Hacking Bounty for porting Dolphin to UWP

Snoogins757

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I am, I just sit pretty and wait for you guys to do cool stuff for me to kill my time with and be more lazy :rofl2::rofl2::rofl2::rofl2:

which is obviously hugely appreciated.
 
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GarnetSunset

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Any news with this ?. Seems progress has been extremely slow (If any at all)
You can just DM me you know. :P

For the moment no, trying to get affairs n stuff in order as I've had a pretty nasty set of injuries in the last week. I'm still looking for someone with an understanding of UWP because if we get that down the UI @gudenau and I can probably just connect the back end to the new front end. So I'm kinda at a all atm.
 
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potatorz

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Hey, i got some free time around now and my friend pointed me to this post and i found it quite interestring.

Before reading the rest of the post, since it wasn't completed and it was a few months, I decided to try it and got to a quite different apporach.
I endeded up altering the CMake builf in order to generate WinRT components that we can use from other UWP code. That way we shouldn't have too many problems and we (probably) can init the D3D context and pass it to Dolphin easily. I've got various libraries to build, but there's various bugs as lots of parts in the toolchain assumes Win32 is WinRT. I'm getting them fixed. The Android target did give me lots of helpful hints. I think i will add another platform to the CMake file to target WinRT. I'm going to clean it up and publish it on GitHub when i got a better picture overall.

(Note: WinRT means Windows Runtime Platform, not to the Tablet OS.)

Also:
Getting the emulator core working is far more difficult than the UI.
It will _not_ run great. Dolphin only uses 2 cores, and Xbox One uses low power netbook Jaguar cores which will not help dolphin work at full speed. This can't be changed unless a big rewrite to Dolphin's core implementing some sort of micro-parallelism like Firefox did with their new Servo engine that was entirely rewriten in Rust. And i'm not sure if this is even possible or would benefit anything on it. And i really don't see that happening.
 
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wiired24

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Hey, i got some free time around now and my friend pointed me to this post and i found it quite interestring.

Before reading the rest of the post, since it wasn't completed and it was a few months, I decided to try it and got to a quite different apporach.
I endeded up altering the CMake builf in order to generate WinRT components that we can use from other UWP code. That way we shouldn't have too many problems and we (probably) can init the D3D context and pass it to Dolphin easily. I've got various libraries to build, but there's various bugs as lots of parts in the toolchain assumes Win32 is WinRT. I'm getting them fixed. The Android target did give me lots of helpful hints. I think i will add another platform to the CMake file to target WinRT. I'm going to clean it up and publish it on GitHub when i got a better picture overall.

(Note: WinRT means Windows Runtime Platform, not to the Tablet OS.)

Also:
Getting the emulator core working is far more difficult than the UI.
It will _not_ run great. Dolphin only uses 2 cores, and Xbox One uses low power netbook Jaguar cores which will not help dolphin work at full speed. This can't be changed unless a big rewrite to Dolphin's core implementing some sort of micro-parallelism like Firefox did with their new Servo engine that was entirely rewriten in Rust. And i'm not sure if this is even possible or would benefit anything on it. And i really don't see that happening.

Best of luck to you on the Dolphin Port. I'm looking forward to seeing how this progresses
 
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DrkBeam

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You can try port Libretro's Dolphin core to RetriX using LibRetriX

htt ps : / / github . com / Aftnet / LibRetriX
(remove spaces)

I'm not trying because I don't have a charger for my notebook '-'
It would be great if this piece of concept could materialize it, it feels like the xbox one scene is stagnated
 
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