kernel released for other phones with same SoC, I got also a driver update to r15p0. Suddenly got some graphic bugs fixed and no more huge slow down at 2xPSP resolution, I had the same performance at both resolutions. But all this before 1.6 update with multithreaded OpenGL, I have a very good performance now, higher at 1xPSP than 2xPSP, but still better than before.

Take a look at some videos on YT of Exynos-based Galaxy S or Mediatek phones powered with Mali GPU, they have a poor performance running Dolphin. Just compare Exynos Galaxy S9 to Snapdragon Galaxy S9. According to Geekbench, the Exynos variant of S9 has a faster CPU, but doesn't look like it. PPSSPP isn't a good comparison base because it doesn't require as much GPU features as Dolphin, but bad drivers still affected my experience.
(10-19-2018, 06:38 AM)TMCThomas Wrote: [ -> ]Wow this custom build of yours is pretty incredible, games that would not work or had wrong colours work fine now. It might be a bunch of hacks but it does make my games work(exynos 9810). Thanks mate!

Still not accurate. I asked if this build makes the Mali GPU as fast or nearly as fast as equivalent SoC powered with Adreno GPU (Snapdragon), which has "good" drivers. Bacause this could have fixed all the issues, but the performance could still be far from Snapdragon equivalent SoC, for example...