d58bba2160
Previously we had decided to busy loop on systems due to Windows' scheduler being terrible and moving us around CPU cores when we yielded. Along with context switching being a hot spot. We had decided to busy loop in these situations instead, which allows us greater CPU performance on the video thread. This can be attributed to multiple things, CPU not downclocking while busy looping, context switches happening less often, yielding taking more time than a busy loop, etc. One thing we had considered when moving over to a busy loop is the issues that dual core systems would now face due to Dolphin eating all of their CPU resources. Effectively we are starving a dual core system of any time to do anything else due to the CPU thread always being pinned at 100% and then the GPU thread also always at 100% just spinning around. We noted the potential for a performance regression, but dismissed it as most computers are now becoming quad core or higher. This change in particular has performance advantages on the dual core Nvidia Denver due to its architecture being nonstandard. If both CPU cores are maxed out, the CPU can't effectively take any idle time to recompile host code blocks to its native VLIW architecture. It can still do so, but it does less frequently which results in performance issues in Dolphin due to most code just running through the in-order instruction decoder instead of the native VLIW architecture. In one particular example, yielding moves the performance from 35-40FPS to 50-55FPS. So it is far more noticeable on Denver than any other system. Of course once a triple or quad core Denver system comes out this will no longer be an issue on this architecture since it'll have a free core to do all of this work. |
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Data | ||
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Installer | ||
Languages | ||
Source | ||
Tools | ||
docs | ||
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CMakeLists.txt | ||
Contributing.md | ||
Readme.md | ||
license.txt |
Readme.md
Dolphin - A GameCube / Triforce / Wii Emulator
Homepage | Project Site | Forums | Wiki | Issue Tracker | Coding Style | Transifex Page
Dolphin is an emulator for running GameCube, Triforce and Wii games on Windows/Linux/OS X systems and recent Android devices. It's licensed under the terms of the GNU General Public License, version 2 (GPLv2).
Please read the FAQ before using Dolphin.
System Requirements
- OS
- Microsoft Windows (Vista or higher).
- Linux or Apple Mac OS X (10.9 or higher).
- Unix-like systems other than Linux might work but are not officially supported.
- Processor
- A CPU with SSE2 support.
- A modern CPU (3 GHz and Dual Core, not older than 2008) is highly recommended.
- Graphics
- A reasonably modern graphics card (Direct3D 10.0 / OpenGL 3.0).
- A graphics card that supports Direct3D 11 / OpenGL 4.4 is recommended.
Installation on Windows
Use the solution file Source/dolphin-emu.sln
to build Dolphin on Windows.
Visual Studio 2013 is a hard requirement since previous versions don't support
many C++ features that we use. Other compilers might be able to build Dolphin
on Windows but have not been tested and are not recommended to be used.
An installer can be created by using the Installer_win32.nsi
and
Installer_x64.nsi
scripts in the Installer directory. This will require the
Nullsoft Scriptable Install System (NSIS) to be installed. Creating an
installer is not necessary to run Dolphin since the Build directory contains
a working Dolphin distribution.
Installation on Linux/OS X
Dolphin requires CMake for systems other than Windows. Many libraries are bundled with Dolphin and used if they're not installed on your system. CMake will inform you if a bundled library is used or if you need to install any missing packages yourself.
Build steps:
mkdir Build
cd Build
cmake ..
make
On OS X, an application bundle will be created in ./Binaries
.
On Linux, it's strongly recommended to perform a global installation via sudo make install
.
Uninstalling
When Dolphin has been installed with the NSIS installer, you can uninstall Dolphin like any other Windows application.
Linux users can run cat install_manifest | xargs -d '\n' rm
from the build directory
to uninstall Dolphin from their system.
OS X users can simply delete Dolphin.app to uninstall it.
Additionally, you'll want to remove the global user directory (see below to see where it's stored) if you don't plan to reinstall Dolphin.
Command line usage
Usage: Dolphin [-h] [-d] [-l] [-e <str>] [-b] [-V <str>] [-A <str>]
- -h, --help Show this help message
- -d, --debugger Opens the debugger
- -l, --logger Opens the logger
- -e, --exec= Loads the specified file (DOL,ELF,WAD,GCM,ISO)
- -b, --batch Exit Dolphin with emulator
- -V, --video_backend= Specify a video backend
- -A, --audio_emulation= Low level (LLE) or high level (HLE) audio
Available DSP emulation engines are HLE (High Level Emulation) and LLE (Low Level Emulation). HLE is fast but often less accurate while LLE is slow but close to perfect. Note that LLE has two submodes (Interpreter and Recompiler), which cannot be selected from the command line.
Available video backends are "D3D" (only available on Windows Vista or higher), "OGL". There's also "Software Renderer", which uses the CPU for rendering and is intended for debugging purposes, only.
Sys Files
totaldb.dsy
: Database of symbols (for devs only)GC/font_ansi.bin
: font dumpsGC/font_sjis.bin
: font dumpsGC/dsp_coef.bin
: DSP dumpsGC/dsp_rom.bin
: DSP dumps
The DSP dumps included with Dolphin have been written from scratch and do not contain any copyrighted material. They should work for most purposes, however some games implement copy protection by checksumming the dumps. You will need to dump the DSP files from a console and replace the default dumps if you want to fix those issues.
Folder structure
These folders are installed read-only and should not be changed:
GameSettings
: per-game default settings databaseGC
: DSP and font dumpsMaps
: symbol tables (dev only)Shaders
: post-processing shadersThemes
: icon themes for GUIResources
: icons that are theme-agnosticWii
: default Wii NAND contents
User folder structure
A number of user writeable directories are created for caching purposes or for
allowing the user to edit their contents. On OS X and Linux these folders are
stored in ~/Library/Application Support/Dolphin/
and ~/.dolphin-emu
respectively. On Windows the user directory is stored in the My Documents
folder by default, but there are various way to override this behavior:
- Creating a file called
portable.txt
next to the Dolphin executable will store the user directory in a local directory called "User" next to the Dolphin executable. - If the registry string value
LocalUserConfig
exists inHKEY_CURRENT_USER/Dolphin Emulator
and has the value 1, Dolphin will always start in portable mode. - If the registry string value
UserConfigPath
exists inHKEY_CURRENT_USER/Dolphin Emulator
, the user folders will be stored in the directory given by that string. The other two methods will be prioritized over this setting.
List of user folders:
Cache
: used to cache the ISO listConfig
: configuration filesDump
: anything dumped from DolphinGameConfig
: additional settings to be applied per-gameGC
: memory cards and system BIOSLoad
: custom texturesLogs
: logs, if enabledScreenShots
: screenshots taken via DolphinStateSaves
: save statesWii
: Wii NAND contents
Custom textures
Custom textures have to be placed in the user directory under
Load/Textures/[GameID]/
. You can find the Game ID by right-clicking a game
in the ISO list and selecting "ISO Properties".