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implemented donko's xfb in D3D: the bad things: *is solower in some cases, slower as opengl *it do not work in dual core mode, it seems direct3d has serious synchronization problems, to the other devs please if you can take a look and help me :) *real xfb still not working i have to give it more time to make it work. the good: *games that uses multiples xfbs will work now using the virtual XFB. *implemented a more hardware like approach to scaling, now to calculate the pixel scaling i use the xfb size not the efb so the screen pixels relation is more correct now. *simplified a little donko's virtual xfb to make it less memory consuming as xfb textures are the exact size of the scaled xfb and not full target width. * when it works even real xfb will let us use super sampling. I repeat this commit is totally unstable and in dual core mode it will for sure hang the emulator or at best give totally incorrect results. Other devs please help as thread sync is not one of my strong points :) i'll keep waiting for the comments an the -1 :) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5195 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: zerofrog, vincent.hamm, falc4ever, Sonicadvance1, tmator, shuffle2, gigaherz, mthuurne, drkIIRaziel, masken, DacoTaco, XTra.KrazzY, nakeee, memberTwo.mb2, donkopunchstania, jpeterson, omegadox, lpfaint99, bushing, magumagu9, mizvekov, cooliscool, facugaich Please read the FAQ before use: http://code.google.com/p/dolphin-emu/wiki/Facts_And_Questions System Requirements: * OS: Mircrosoft 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. [Windows Version] Dolphin.exe: The main program Arguments: -d Run Dolphin with the debugger tools -l Run Dolphin with the logmanager enabled -e=<path> Open an elf file cg.dll/cgGL.dll: Cg Shading API (http://developer.nvidia.com/object/cg_toolkit.html) wiiuse.dll: 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_LLE.dll: Low Level DSP Emulation Plugin_DSP_HLE.dll: High Level DSP Emulation (only emulates AX UCodes) [Video plugins] Plugin_VideoDX9.dll: Render with Direct3D 9 (outdated video plugin) Plugin_VideoOGL.dll: Render with OpenGL + Cg Shader Language [Gamecube Controller Plugins] Plugin_GCPad.dll: Use keyboard or joypads [Wiimote plugins] Plugin_Wiimote.dll: Use native wiimote or keyboard [Linux Version] Usage: Dolphin [-h] [-d] [-l] [-e <str>] -h, --help Prints usage message -d, --debugger Run Dolphin with the debugger tools -l, --logger Run Dolphin with the logmanager enabled -e, --elf=<path> Loads an elf file [Mac Version] (someone fill this out) [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 [Config Folders] Cache: used to cache the ISO list Dump: Anything dumped from dolphin will go here GameConfig: Holds the INI game config files GC: Gamecube Memory Cards Logs: logs go here Maps: symbol tables go here (dev only) ScreenShots: screenshots are saved here SaveStates: save states are stored here Wii: Wii saves and config is stored here
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