1. drwhojan

    drwhojan GBAtemp Psycho!
    Member

    Joined:
    Jul 14, 2009
    Messages:
    4,196
    Country:
    United Kingdom
    Sadly that branch has got conflicts up to its eye balls with main master, it would need a total re-base by the owner are some who's a pro from the github team... anyone ?.
     
  2. DaMan

    DaMan Advanced Member
    Newcomer

    Joined:
    Jun 24, 2016
    Messages:
    75
    Country:
    United States
  3. KillzXGaming

    KillzXGaming GBAtemp Advanced Maniac
    Member

    Joined:
    Jan 2, 2016
    Messages:
    1,627
    Country:
    United States
    Nearly fixes Luigi's Mansion Dark Moon's scaling issue though seems to be a bit buggy with a line going through and then lower res quality around that area. The game also is at 5fps still but I suppose it falls back to the interpreter or something.

    [​IMG]
    [​IMG]
    [​IMG]
     
    Last edited by KillzXGaming, Sep 28, 2017
  4. tet666

    tet666 Advanced Member
    Newcomer

    Joined:
    Oct 17, 2003
    Messages:
    81
    Country:
    Gambia, The

    Very impressive it's also much faster then any build i tried so far, great work.
     
  5. NiagA

    NiagA GBAtemp Fan
    Member

    Joined:
    Sep 23, 2016
    Messages:
    394
    Country:
    Brazil
    yes see this but it's still WIP some games are crashing and having memory leaks @jroweboy is working on it.

     
  6. Urdaneta09

    Urdaneta09 Advanced Member
    Newcomer

    Joined:
    Nov 12, 2016
    Messages:
    60
    Country:
    Venezuela
    that build crash to me at open it, maybe because the "avx" extension :P
    very nice insanity fast :o
     
  7. Abbie_Doobie

    Abbie_Doobie Newbie
    Newcomer

    Joined:
    Sep 28, 2017
    Messages:
    2
    Country:
    United States
    Does it require AVX or AVX2? I'm not at home to test right now, but I have been trying to build phanto-m's fix for this entire past week and pulling my hair out. My 3770k doesn't support AVX2, so if any kind soul could build a non-AVX2 version I'd be eternally grateful.

    I know it'll be buggy, I just want to toy around with it. My builds have been successful, but haven't included the speed/upres fixes for titles like MSR. Yesterday somebody pointed out (on another forum) that I may have not been pulling from the texcache rebase tree. Whoops :/
     
  8. Mugiwara.

    Mugiwara. Member
    Newcomer

    Joined:
    Aug 22, 2012
    Messages:
    22
    Country:
    Brazil
    Can anyone build one without the extra stuff DaMan added?
    seems like it's making some games crash
     
  9. NiagA

    NiagA GBAtemp Fan
    Member

    Joined:
    Sep 23, 2016
    Messages:
    394
    Country:
    Brazil
    @drwhojan Please
     
  10. Abbie_Doobie

    Abbie_Doobie Newbie
    Newcomer

    Joined:
    Sep 28, 2017
    Messages:
    2
    Country:
    United States
    This actually does include an AVX1 variant, in case anybody skims through the forum and is curious. Damn this is great!
     
  11. drwhojan

    drwhojan GBAtemp Psycho!
    Member

    Joined:
    Jul 14, 2009
    Messages:
    4,196
    Country:
    United Kingdom
    The avx can be done, from some un known reason they removed this line in the Main CmakeList.txt ... ?

    Code:
    if (MINGW)
    add_definitions(-DMINGW_HAS_SECURE_API)
    
    Line here..
    
    set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -msse -msse2")
    set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -msse -msse2")
    
    It early in the morning, so will have it up in the bit, after a few brews tea / toast lol.

    The code just needs adding back, with change lines from, -msse and msse2 to -maxv and -mavx are -mavx2
     
    Last edited by drwhojan, Sep 29, 2017
    NiagA likes this.
  12. drwhojan

    drwhojan GBAtemp Psycho!
    Member

    Joined:
    Jul 14, 2009
    Messages:
    4,196
    Country:
    United Kingdom
    Texcacth don't like to be compiled under mingw, fine on MSVC build

    Also boost libs need updating, with folder range and new range.cpp

    @jroweboy this is your expertise!..

    Error Log
    Code:
    C:/citra/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp:153:15: error: e                                              xplicit specialization in non-namespace scope 'class FunctionTable<size>'
         template <>
                   ^
    C:/citra/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp:154:23: error: t                                              emplate-id 'FillArray<0>' in declaration of primary template
         void FillArray<0>() {}
                           ^
    C:/citra/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp: In function 'co                                              nstexpr float GetResolutionScaleFactor()':
    C:/citra/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp:809:1: error: th                                              e value of 'Settings::values' is not usable in a constant expression
     }
     ^
    In file included from C:/citra/src/video_core/renderer_opengl/gl_rasterizer_cach                                              e.cpp:23:0:
    C:/citra/src/core/settings.h:139:10: note: 'Settings::values' was not declared                                                constexpr'
     } extern values;
              ^~~~~~
    In file included from C:/citra/src/core/hle/kernel/kernel.h:11:0,
                     from C:/citra/src/core/hle/service/cam/cam.h:10,
                     from C:/citra/src/core/settings.h:10,
                     from C:/citra/src/video_core/renderer_opengl/gl_rasterizer_cach                                              e.cpp:23:
    C:/citra/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp: In instantiatio                                              n of 'struct MortonCopyPixels(u32, u32, const u8*, u8*, PAddr, PAddr, PAddr) [wi                                              th int flags = -769]::<lambda()>':
    C:/citra/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp:100:9:   require                                              d from 'void MortonCopyPixels(u32, u32, const u8*, u8*, PAddr, PAddr, PAddr) [wi                                              th int flags = -769]'
    C:/citra/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp:151:25:   recurs                                              ively required from 'void FunctionTable<size>::FillArray() [with long long unsig                                              ned int P = 127; long long unsigned int size = 128]'
    C:/citra/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp:151:25:   requir                                              ed from 'void FunctionTable<size>::FillArray() [with long long unsigned int P =                                               128; long long unsigned int size = 128]'
    C:/citra/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp:142:24:   requir                                              ed from 'FunctionTable<size>::FunctionTable() [with long long unsigned int size                                               = 128]'
    C:/citra/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp:157:59:   requir                                              ed from here
    C:/citra/src/common/assert.h:33:35: fatal error: template instantiation depth ex                                              ceeds maximum of 900 (use -ftemplate-depth= to increase the maximum)
                 assert_noinline_call([] { LOG_CRITICAL(Debug, "Assertion Failed!");                                               });                \
                                       ^
    C:/citra/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp:100:9: note: in                                               expansion of macro 'ASSERT'
             ASSERT(start >= base && end <= (base + (width * height * bytes_per_pixe                                              l)));
             ^
    compilation terminated.
    make[2]: *** [src/video_core/CMakeFiles/video_core.dir/build.make:255: src/video                                              _core/CMakeFiles/video_core.dir/renderer_opengl/gl_rasterizer_cache.cpp.obj] Err                                              or 1
    make[2]: *** Waiting for unfinished jobs....
    make[1]: *** [CMakeFiles/Makefile2:816: src/video_core/CMakeFiles/video_core.dir                                              /all] Error 2
    make: *** [Makefile:95: all] Error 2
    
    
     
    Last edited by drwhojan, Sep 29, 2017
  13. drwhojan

    drwhojan GBAtemp Psycho!
    Member

    Joined:
    Jul 14, 2009
    Messages:
    4,196
    Country:
    United Kingdom
    Looks like the correct boost libs are getting added.
     
  14. Dampih

    Dampih Advanced Member
    Newcomer

    Joined:
    Sep 26, 2008
    Messages:
    70
    Country:
    United States
    Can you build msvc via appveyor?
     
    drwhojan likes this.
  15. drwhojan

    drwhojan GBAtemp Psycho!
    Member

    Joined:
    Jul 14, 2009
    Messages:
    4,196
    Country:
    United Kingdom
    Hang on i'm re-compiling with your latest, and your new boost update 2
    Nether used appveyor ?, edit ok its building.

    EDIT: cancaled, re-uploading new branch, will compiled after done, and post it.
    EDIT: Now compiling, installing a lot of stuff xd.

    EDIT: will have to recompile, boost/range.hpp was not added, I'll add and recompile.
     
    Last edited by drwhojan, Sep 29, 2017
  16. drwhojan

    drwhojan GBAtemp Psycho!
    Member

    Joined:
    Jul 14, 2009
    Messages:
    4,196
    Country:
    United Kingdom
    How to merge your boost ?

    EDIT: someone push when finished new boost to main repo ?
     
    Last edited by drwhojan, Sep 29, 2017
  17. drwhojan

    drwhojan GBAtemp Psycho!
    Member

    Joined:
    Jul 14, 2009
    Messages:
    4,196
    Country:
    United Kingdom
    Last edited by drwhojan, Sep 29, 2017
    NiagA and Dampih like this.
  18. Dampih

    Dampih Advanced Member
    Newcomer

    Joined:
    Sep 26, 2008
    Messages:
    70
    Country:
    United States
    drwhojan likes this.
  19. drwhojan

    drwhojan GBAtemp Psycho!
    Member

    Joined:
    Jul 14, 2009
    Messages:
    4,196
    Country:
    United Kingdom
    Last edited by drwhojan, Sep 29, 2017
  20. arkhamsaiyan

    arkhamsaiyan Member
    Newcomer

    Joined:
    Oct 14, 2016
    Messages:
    47
    Country:
    United States
    @drwhojan You never cease to amaze me. I need some input my friend... On some games that load just fine on the nightly builds, on the builds I have compiled with this new branch and boost, a few games crash instantly and have no icon on the main gui for citra. Any input?
     
    drwhojan likes this.
Draft saved Draft deleted
Loading...

Hide similar threads Similar threads with keywords - Unofficial, discussion, Chinese