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Joined: Sep 2001
Posts: 535
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Senior Member
Joined: Sep 2001
Posts: 535 |
oh yeah...right...totally forgot that...sorry...was already too tired last night
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Joined: May 2009
Posts: 2,214 Likes: 382
Very Senior Member
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OP
Very Senior Member
Joined: May 2009
Posts: 2,214 Likes: 382 |
Yeah, there's nothing useful in that, we already tried that. The assert() is a much more interesting/important clue. Not as interesting as you might think, with the C backend it dies immediately, which just proves (as you may have found with having to fix the SDL build repeatedly) that Aaron does not regularly test anything that requires special flags in the source files themselves when making core changes, even when they're source files he wrote.
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Joined: May 2009
Posts: 2,214 Likes: 382
Very Senior Member
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OP
Very Senior Member
Joined: May 2009
Posts: 2,214 Likes: 382 |
Trying something new. I'm in the process of debugging the threaded N64 renderer, and am streaming my desktop here: http://www.twitch.tv/emumoogleAlso, I'm about to go AFK for about 5 minutes.
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Joined: May 2008
Posts: 4,930 Likes: 24
Very Senior Member
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Very Senior Member
Joined: May 2008
Posts: 4,930 Likes: 24 |
That's cool -- I'm watching ...
A mind is like a parachute. It doesn't work unless it's open. [Frank Zappa]
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Joined: May 2009
Posts: 2,214 Likes: 382
Very Senior Member
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OP
Very Senior Member
Joined: May 2009
Posts: 2,214 Likes: 382 |
So, as a quick synopsis of what's going on: I've converted the N64 renderer over to use the poly.h functionality provided by the core library, which should (in theory) provide a bump in speed by threading off individual polygon scanlines onto additional CPU cores. Currently, however, it's much slower due to various factors that I haven't quite ironed out, but more importantly it seems to be fond of crashing MESS, omitting flipped polygons, rendering garbage, and often scribbling over pre-existing pixels, which is not cool, and indicates thread unsafety. Which is bad, because I've been over it with a fine-toothed comb.
In the meantime, I might have to do a clean build, at which point I'll probably limit it to -j3 and entertain any viewers by playing MAME. :P
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Joined: May 2009
Posts: 2,214 Likes: 382
Very Senior Member
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OP
Very Senior Member
Joined: May 2009
Posts: 2,214 Likes: 382 |
Man, I need a break. Debugging this thing is such bullshit.
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Joined: May 2009
Posts: 2,214 Likes: 382
Very Senior Member
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OP
Very Senior Member
Joined: May 2009
Posts: 2,214 Likes: 382 |
Allow me to introduce you to my friend, MESS SVN r14424:
Game Before After Ratio
Mario 64 52.25% 82.75% 1.58
Tetrisphere 46.24% 86.83% 1.88
Mario Kart 64 55.92% 115.81% 2.07
Pokemon Snap 17.66% 49.20% 2.79
Majora's Mask 46.15% 103.49% 2.24
All games tested with multithreading on, the number of CPUs set to 4, and -str 60 on an i7-960 at 3.2GHz.
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Joined: May 2008
Posts: 4,930 Likes: 24
Very Senior Member
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Very Senior Member
Joined: May 2008
Posts: 4,930 Likes: 24 |
Very nice, JD! Will try out now ...
A mind is like a parachute. It doesn't work unless it's open. [Frank Zappa]
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Joined: May 2009
Posts: 82
Member
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Member
Joined: May 2009
Posts: 82 |
Allow me to congratulate you for the astonishing work you've done I'm even surprised by the fact that my "wideboy" carts now shows something (I know my test to be pointless because the wideboy needs some special hardware but nonetheless it impress me) Keep up the good work
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Joined: Sep 2008
Posts: 111
Senior Member
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Senior Member
Joined: Sep 2008
Posts: 111 |
Nice! Can't wait to try it out.
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