ector
The Public Analysis - 2009–2012 IRC Logs
1,743
messages
113
active days
01/07/2010
first seen
31/08/2010
last seen
Channels
| Channel | Messages | |
|---|---|---|
| #dolphin-emu | 1,488 | |
| #emudev | 180 | |
| #nullDC | 75 |
Chatting Hours
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02:00 0.7%
03:00 0.0%
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10:00 ████ 3.4%
11:00 ████████████████████ 15.1%
12:00 █████████ 7.2%
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14:00 █████████████████ 13.0%
15:00 ████████████ 9.2%
16:00 █████████████████ 13.5%
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18:00 █████████████ 10.5%
19:00 ████████ 6.7%
20:00 ███ 2.6%
21:00 ██ 1.8%
22:00 0.3%
23:00 0.2%
Activity by Year
2009 █████████████ 441
2010 ██████████████████ 609
2011 ████████████████████ 650
2012 █ 43
Network
Technical Profile
- Dolphin/GC/Wii (98 mentions)
- performance (67 mentions)
- debugging (58 mentions)
- building/compiling (43 mentions)
- shaders (30 mentions)
- CPU emulation (28 mentions)
- dynarec/JIT (27 mentions)
- plugins (18 mentions)
Self-Image
[16/06/2010] #dolphin-emu: it would help. but I think i'd just hash the generated shader code and if it matches an earlier generated shader, point it to the already existing one. would still be a tiny speed hit since we'd still have to generate the shaders but shouldn't be bad
[23/08/2010] #dolphin-emu: oh yeah, now I remember the comment about the corrupted FP state in raytracer - it was a bug in a fp load function that would scramble PS1 when it shouldn't touch it, that I fixed about three years ago I think :P that comment should be deleted
[27/08/2009] #dolphin-emu: drk, i just mean, if you do fixes to the DX plugin and don't want to bother to make it work with current dolphin, just generate a .patch with your fixes and i'll do that for you sometime because I want those fixes in :p
[25/02/2011] #dolphin-emu: shuffle2, well if there's a way to specify strict fp rules with gcc, which I think there is, we should do that, and probably for that entire file. you never know how its optimizations might change
[08/03/2010] #dolphin-emu: somebody screwed up the audio throttle in the early 4000s or late 3000s I think, before that it was perfect (but not always as fast as using the framelimiter with audio throttle off)
[03/03/2011] #dolphin-emu: does it actually give a noticable speedup? and if it does, i think you might want to add a threshold so it only parallelizes decoding of textures larger than 64x64 for example
[10/01/2011] #dolphin-emu: ok so I just looked at it and i think the buffer is always large enough. however, i don't understand why he doesn't declare it aligned so he can use aligned writes at least
[14/05/2010] #dolphin-emu: well, i can't promise monster speedups, but when I wrote the optimized dispatcher + proper event scheduler for the ppc core, that was a pretty big boost
Inner Thoughts
[23/08/2010] #dolphin-emu: i've been thinking of joining blocks together at the likely path through branches at "compile" time (writing little fixup trampolines to flush registers and jump to dispatch if the prediction through the branches doesn't hold), this would automatical
[09/12/2009] #emudev: like i do on windows .... i use memory mapping tricks to emulate the mirroring so that every 32-bit memory access is 2 instructions, a mov and a bswap, which gets patched in an exception handler if they hit "hw"
[06/10/2009] #dolphin-emu: at work there's no way I could get most of my Dolphin changes through, but part of the appeal of working on hobby projects is also that things don't have to be so perfect and strict :p
[15/12/2010] #dolphin-emu: you could a pointer into the generated code of the jump back to interpreter for each block, and then after say a few second "relink" unlinked blocks by writing jumps at these pointers
[15/06/2010] #dolphin-emu: there was one in the GC SDK .. except that it wasn't an emulator. it was just a bunch of libraries that wrapped OpenGL to let early developers start coding before they got their SDKs
[13/10/2009] #dolphin-emu: LR is used to keep the return address instead of using the stack whenever possible (leaf functions), if other functions need to be called, LR gets pushed on the stack
[23/08/2010] #dolphin-emu: with HLE audio we don't bother with writing the output of the dsp emulation to RAM, we just stream it out to the PC speakers directly
[09/03/2010] #dolphin-emu: i added checks at one point and I couldn't find a single game that used the overflow bit or summary overflow (SO)