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Rodolfo Osvaldo Bogado
539f63b58b
ok, here goes a really experimental commit:
replace efb to ram implementation by a hybrid approach. explanation: when copying from efb to texture, instead of make a copy to a texture or to the ram, copy the data to both, in hi quality to the texture and in native quality to the ram. then instead of re-decoding the data from ram (very slow) use the data in the texture. to improve this even more, test if the cpu has modified the data in the ram copy, if so, update the texture in memory and mark it as dynamic to avoid redundant work in future frames. having all this implemented this is what is archived: sms: full quality with scaled efb copies and fully functional goop cleaning :) ztp: efb to texture speed with full map support. nsmbw: this is a hard to emulate game, as it make a lot of shading and texture modification in cpu. it only have 35 fps in my system with new efb to ram but is 10 fps faster than normal efb to ram. this game also show me another unimplemented feature, copy efb to multiple textures at the same time (is used to animate coins and other things in the world). this is a remaining todo in efb to texture. a lot of games should improve, so please test and let me know any regresion caused by this commit. if everyone likes this the next step is, implement efb to multilpe textures and merge efb to ram and efb to texture. then port to the other plugins. enjoy. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5846 8ced0084-cf51-0410-be5f-012b33b47a6e
Dolphin-emu - The Gamecube / Wii Emulator ========================================== Homesite: http://dolphin-emu.com/ Project Site: http://code.google.com/p/dolphin-emu About: Dolphin-emu is a emulator for Gamecube, Wii, Triforce that lets you run Wii/GCN/Tri games on your Windows/Linux/MacOSX PC system Open Source Release under GPL 2 Project Leaders: F|RES, ector Team members: http://code.google.com/p/dolphin-emu/people/ Please read the FAQ before use: http://code.google.com/p/dolphin-emu/wiki/Facts_And_Questions System Requirements: * OS: Microsoft Windows (2000/XP/Vista or higher) or Linux or Apple Mac OS X. * Processor: Fast CPU with SSE2 supported (recommended at least 2Ghz). Dual Core for speed boost. * Graphics: Any graphics card that supports Direct3D 9 or OpenGL 2.1. [Command line usage] Usage: Dolphin [-h] [-d] [-l] [-e <str>] [-V <str>] [-A <str>] [-P <str>] [-W <str>] -h, --help Show this help message -d, --debugger Opens the debugger -l, --logger Opens The Logger -e, --elf=<str> Loads an elf file -V, --video_plugin=<str> Specify a video plugin -A, --audio_plugin=<str> Specify an audio plugin -P, --pad_plugin=<str> Specify a pad plugin -W, --wiimote_plugin=<str> Specify a wiimote plugin [Libraries] Cg: Cg Shading API (http://developer.nvidia.com/object/cg_toolkit.html) WiiUse: Wiimote Bluetooth API (http://www.wiiuse.net/) SDL: Simple DirectMedia Layer API (http://www.libsdl.org/) *.pdb = Program Debug Database (use these symbols with a program debugger) [DSP Plugins] Plugin_DSP_HLE: High Level DSP Emulation Plugin_DSP_LLE: Low Level DSP Emulation [Video Plugins] Plugin_VideoDX9: Render with Direct3D 9 Plugin_VideoOGL: Render with OpenGL + Cg Shader Language [Gamecube Controller Plugins] Plugin_GCPad: Use keyboard or joypads [Wiimote Plugins] Plugin_Wiimote: Use native wiimote or keyboard [Sys Files] totaldb.dsy: Database of symbols (for devs only) font_ansi.bin/font_sjis.bin: font dumps setting-usa/jpn/usa.txt: config files for Wii [Support Folders] Cache: used to cache the ISO list Config: emulator configuration files Dump: anything dumped from dolphin will go here GC: Gamecube memory cards GameConfig: holds the INI game config files Load: high resolution textures Logs: logs go here Maps: symbol tables go here (dev only) OpenCL: OpenCL code ScreenShots: screenshots are saved here Shaders: post-processing shaders StateSaves: save states are stored here Wii: Wii saves and config is stored here
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