Tino





Above and Beyond Posts: 2,256

Threads: 1

Joined: Oct 2013 [color=#1D2654]I S H I I R U K A - DOLPHIN[/color]

This Version complements Official Dolphin-Master giving support for legacy devices, and reducing cpu usage on the graphic thread.

The focus is the gaming experience and speed.



Please test the new versions will be appreciated, and not forget comment if Ishiiruka was usefull for you.

Thank you. Have Happy Gamming and Enjoy!.



[color=#1D2654]Tino[/color]



[color=#FF0000]LAST UPDATE 2020-08-23[/color]



[color=#1D2654]Important Features[/color] Async shader compilation (Avoiding shader compilation time)

Galop's DX11 Texture Encoder/Decoder (Improve Texture decoding specially EFB TO RAM)

Pre compiled Vertex loader & Optimized vertex decoding using SSSE3 and SSE4

Dolpby Pro Logic II support for xaudio and openal

Larger internal resolutions (IRx6) to allow 4k gaming

Custom Texture improvements to allow direct compressed texture loading including mipmaps

DSP - Time Streching Option (Improve sound output to avoid sound skipping on slow machines)

DX9 support for old machines

Modified Post Procesing interface to support:

-Multiple Stages allowing more complex effects.

-Depth and native gamma as inputs.

-DX11/DX12.

-Custom version of DolphinFX that work under dx11 and ogl

-SSAO and DOF.

-Texure Scaling Support

-Bump Mapping with advanced material properties (1)

-Phong Specular reflection to improve ligthing quality(1)

-Tessellation and Displacement Mapping(1)

-Rim Lighting(1)

-Bump auto generation to improve ligthingwith support for env cubemaps

-Shader uid cache:

* Shader uids identify the diferent shaders that games need to render graphics, as is known shader generation is slow

and causes stutering the first time you play a game or when dolphin version changes.

Using the uid caches allow an user that already played the game to share the shader information,

allowing other users to enjoy gaming without stutering.

* To use them just ask for the files from a friend that already played the game.

* Then just put the files [UserFolder]\Cache\ShadersUIDS folder and Enable The "Compile Shaders On Startup" option in the Advanced Graphic Tab

((1)For more info see post #3)



[color=#1D2654]Other Features[/color] Multithreaded Shader Compilation

Early depth test implementation to correct related issues and increase performance

Fast-Depth option now control the use or not of the accurate early z emulation so enabling fast depth will give a speed boos in some systems

Fast EFB Access. Implement global EFB Access Cache to reduce GPU stalls caused by CPU access to the efb (This option is Hack Tab in Gfx Options)

Shader generation Path reorganization to improve performance

Implemented 3d support for Side by side/TopBottom 3d rendering

Many DX9 old bugs fixes (ZComploc, Tev emulation, etc)

Others fixes and little improves.



[color=#30543D]DOWNLOAD[/color]



Latest

https://goo.gl/31cRcc

https://goo.gl/YzHNa5



1117(f0dd960b5): Merge support for multiple texture folders from master.



Older versions

https://goo.gl/pFWsMB

https://goo.gl/A1K8vy



Fedora 24, Fedora 25, openSUSE Leap, and Tumbleweed:



https://software.opensuse.org/package/ishiiruka-dolphin-unstable



Source code is available on GitHub

https://github.com/Tinob/Ishiiruka



Configuration



[*] Full Async Shader = No slowdowns caused by shaders compilation . -> Requeriments: Low CPU (Possibles Glitches)



DSP Options - Time streching

Enable sound streching to avoid crackling because of slow VPS in the emulation.

It will introduce some latency.



Async Shader Compilation Demos

http://www.youtube.com/watch?v=Li28qvfnSkM



Credits



Marcosvitali for the hard work on the predictive FIFO and for new ordered main post

JMC47 for sufering testing my code and producing videos

Galop for GPU texture Encoder/Decoder implementation from his DX11 improve branch.

Xnessax for ishiiruka art

hdcmeta for dx12 backend

stenzek for new post processing shaders

gamax92 nice fixes to issues in the code.

Hyllian Excelent screen scaling shaders and work on the texture scaler.

KAMiKAZOW linux packages

Official Dolphin Developers ((1)For more info see post #3)[*]= No slowdowns caused by shaders compilation . -> Requeriments: Low CPU (Possibles Glitches)It will introduce some latency.for the hard work on the predictive FIFO and for new ordered main postfor sufering testing my code and producing videosfor GPU texture Encoder/Decoder implementation from his DX11 improve branch.for ishiiruka artfor dx12 backendfor new post processing shadersnice fixes to issues in the code.Excelent screen scaling shaders and work on the texture scaler.linux packages Find Reply xemnas





Senior Member Posts: 322

Threads: 7

Joined: Jul 2013 I will use it and report any issues I might happen to find. The x86 build is working, right? Could you please provide the changelog for this build and for the subsequent builds? Thank you. Find Reply Tino





Above and Beyond Posts: 2,256

Threads: 1

Joined: Oct 2013 [color=#1D2654]Advanced Ligthing:[/color] [/color] [color=#1D2654]For modders only[/color] [color=#FF0000]LAST UPDATE 2018-03-22[/color]



Since Ishiiiruka 436 support for normal mapping and phong lighting has been added.

To Support this additional textures are required:

Depth Texture: deviation distance from the plane. Values greater than 127 (byte) are above the surface. required for displacement mapping.

-Name = <TextureID>.bump.extension

Normal Texture: normal map. Optional, if not present will be calculated from the bump texture.

-Name = <TextureID>.nrm.extension

Specular Texture : maps how polished is the surface of the material. A black (0) Texture will give as a result a opaque paper like material. White (255) will give a polished metallic like surface.

-Name = <TextureID>.spec.extension

Emissive Texture : maps the color of the light emitted by a material on every pixel on light emitting materials.

-Name = <TextureID>.lum.extension



But adding all this textures will take a huge hit in memory usage so I pack them in a single texture with the following format: Red Channel: Specular data 0-255 0=opaque 255=fully reflective specular exponent 64

Green Channel: Normal Y component unsigned (reduced from [-1.0 1.0] to [0.0 1.0])

Blue Channel: Bump map depth (reduced from [-1.0 1.0] to [0.0 1.0])

Alpha Channel: Normal X component unsigned (reduced from [-1.0 1.0] to [0.0 1.0])



This file has the .nrm sufix to make them compatible with raw normals to make testing easy.



But to make modders life a lot easy I developed a small tool you can get it here:



Texture Encoder 0.9.9 beta:

fix for luma encoding

https://drive.google.com/open?id=1TTwix32E8SHK1KCD6N8snEciukDpuKp4



This tool will read all the required textures from the source folder (including color textures that are required to test for size, format compatibility) and the output color/material texture will be stored with the same folder structure inside the destination folder.

Please don't set source and destination to the same folder or your original textures will be destroyed.

The tool is still an early beta so error reports and feature request are welcome.

As a Plus the tool will automatically generate mips for textures that don't have them, and even can output compiled textures to reduce memory usage.



Enjoy and please make the games look amazing Since Ishiiiruka 436 support for normal mapping and phong lighting has been added.To Support this additional textures are required:But adding all this textures will take a huge hit in memory usage so I pack them in a single texture with the following format:This file has the .nrm sufix to make them compatible with raw normals to make testing easy.But to make modders life a lot easy I developed a small tool you can get it here:Texture Encoder 0.9.9 beta:fix for luma encodingThis tool will read all the required textures from the source folder (including color textures that are required to test for size, format compatibility) and the output color/material texture will be stored with the same folder structure inside the destination folder.Please don't set source and destination to the same folder or your original textures will be destroyed.The tool is still an early beta so error reports and feature request are welcome.As a Plus the tool will automatically generate mips for textures that don't have them, and even can output compiled textures to reduce memory usage.Enjoy and please make the games look amazing Find Reply xemnas





Senior Member Posts: 322

Threads: 7

Joined: Jul 2013 Thank you. You can keep this post updated when you release a new build.



I just tried the x86 build and found 2 issues:

- Fire Emblem: Radiant Dawn After loading the game, it displays the Nintendo screen then the screen goes black. The Nintendo screen appears again shortly but the screen goes black again. The game doesn't respond to input. This doesn't occur in 4.0-127.

- Super Smash Bros. Melee On the menu screen, the FPS is only about 62%. It's fine when playing. The FPS on the menu screen is 100% when using 4.0-127.



Note: 4.0-127 is the latest working build for x86 before d3d9-removal. Find Reply Tino





Above and Beyond Posts: 2,256

Threads: 1

Joined: Oct 2013 yes it seems that the lastest changes in the core really destroy x86 build i will see if i can revert the commits that brings problems Find Reply MayImilae





Princess of Optimism Posts: 4,140

Threads: 112

Joined: Mar 2011 Added unofficial tag. You're welcome to do whatever you want, but D3D9 was removed for a reason.



Out of curiousity... Tino, are you rodolfo? Windows 10 x64 | Core i9-9900k | NVIDIA GeForce RTX 2080Ti FE (x2)| 32GB DDR4-3000 | Asus Xonar Essence STX on Logitech Z-2300 | Logitech G500 MacBook Pro 13in mid-2018 with Touch Bar | macOS 10.15 | Core i7-8559U @ 4.5ghz | Intel Iris Plus Graphics 655 | 16GB 2133MHz LPDDR3 Find Reply ExtremeDude2





Gotta post fast Posts: 8,864

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Joined: Dec 2010 You mean you don't know? Check out my videos (dead)

(dead) Website Find Reply Tino





Above and Beyond Posts: 2,256

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Joined: Oct 2013 yes I'am rodolfo yes I'am rodolfo Find Reply Shonumi





Linux User/Tester Posts: 6,337

Threads: 52

Joined: Dec 2011 Technically, since rodolfo is a developer, and since DX9-Final is a valid Dolphin branch (albeit, very unlikely to ever be merged into master) this should be one of those green dev topics. Just note that since these builds aren't based on master, support is essentially limited to this thread and rodolfo (people can/probably will ask for help else where like Support, but those questions will basically end up redirected here anyway). Website Find Reply neobrain





"Wow, I made my code 1000x faster! That means I can make it 2048x slower now!" Posts: 3,209

Threads: 50

Joined: Jun 2009 (10-18-2013, 11:28 AM) Shonumi Wrote: Technically, since rodolfo is a developer, and since DX9-Final is a valid Dolphin branch (albeit, very unlikely to ever be merged into master) this should be one of those green dev topics. Just note that since these builds aren't based on master, support is essentially limited to this thread and rodolfo (people can/probably will ask for help else where like Support, but those questions will basically end up redirected here anyway). Let's just say I don't agree for various reasons, so I re-added the UNOFFICIAL flag and removed the "development topic" status. Discuss in PM if you see a need for that. Let's just say I don't agree for various reasons, so I re-added the UNOFFICIAL flag and removed the "development topic" status. Discuss in PM if you see a need for that.

Me on

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My blog Me on Twitter My wishlist on Amazon.de Find Reply