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by Lunar at 9:53 AM EST on February 19, 2014
Argh, I just updated my fb2k plugins and now usfs take 2 seconds to initialise. Any idea why?
by kode54 at 7:32 PM EST on February 19, 2014
Pre-rendering 5 seconds for silence detection, and the interpreter cores are not quite as fast as the original dynamic recompiler cores. They're certainly more stable now, though.

Turn off start and end of track silence detection if you want slightly faster startup.
by kode54 at 11:00 PM EST on March 2, 2014
Update for haspor, for his attempt at getting this to work on Android.

rsp/su.h:

#ifdef ANDROID // was: #if (0)
#define MASK_SA(sa) (sa & 31)
/* Force masking in software. */
#else
#define MASK_SA(sa) (sa)
/* Let hardware architecture do the mask for us. */
#endif

Unfortunately, it's way too slow to run on my Nexus 4. Looks like we may need to enlist the help of a third party, possibly Iconoclast, if he feels up to it, to hand optimize the vector unit for Neon intrinsic functions.
by kode54 at 10:09 PM EST on March 3, 2014
Disregard the part about it being too slow. GCC doesn't auto vectorize for Neon with just -mfpu=neon, it also needs -funsafe-math-optimizations. It has some silly notion of not wanting to auto vectorize due to potential loss of precision, which doesn't matter in this case.
by haspor at 1:19 AM EST on March 4, 2014
i was checking those rsp codes yesterday and noticed that it doesnt use neon stuff at all even if the arm_neon.h is included. those few sse2 instructions needs to be converted to neon. not impossible but slow process. better go function by function and see how it goes. also dont use debug build of those native libs, they make it more heavy, try with ndk_debug=0
by kode54 at 1:21 AM EST on March 4, 2014
I am running with NDK_DEBUG=0, which doesn't matter much for the LazyUSF plugin, since you override the cflags with O3 and such.
by kode54 at 12:59 AM EST on March 5, 2014
HLE audio implemented from Mupen64, which significantly speeds up playback and makes Mystical Ninja: Starring Goemon playable on my Nexus 4. Unfortunately, it is also missing features, like CBFD's resonant filters, and random samples in Goldeneye 007.
by haspor at 2:12 AM EST on March 5, 2014
i already converted three functions, some are annoyng to convert since those sse2 commands are not 1:1 to neon. i think the most important part is in the shuffle.h file, if i can convert the sse3 version of the SHUFFLE_VECTOR , that should help alot
by hcs at 11:20 PM EDT on March 20, 2014
Hey guys, maybe I'm a little slow, but I haven't been able to get any audio out of Droidsound+LazyUSF using the prebuilt stuff on droidmjt/Droidsound or building it myself or trying to pull in kode54/lazyusf on either my phone (running Android 4.2.2) or the emulator.

Dug into the debugger a bit today and it looked like things were running ok... but just silence. So maybe something high level if lucky?

Testing with Super Mario 64 and Space Station Silicon Valley, so there shouldn't be anything out of the ordinary going on, they work fine in kode's foobar2000 plugin.

btw otherwise the improved Droidsound is working great, awesome!
by haspor at 11:48 PM EDT on March 20, 2014
yeah the LazyUSF is not functioning in it. I can commit the latest codes/.apk that plays some tunes but it's still way too heavy. Currently i'm vectorizing some codes in it to make it hopefully run faster. It's very slow process.

And thanks :)

edited 11:48 PM EDT March 20, 2014

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