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Emulator Issues #4808

closed

Please Help Me, Dolphin Problem.

Added by owen_spence007 over 13 years ago.

Status:
Won't fix
Priority:
Normal
Assignee:
-
% Done:

0%

Operating system:
N/A
Issue type:
Bug
Milestone:
Regression:
No
Relates to usability:
No
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:

Description

Help Me, im using Dolphin 3.0 x86 and im playing The Legend Of Zelda: Wind Waker (r7719m), all it says is
-Dolphin r7718M | JIT32 DC | FPS:29 - VPS: 48 - SPEED: 80%-
Before it just goes black, I mean it still shows the nintendo logo but that's it. )=
This is my first time playing it, please help!
I have a windows 7 starter, Intel Atom Proccesor N450 (1.66GHz, 512KB Cache)
1 GB Memory, And 250 GB HDD Storage.

Oh and there is a error message that says

Failed to compile pixel shader!
This usually happens when trying to use Dolphin with an outdated GPU
or integrated GPU like the Intel GMA Series.

If you're sure this is Dolphin's error anyway, post the contents of
./User/Dumb/bad_ps_0000.txt along with this error message at the forums.

Debug info (ps_2_0):
C:\Users\Leona Freed\Downloads\Dolphin 3.0\memory(56,7): error
X5603: Compiled shader code uses too many arethmetic instruction slots
(65). Max. allowed by the target (ps_2_0)is 64.

And Here's what it says on the notepad

// dolphin-emu DX9 virtual efb copy pixel shader
#ifndef DEPTH
#error DEPTH not defined.
#endif
#ifndef SCALE
#error SCALE not defined.
#endif
uniform float4x4 c_Matrix : register(c0);
uniform float4 c_Add : register(c4);
uniform float4 c_SourceRect : register(c5);
uniform float4 c_HalfTexel : register(c6);
uniform sampler s_EFBTexture : register(s0);
#if DEPTH
float4 Fetch(float2 coord)
{
float depth = 255.99998474121094 * tex2D(s_EFBTexture, coord).r;
float4 result = depth.rrrr;
result.a = floor(result.a);
result.rgb -= result.a;
result.rgb = 256.0;
result.r = floor(result.r);
result.gb -= result.r;
result.gb = 256.0;
result.g = floor(result.g);
result.b -= result.g;
result.b = 256.0;
result.b = floor(result.b);
result = float4(result.arg / 255.0, 1.0);
return result;
}
#else
float4 Fetch(float2 coord)
{
return tex2D(s_EFBTexture, coord);
}
#endif
#if SCALE
float4 ScaledFetch(float2 coord)
{
float4 s0 = Fetch(coord + c_HalfTexel.xy
float2(-1,-1));
float4 s1 = Fetch(coord + c_HalfTexel.xy
float2(1,-1));
float4 s2 = Fetch(coord + c_HalfTexel.xy
float2(-1,1));
float4 s3 = Fetch(coord + c_HalfTexel.xy*float2(1,1));
return 0.25 * (s0 + s1 + s2 + s3);
}
#else
float4 ScaledFetch(float2 coord)
{
return Fetch(coord);
}
#endif
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float2 coord = lerp(c_SourceRect.xy, c_SourceRect.zw, uv0.xy);
float4 pixel = ScaledFetch(coord);
ocol0 = mul(pixel, c_Matrix) + c_Add;
}

Actions #1

Updated by NeoBrainX over 13 years ago

What revision / branch / build are you using?

Actions #2

Updated by NeoBrainX over 13 years ago

Or rather, try again with newer master builds.

Actions #4

Updated by NeoBrainX over 13 years ago

  • Status changed from New to Won't fix

Oh well.. I just read the error message again and noticed that it's due to your GPU. Prolly some crappy Intel GPU thing.
Anyways, we won't workaround this (if that's even possible) since it's due to limitations of your hardware.

Actions #5

Updated by rajbansal1000 almost 13 years ago

i also got the same error plz help me

Actions #6

Updated by nitsuja- almost 13 years ago

Maybe try switching to OpenGL in the graphics settings. (I guess we've dropped support for shader model 2.0, at least with D3D9?)

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