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License: GNU General Public License v2.0
Wiimote continuous scanning option doesn't seem to work. Using mayflash dolphin bar. If I turn the controller off during game and then turn it back on, it lights up properly but will not work until I press F9. The option is supposed to reconnect it automatically. Also when the wiimote is shut off, the menu does not pop up like on the real console.
A way to load/sample from an external image (some great shading effects use this like Storybook shaders).
http://www.lighthouse3d.com/cg-topics/code-samples/loading-an-image-and-creating-a-texture/
https://www.opengl.org/registry/specs/ARB/shader_image_load_store.txt
https://www.opengl.org/registry/specs/ARB/shader_image_size.txt
https://www.opengl.org/registry/specs/EXT/shader_image_load_store.txt
https://www.opengl.org/registry/specs/ARB/shader_texture_image_samples.txt
https://www.opengl.org/registry/specs/EXT/shader_image_load_formatted.txt
https://www.opengl.org/wiki/Image_Format
https://www.opengl.org/wiki/Image_Libraries
https://www.opengl.org/wiki/Image_Load_Store
https://www.opengl.org/wiki/Image_Load_Store
Once you turn them on and then turn them off, when you reset the emulator, they will always appear on again.
Newest version to this date of this version of the emu. Opengl backend.
By now, many ppl have gotten all the games they want to play and are content with their collection. For those ppl, can you make an option to turn off Scanning for Games at Emu Startup? It always takes a long time to complete and if one's game folder doesn't get moved, there's no need for the emulator to automatically scan for games EVERY time you turn it on. I also don't see a need for auto scanning to begin with. Manual scanning would have done just fine. To scan when you know that you need to, not to do it every time when you know you don't need to.
Thanks in advance.
Sorry if I'm missing something -amazing features like async shader compilation (big problem I understand for F-Zero and others) -why not merge the code into the main Dolphin builds?!
Thanks!
Since the developers of dolphin stopped making 32bit builds , could you please without further ado make at least one 32bit build for the latest build from dolphin if that possible , that would mean a lot to me <3
Hello!
(I sent a message thru Dolphin forums but for certainty I post here as well)
I was for some reason told to get in contact with "Ishiiruka" by a user at http://ngemu.com/.
I don't know if you are the right person I should have contacted but I'll try it anyway.
Now I know that you do work with Dolphin only so I don't know exactly why he told me to contact you for that reason either, but maybe you do work with other emulators and are extremely good at it? I don't know Smile
Anyway, here is what I want. It is about PS1 emulation.
I don't know if you have heard about Waifu2x filtering?
Here is a google translated URL to where you can download it as a program
and here is a URL to a GLSL implementation
It is kinda resource heavy, when I do it in gpu mode it takes about 0.2 - 0.5 seconds to render one picture, and I have a 980ti. But I don't know tech stuff so much and have no idea how well optimized it is.
I have asked around at many forums now about this and heard everything from "it's impossible" to "it's too much work". So why do I want it so badly? Well, here are some Waifu2x with highest noise reduction filtered pictures from Final Fantasy VII and IX. These were originaly as you know in very low resolutions. Zoom in to see how well the Waifu restores small details.
http://i.imgur.com/X27lVJ5.jpg
http://i.imgur.com/CzRczDb.jpg
http://i.imgur.com/fYwxIBY.png
http://i.imgur.com/iIN3GXk.jpg
http://i.imgur.com/D7dBMdH.jpg
If you ask me it could give the game the "hd-look" it deserves. This filter needs to be ported for gaming.
Maybe if you yourself don't want to or know how to do this maybe you know someone who does? I certainly hope for some positive feedback for once in this mission I have Wink Hehe
/Mike
Unfortunately DolphinFX is outdated again could you update it to v2.40.
https://github.com/Tinob/Ishiiruka/blob/master/Data/Sys/Shaders/Postprocessing/DolphinFX.glsl
https://github.com/PCSX2/pcsx2/blob/master/bin/shaders/GSdx.fx
PCSX2/pcsx2@a1a5b25
PCSX2/pcsx2@5ace5a5
PCSX2/pcsx2@eec8648
PCSX2/pcsx2@fc0cebe
Would like to request that the ScaleFX x9 multipass shaders, located in the retroarch common shaders, be ported over to dolphin. It is identical to 6xbrz scaler but without the performance cost. Thanks in advance.
Is SMAA4x possible to implement?
http://www.iryoku.com/smaa/
https://github.com/vispy/experimental/blob/master/fsaa/smaa.h
https://gist.github.com/haxpor/3069223
https://github.com/Asmodean-/SMAA-OpenGL
https://github.com/Asmodean-/SMAA-D3D
https://github.com/iryoku/smaa
https://github.com/Chman/SMAA-Unity
https://github.com/m10914/SMAA-Unity
https://github.com/scrawl/smaa-opengl
https://github.com/kivy-garden/garden.smaa
https://github.com/Hirato/lamiae/blob/master/src/engine/aa.cpp
http://www.iryoku.com/smaa/downloads/SMAA-Enhanced-Subpixel-Morphological-Antialiasing.pdf
@Tinob can you add this?
The main reason why DolphinFX wasn't merged the mainstream version was the lack of shader tranlation system(some other emulstor like PPSSPP have it) in Dolphin dolphin-emu/dolphin#1535 . If you ever manage to add shader translation then it'll make Ishiiruka easier to merge to the master. xenia-project/xenia@65130ed
If you turn the controller off during game, the controller stops working everywhere. A restart of your computer fixes it.
If you press [X] on the game window, same thing happens with the controller.
We already have specular reflections so I wonder if maybe subsurface scattering, diffuse reflections and interreflections are possible to add too for even more advanced effect,
https://en.wikipedia.org/wiki/Diffraction
https://en.wikipedia.org/wiki/Diffuse_reflection
https://inst.eecs.berkeley.edu/~cs294-13/fa09/lectures/294-lecture3.pdf
https://en.wikipedia.org/wiki/Subsurface_scattering
http://www.cs.cmu.edu/~ILIM/publications/PDFs/SSWN-TVCG13.pdf
http://luthuli.cs.uiuc.edu/~daf/courses/CS-419/Week-5/FirstRadiosity-12.pdf
http://www.raytracegroundup.com/downloads/Chapter25.pdf
https://graphics.stanford.edu/papers/bssrdf/bssrdf.pdf
http://www.scribblethink.org/Work/Notes/fastsubsurface_web.pdf
https://en.wikipedia.org/wiki/Diffraction
Volumetric Light Scattering post-processing
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
http://fabiensanglard.net/lightScattering/
http://sebastien.hillaire.free.fr/index.php?option=com_content&view=article&id=72&Itemid=106
http://lousodrome.net/blog/light/2014/06/01/volumetric-light-scattering/
http://phaazon.blogspot.com/2015/04/volumetric-light-shafts.html
http://liu.diva-portal.org/smash/get/diva2:623420/FULLTEXT01.pdf
http://www.gamasutra.com/blogs/BartlomiejWronski/20141208/226295/Atmospheric_scattering_and_volumetric_fog_algorithm__part_1.php
https://books.google.pl/books?hl=pl&lr=&id=jBEGCAAAQBAJ&oi=fnd&pg=PA1&dq=volumetric+light+scattering&ots=wFuUROzGTp&sig=bs8uxqlBlrQDp6rQJgjm4_1qjQQ#v=onepage&q=volumetric%20light%20scattering&f=false
https://gist.github.com/postspectacular/d265703a81213b4393e5
https://github.com/thefranke/dirtchamber/blob/master/src/dune/light_propagation_volume.h
https://github.com/thefranke/dirtchamber
https://extremeistan.wordpress.com/tag/light-propagation-volumes/
http://www.vis.uni-stuttgart.de/~dachsbcn/download/lpv.pdf
https://github.com/wong4ever/GI-LPV
http://www.tobias-franke.eu/?dev
http://forums.torque3d.org/viewtopic.php?t=5
https://github.com/tobspr/RenderPipeline/blob/master/README.md
https://github.com/bkaradzic/bgfx
libpng needs to be updated to fix issues while loading png files
MAp is showing a gray square last working version is 427
This only appears in DirectX 11/12/OpenGL, and is not in DirectX 9. This appears on both stable and unstable, and does not appear in 4.0-8743 either.
Here's two screenshots I took to describe it. It occurs on "Arlong Park" on the Banquet night version. The first is of what it appears with Direct3D11 on 4.0-8743, the second being Ishiiruka 524 on DirectX 12.
I fiddled with nearly every setting I could on the DirectX 12 renderer, but none of the settings fixed the table having lines. It seems like this may be an issue that settings can't resolve.
It is necessary for correct functioning of same shaders like xBR. I'm not sure if Dolphin already has support for point sampling or not but if it does then never mind and feel free to close it.
Bloom offset caused by diferent corrdinate system used in dx9 vs gx
Hi.
There seems to have been introduced some graphics corruption on No More Heroes (RNHE41) in all builds after 721.
I have the following in the game settings file:
[Video_Hacks]
EFBToTextureEnable = False
Happens with all renderers, (Can't get software renderer to work).
Here are shots from 721 for reference:
The screens are using DX12.
I have attached my Ishiiruka config and my dxdiag:
Ishiiruka Config.zip
DxDiag.txt
I'm running Windows 10 1511 and a Nvidia card on driver 368.81.
Please let me know if I can provide more info.
Getting a vertex shader compile error when launching all games, and also getting no output from all games besides some solid colors.
Failed to compile vertex shader: ~/.dolphin-emu/Dump/bad_vs_0001.txt
Debug info (X.Org, Gallium 0.4 on AMD RV740 (DRM 2.43.0 / 4.4.8-040408-generic, LLVM 3.9.0), 3.3 Mesa 12.1.0-devel - padoka PPA (git-d8d6091)):
0:124(14): error: cannot access field `clipPos' of structure
0:124(14): error: type mismatch
The shader in question has been uploaded to a gist here: https://gist.github.com/gamax92/18f56a318f7ae8305ad168eaddbf7f96
EDIT:
Changing line 513 of VertexShaderGen.cpp from out.Write(" clipPos_2 = o.clipPos;\n");
to out.Write(" clipPos_2 = o.clipPos_2;\n");
seems to fix the issue, I don't get compile errors and visuals are working.
Some shaders require it.
https://github.com/libretro/RetroArch/pull/674/files
https://github.com/libretro/RetroArch/pull/682/files
https://github.com/Armada651/hqx-lut-generator
https://github.com/libretro/common-shaders/tree/master/hqx
http://filthypants.blogspot.com/2012/03/xbr-vs-hqx-interpolation-filter.html
Needed for more advanced upscaling shaders but vertex manipulation can also improve things like global illumination. ambient occlusion. color manipulating shaders and even antialising shaders.
I think the problem is that Dolphin's post-processing vertex shader is compiled as a string, internally and we need external compilation of vertex shaders.
Examples of many good post-processing vertex shaders you can find here:
http://forums.pcsx2.net/attachment.php?aid=58711
https://github.com/libretro/common-shaders
http://forums.pcsx2.net/attachment.php?aid=58713
http://forums.pcsx2.net/attachment.php?aid=58724
http://forums.pcsx2.net/attachment.php?aid=58715
https://www.opengl.org/wiki/Vertex_Post-Processing
http://learnopengl.com/#!In-Practice/2D-Game/Postprocessing
I would like to request the updated version of Guest.r's 4.o AA shaders found here:
http://forums.ppsspp.org/showthread.php?tid=6594&pid=124329#pid124329
If that was already done, I haven't been following dolphin in a while, then you can ignore this request.
big slowdowns during game
I've been noticing that textures that render farther away appear to render at a much lower resolution than what opengl is. DX11 is running the game a lot more smoothly than opengl is though. I've turned off and on asynchronous textures, predictive fifo, and other options, and it seems to have no impact. Turning off scaled EFB copy makes things much worse.
The double Video rate hack was great for reducing input lag on games while the game still ran at the same speed. For versions up to the last working version 674, it worked wonderfully. The window used to say FPS:60 - VPS: 120 - 100%
From version 680 and on, when I turn on the Double Video rate hack. The video now moves twice as fast instead of having the previous effect. The window now says FPS:120 - VPS 120 - 100%.
Hey!
With DX12 on "Metroid prime trilogy" the picture are cropped in intro and main menu when internal resolution is different than 1x.
Version: Ishiiruka-Dolphin699(73a357b).
Work fine with dolphin 5.0-78.
Could you update xBRZ to 1.4?
http://ngemu.com/threads/peteopengl2tweak-tweaker-for-peteopengl2-plugin-w-gte-accuracy-hack.160319/
https://sourceforge.net/projects/xbrz/files/
https://sourceforge.net/projects/xbrz/files/xBRZ/
gonetz/GLideN64@daf18ef
gonetz/GLideN64@5bf7a4e
https://github.com/hrydgard/ppsspp/tree/master/ext/xbrz
https://github.com/PeterTh/gedosato/tree/master/ext/xbrz
https://github.com/hrydgard/ppsspp/pull/8338/files
https://github.com/devinacker/bsnes-plus/pull/27/files
Pressing esc on a maximized window on opengl causes a black screen instead of returning to the dolphin menu. You can still get out of this by pressing alt+enter but still, it's supposed to go back to dolphin's game menu.
windows 7 64-bit ultimate
intel i7-4960x
gtx 980m
32gb 1600hz corsair vengeance ram (4x8gb sticks)
Opengl backend only.
It would help reduce stuttering even more.
https://github.com/libretro/RetroArch/wiki/Getting-optimal-vsync-performance
https://github.com/libretro/RetroArch/tree/master/audio
There seems to be a little issue with the OGL backend CMakeFile
CMake Error: Error in cmake code at /home/jake/Developer/Ishiiruka/Source/Core/VideoBackends/OGL/CMakeLists.txt:29: Parse error. Function missing ending ")". Instead found unterminated string with text "${S".
I checked it out and found that the line seems to be incomplete
add_dolphin_library(videoogl "${S
I'm assuming it should be this, compared to the original branch of dolphin
add_dolphin_library(videoogl "${SRCS}" "${LIBS}")
but then you get this error and I'm pretty much stuck at this point
CMake Error at Source/CMakeLists.txt:38 (add_library):
Cannot find source file:
GLExtensions/GLExtensions.cpp
Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp
.hxx .in .txx
Call Stack (most recent call first):
Source/Core/VideoBackends/OGL/CMakeLists.txt:29 (add_dolphin_library)
I did manage to get around that cmake error by changing
GLExtensions/GLExtensions.cpp
to
../../Common/GL/GLExtensions/GLExtensions.cpp
but I get a ton of make errors, so I feel that's not a real solution.
when playing in fullscreen on the dx11 backend, there will be an emulator crash if esc is pressed. latest Ishiiruka version of the date this post was made. Same with master branch.
I wonder if something like this is possible since GC/Wii games have limited numer of polygons? Though probably even if it is it'd be hard to implement.
It would allow for potentially infinitely detailed models.
https://forums.dolphin-emu.org/Thread-lets-have-a-real-discussion-about-a-dolphin-model-dumping-feature
https://forums.dolphin-emu.org/Thread-is-possible-to-extract-texture-and-models-form-games
https://forums.dolphin-emu.org/archive/index.php?thread-39101.html
https://forums.dolphin-emu.org/archive/index.php?thread-11635.html
https://forums.dolphin-emu.org/archive/index.php?thread-2841.html
No matter the setting, dolphinFX scanlines are really bad. Causing clumps. Please take a look at LunaMoo's ppsspp shader. He is the only one so far that has achieved perfect scanlines and have made it so they alway appear even no matter the screen resolution: http://forums.ppsspp.org/showthread.php?tid=6594
We have Bump Mapping already would it be possible to add something even better like Tessellation or Parallax Occlusion Mapping? @Tinob
Currently, when having the emulator turn on first, turning the gamepad on next makes the gamepad not work. Then one would have to turn the emu off and then turn the gamepad on first. So can you add that so that Hot Swapping can be completed? Right now only hot-plugging works, not after-plugging. Every well ported pc game has this feature and it is just convenient to have.
Would also be nice to have the real wiimotes to time out like they do on the real console and then work when you turn them back on. Currently, if you turn the wiimotes off via the wiimote power button and turn it back on, they won't work anymore. Wiimote connect fixes this hotplugging issue with regular wiimotes, but it doesnt work with tr wiimotes. Dolphinbar doesn't include this feature either.
I'm wondering if better shadowing techniques are theoretically possible to implement in an emulator.
GC/Wii used many tricks for shadows including z-freeze and planar projections shadows but they arem't that great compared to modern shadowing techniques. Is is possible to load custom shadow maps/shadow volumes to the emulator?
http://www.slideshare.net/GaelHofemeier/oit-tovolumetricshadowmapping-47572450
http://joshbeam.com/articles/stenciled_shadow_volumes_in_opengl/
http://nuclear.mutantstargoat.com/articles/volume_shadows_tutorial_nuclear.pdf
http://ogldev.atspace.co.uk/www/tutorial40/tutorial40.html
http://http.developer.nvidia.com/GPUGems/gpugems_ch09.html
http://artis.imag.fr/Members/Cyril.Soler/DEA/Ombres/Papers/mccool00shadow.pdf
https://en.wikipedia.org/wiki/Shadow_mapping
https://en.wikipedia.org/wiki/Shadow_volume
https://software.intel.com/sites/default/files/salvi_avsm_egsr2010.pdf
http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.154.4363&rep=rep1&type=pdf
http://developer.download.nvidia.com/shaderlibrary/docs/shadow_PCSS.pdf
http://http.developer.nvidia.com/GPUGems/gpugems_ch11.html
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.67.2417&rep=rep1&type=pdf
https://en.wikipedia.org/wiki/Soft_light#Hard_light
http://web.cse.ohio-state.edu/~whmin/courses/cse5542-2013-spring/19-shadow.pdf
http://artis.imag.fr/~Cyril.Soler/DEA/Ombres/Papers/Woo.survey.97.pdf
https://en.wikipedia.org/wiki/Ray_tracing_(graphics)#Adaptive_depth_control
@Tinob
http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/the-theory-of-stencil-shadow-volumes-r1873
http://www.terathon.com/gdc05_lengyel.pdf
http://ngemu.com/threads/a-crazy-idea-for-psx-video-plugins.26213/
I'm stupid.
I'm not entirely sure about that but I heard some shaders like shader-based SSAA require the ability to store data between frames(you can check SSAA shader from PsxFX for this).
https://forums.dolphin-emu.org/attachment.php?aid=14247
Related: A way to store model view projection information between frames (camera based motion blur). And beyond that, store information for temporal AA
Multi-pass cpu filter framework is required for a cpu based version of Super xBR which can work directly on textures.
https://drive.google.com/file/d/0B_yrhrCRtu8GYkxreElSaktxS3M/view?pref=2&pli=1
https://github.com/libretro/common-shaders/tree/master/xbr
Here are screenshots of RE Remake on GC with Super xBR applied with RetroArch's image viewer core.
Super xBR on textures looks phenomenal on digitized games and games with pre-rendered backgrounds.
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