Archiwum taga: android

Dolphin Progress Report: May 2017


A project cannot survive for nearly fourteen years without making some difficult decisions. Sometimes you're right, sometimes you're wrong, but, to be successful you have to learn from each and every one. One of the most difficult decisions made for Dolphin was the deprecation and removal of D3D9 despite it being the fastest backend at the time. The promise was that we would take a step back then, and make huge gains in accuracy thanks to being able to use integers throughout VideoCommon.

There was a lot of growing pains, a lot of driver issues, and a lot of unhappy users, but it set the tone for what would become the direction of Dolphin heading up to the version 5.0 release. One of Dolphin 5.0's headline features was a brand new D3D12 backend, but as of 5.0-3774, we have decided to remove it. What we learned from the D3D9 backend helped us make that decision. Like D3D9, D3D12 had some core flaws we let slide under promises that it would continue to be maintained and fixed up. When that didn't happen, it was decided we did not want another deprecated backend hanging around, blocking features and enhancements that require work within each backend.

Let's not make any mistakes, the D3D12 backend was a tremendous gain for Dolphin, and what we were able to learn helped us know what to do when designing the Vulkan backend. Unlike the D3D12 backend, the Vulkan backend is actively maintained and does not have the design flaws that made D3D12 harder to work with. Removing D3D12 support also makes it easier for people to tinker with and compile Dolphin on Windows, along with the added bonus of reduced compile times.

Going forward, we're going to continue to optimize the existing graphics backends. In our testing, the Vulkan backend was as fast as, or nearly as fast as the D3D12 backend in every benchmark. While different drivers and graphics cards will not all perform identically, we're confident that moving forward the Vulkan backend will be able to handle the burden of users seeking the benefits of the newer graphics APIs.

...and that's probably not the biggest removal this month. Dolphin's longstanding JITIL (Just in Time Intermediate Layer) Recompiler was finally decommissioned and removed. It's one of those great ideas that just didn't pan out. It never could match the performance of compatibility of the JIT and it was unmaintained in recent years. To even consider JITIL a part of the future, it would have needed to be rewritten to support both Full MMU support and PIE compliance.

We know that some of you reading this are going to be upset or disappointed by these decisions. Hopefully you stick with us and the future gains we make by handling these potential problems now more than pays for the temporary inconvenience. With that out of the way, we have a lot of great additions to the emulator in this month's Dolphin Regress Progress Report!

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Dolphin Progress Report: November 2016


The biggest news of the month regarding Wii emulation has nothing to do with Dolphin. The vehicle for many of our hardware tests and much, much more, The Homebrew Channel, has gone open source. In its heyday, it was stuffed to the brim with anti-reverse engineering code to prevent nefarious entities from selling the free program. Unfortunately, some of those tricks were also designed to prevent Dolphin from running it. This isn't due to a dislike of Dolphin; in recent years, we've even been tipped off to what we'd need to do to get past the anti-Dolphin checks.

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Dolphin Progress Report: October 2016


This month, we have a few very important things to go over before we get to our notable changes, so let's dig right into that.


NVIDIA Vulkan Support Update

Users may remember that we recommended using older versions of the NVIDIA drivers when using Vulkan. Well, this is no longer required as once NVIDIA was aware of the bug, they fixed it in a few minutes and the fix was rolled out in driver version 375.63. Users can now use the latest ...

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Dolphin Progress Report: September 2016


There was apparently some big deal this month about getting every GameCube game to boot. But, the increasingly more amusing part of this new found accuracy is emulating game crashes. When using MMU Enabled + Single Core, it should be impossible for a game to crash Dolphin, but, much more likely to emulate a game crashing in situations where it would on console. As such, booting all games is old news, Dolphin is now onto emulating crashes in all games. One infamous one that didn't work in Dolphin is known as the Gotcha Force "Force 20" game glitch.


Gotcha Force "Force 20" Crash

Though not specially highlighted this month, our applause has to go to aldelero5 for continuing to work on and renovate Dolphin's debugger. With Dolphin's increasingly accurate MMU emulation, it's actually become even more useful to poke at and prod games. They are making it so much easier to research and prod bugs like this to delve even deeper into the game logic!

While that was merged near the beginning of the month, we had another major change merged at the end of the month. Two hours before the progress report was originally scheduled. Dolphin now has another experimental backend, this time using the Vulkan API. Much like D3D12, it should be considered experimental, with a few features still missing from the backend, and many drivers having their own issues with Vulkan.

With that out of the way, let's get onto this month's notable changes!

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Dolphin Progress Report: February 2016


Another month rolls by and now the feature freeze is starting to take a toll on the new features. Aside from Android and D3D12 development, which have an exception from the feature freeze, most of the changes this month were either relatively small or involved Dolphin 5.0 blocker bugs. Progress on the eventual Dolphin 5.0 release is very promising, with over half of the remaining blocking issues with fixes pending! While there is still quite a bit of work to do, we hope this month's notable changes, featuring some oft requested tweaks, will tide people over until the feature freeze is over.

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Dolphin Progress Report: January 2016


With Dolphin in the thick of the 5.0 feature freeze, things were expected to slowdown a bit. Some of us were worried there wouldn't even be enough content for a Progress Report! Alas, while the gears have shifted toward different things to prepare for a release, there is no shortage of interesting changes. As an added bonus a feature implemented three years ago was rediscovered! That kind of thing just seems to happen over the course of a project.

Work toward Dolphin 5.0 has continued; but, a lot of these cleanups have come at a cost. There have been some noteworthy regressions (notably with netplay) and through testing we've noticed some broken features that have been working incorrectly for some time. As Dolphin approaches its next release, we hope that users will continue to update to the latest dev builds and test for regressions and issues so they can be caught before 5.0 is in everyone's hands.

Something to notice about this Progress Report is that we heavily leaned on Dolphin's FIFOCI infrastructure for screenshots and examples. These images were automatically generated on a server without user interaction and were taken from the exact same frame of instructions sent to the emulated GameCube/Wii GPU. Of course, FIFOCI is limited to graphical bugs, and certain graphical bugs at that. Without FIFOCI, it's possible that these changes would not exist, or if they did, there wouldn't be an easy way to verify what they fixed. In the case of the Wrap Negative Indirect Texture Coordinates, it was developed as a fix for F-Zero GX, but FIFOCI discovered it also affected Skyward Sword.

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