Fixed small bug that could cause unnecessary stalls/performance loss in certain cases. Fixes possible corner-case crash when games presents frames without first uploading any texture data. fixes crash when (multisampled) Color EFB accessed (fixes crash in SMG). a 'real' fix needs to occur above the VideoBackend layer, and is in progress here: Add clamp to texture copies to too-small destinations. If you were seeing incorrect rendering before, there's a decent chance it has been fixed. Several rendering correctness bugs fixed. Fixed full-screen operation when starting in full-screen mode (thanks rlaugh0095) Nothing should have regressed (verified in local testing). Lots of refactoring behind the scenes, based on pull request feedback. Caused incorrect results in MadWorld, possibly others. Fixed issue if game sets a viewport with non MIN_DEPTH/MAX_DEPTH depth. Further refactored shader cache, and fixed some issues that were causing it to not cache shaders (causing constant regeneration). Fixed error in texture readback, was causing some misc corruption issues. Fixed bug in EFB depth buffer readback, could cause misc corruption issues. Prevent backend from showing up on systems without D3D12 support. Misc behind-the-scenes refactoring/cleanup Fix for very large texture uploads (e.g. Misc behind-the-scenes refactoring/cleanup/fixes Small fix for a 'dirty' shutdown corruption shader caches (which used to possibly cause a crash on the next start) Better tracking of CPU/GPU interactions, should resolve race-condition-induced corruption Fix issue on certain systems where frame-rate not properly uncapped (when vsync is disabled, and CPU set to > 100%) #Trove directx buffer error fix 2016 code#Open to any feedback on the initial code, and I'll try to submit a pull request in the next couple weeks if the code looks ok. I've tried to make the code follow the contribution guidelines, and it should be a pretty conformant port of the DX11 backend, so hope for this to possibly end up in the main Dolphin branch. I hope to continue to improve the code, and pull requests would definitely be welcome. For more details, please see the Github readme. This is obviously 'as is', but please reply back with any bugs/issues seen. Note: This doesn't specifically improve shader compilation stutters the first time shaders are seen, it's only faster in the 'steady state' - this could definitely be improved with the extra CPU cycles now available. Latest graphics driver, and a AMD 7000-series, Intel HD 4400, or nVidia 600-series GPU or higher. Results below from a few games at 2.5x native resolution on NVidia and AMD hardware (and raw FPS data attached): In general, CPU usage is now much lower for the same workload relative to DX11/OpenGL. At higher resolutions, graphics becomes more important, so the relative improvement can increase there. Generally, graphics-intensive games get a nice win, while (Gamecube CPU)-bound games (Zelda OOT from the 'bonus disk' is a good example) are the same - graphics wasn't on the critical path there. It was a good way to get to know Dolphin's architecture better, and hope it might be interesting for others to try out. Hi all, I've been experimenting with adding a DirectX 12 backend to Dolphin, and finally have something to release! It can be decently faster depending on the game/system/settings (up to 50%), binaries and source are below.
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