[00:27] waltervn (~walter@541B5492.cm-5-4b.dynamic.ziggo.nl) left irc: Quit: Leaving [01:25] http://www.gog.com/forum/general/2014_drmfree_winter_sale_25bbb next sale leaked early, free Age of Wonders, yay~ [01:38] sirlemonhead (bduncan22@95.44.164.183) left #scummvm. [01:40] Trixar_za (trixarian@2400:8900::f03c:91ff:fe69:e40f) left irc: Ping timeout: 244 seconds [01:43] Trixar_za (trixarian@2400:8900::f03c:91ff:fe69:e40f) joined #scummvm. [01:47] DOSFreak (~D0SFreak@172.56.20.17) joined #scummvm. [01:51] D0SFreak (~D0SFreak@108.61.13.46) left irc: Ping timeout: 255 seconds [01:57] borosky (~broosky@89-67-235-207.dynamic.chello.pl) left irc: Ping timeout: 255 seconds [01:57] broosky (~broosky@89-67-235-207.dynamic.chello.pl) joined #scummvm. [02:01] broosky (~broosky@89-67-235-207.dynamic.chello.pl) left irc: Ping timeout: 240 seconds [02:02] broosky (~broosky@89-67-235-207.dynamic.chello.pl) joined #scummvm. [02:09] Vampire0 (~Vampire@jEdit/Vampire) joined #scummvm. [02:12] Vampire0_ (~Vampire@jEdit/Vampire) left irc: Ping timeout: 250 seconds [02:21] DOSFreak (~D0SFreak@172.56.20.17) left irc: Quit: If I'm not back in 5 minutes....just wait longer! [02:29] DominusExult (~dominus@unaffiliated/dominus) joined #scummvm. [02:32] Dominus (~dominus@unaffiliated/dominus) left irc: Ping timeout: 240 seconds [02:32] Nick change: DominusExult -> Dominus [02:45] Lightkey: lemme know when they actually put the sale up. they often don't email until the free games are almost gone :P [02:45] it's 250000 copies.. [02:46] and 200K of them will be grabbed by bots :P [03:33] Angmar26 (~Oshikuru@217.20.81.240) left irc: Remote host closed the connection [03:33] Angmar26 (~Oshikuru@217.20.81.240) joined #scummvm. [03:36] Jon_God (~jon_god@2601:9:6700:4d9:3e07:54ff:fe26:6d61) joined #scummvm. [03:38] Javacat (~Javacat@unaffiliated/javacat) left irc: Ping timeout: 264 seconds [03:48] I feel like there was the same bundle some days ago.. anyway, the current https://www.indiegala.com/friday bundle has a few adventure games for $2.50, including Gold Rush!, The Last Door, Cognition.. [04:45] clone2727 (~clone2727@ool-2f105dd5.dyn.optonline.net) left irc: Quit: later [05:01] Poly-C (~Poly-C@gentoo/developer/Polynomial-C) joined #scummvm. [05:04] Polynomial-C (~Poly-C@gentoo/developer/Polynomial-C) left irc: Ping timeout: 264 seconds [05:35] GitHub1 (~GitHub1@192.30.252.37) joined #scummvm. [05:35] [scummvm] segrax opened pull request #539: SCUMM: Maniac V0: Original Walk Code Implementation (master...master) http://git.io/XpMtPw [05:35] GitHub1 (GitHub1@192.30.252.37) left #scummvm. [06:24] Lightkey (~jonas@p200300764F02906022CF30FFFE083718.dip0.t-ipconnect.de) left irc: Ping timeout: 272 seconds [06:25] Cheeseness (~cheesenes@ppp118-208-226-20.lns20.hba2.internode.on.net) joined #scummvm. [06:36] Lightkey (~jonas@p200300764F02906222CF30FFFE083718.dip0.t-ipconnect.de) joined #scummvm. [07:12] t0by (~t0by@host175-242-dynamic.11-79-r.retail.telecomitalia.it) joined #scummvm. [07:12] #scummvm: mode change '+v t0by' by ChanServ!ChanServ@services. [07:25] TAS_2012v (~2012@c-ebfe71d5.024-3-67626724.cust.bredbandsbolaget.se) left irc: Ping timeout: 264 seconds [07:32] LordHoto (~johannes@unaffiliated/lordhoto) left irc: Quit: leaving [07:48] geep (~JoeBelow@216.185.241.19) left irc: Ping timeout: 264 seconds [07:57] TAS_2012v (~2012@c-ebfe71d5.024-3-67626724.cust.bredbandsbolaget.se) joined #scummvm. [07:58] Lightkey: thanks, just grabbed it :) [07:58] Nick change: fydo_ -> fydo [08:12] ajax16384 (~User@ip146.net176.n37.ru) joined #scummvm. [08:12] #scummvm: mode change '+o ajax16384' by ChanServ!ChanServ@services. [08:18] edheldil (~edheldil@2001:1488:fffe:1:a070:e5ec:7250:9281) left irc: Remote host closed the connection [08:24] edheldil (~edheldil@2001:1488:fffe:1:224:d6ff:fe5b:1878) joined #scummvm. [08:28] edheldil_ (~edheldil@2001:1488:fffe:1:a990:bda:a0b6:a7d9) joined #scummvm. [08:33] Robin_Watts_ (~chatzilla@91.84.72.183) joined #scummvm. [08:34] Robin_Watts (~chatzilla@109.176.237.223) left irc: Ping timeout: 244 seconds [08:34] Nick change: Robin_Watts_ -> Robin_Watts [08:39] TMM (~hp@fsf/member/pdpc.professional.tmm) left irc: Quit: Ex-Chat [08:59] _marc` (~marc@p5DDC589A.dip0.t-ipconnect.de) joined #scummvm. [09:15] edheldil (~edheldil@2001:1488:fffe:1:224:d6ff:fe5b:1878) left irc: Ping timeout: 272 seconds [09:31] blitter (~blitter@c-24-23-255-133.hsd1.ca.comcast.net) joined #scummvm. [09:40] Tomaz^W (~tompsson@85.89.73.250) left irc: [09:42] TMM (~hp@fsf/member/pdpc.professional.tmm) joined #scummvm. [09:51] TMM (~hp@fsf/member/pdpc.professional.tmm) left irc: Read error: Connection reset by peer [09:51] TMM (~hp@fsf/member/pdpc.professional.tmm) joined #scummvm. [10:33] Vanfanel (~sddhwo@244.Red-95-121-74.dynamicIP.rima-tde.net) joined #scummvm. [10:54] Jon_God (~jon_god@2601:9:6700:4d9:3e07:54ff:fe26:6d61) left irc: Remote host closed the connection [11:18] t0by (~t0by@host175-242-dynamic.11-79-r.retail.telecomitalia.it) left irc: Remote host closed the connection [11:22] demonimin (~demonimin@unaffiliated/demonimin) left irc: Ping timeout: 265 seconds [11:24] demonimin (~demonimin@unaffiliated/demonimin) joined #scummvm. [11:35] edheldil_ (~edheldil@2001:1488:fffe:1:a990:bda:a0b6:a7d9) left irc: Remote host closed the connection [11:35] t0by (~t0by@host175-242-dynamic.11-79-r.retail.telecomitalia.it) joined #scummvm. [11:35] #scummvm: mode change '+v t0by' by ChanServ!ChanServ@services. [11:35] hi Evil one [11:38] edheldil (~edheldil@2001:1488:fffe:1:9151:bed0:fc28:3347) joined #scummvm. [11:40] Hi Strangerke [11:41] how'[s everyone doing in here? [11:42] There are obvious sign of apocalypse, such as: I'm working on sound/music code [11:42] apart that, it looks OK. It's not raining frogs yet [11:42] what's up on your side? Still über-busy? [11:42] Exam december the 3rd. [11:42] Crappin' my pants. [11:43] I got to that point where my brain is completely desensitized. [11:43] So yeah, uber busy. [11:43] I envy you [11:43] LOL, don't. [11:43] I'd love to have my brain desensitized [11:45] I've spent the past three months on this stuff. The only exam that's more painful than this is a colonoscopy. [11:45] So... in 3 days you'll be back in great shape and with brand new pants? [11:45] Not sure about either. [11:45] So... in 3 days you'll be back in great shape and with shitty pants? :( [11:46] I kind of, well, neglected physical activity [11:46] so no great shape either. [11:46] More like fat, smelly and with noticeably less hair. [11:47] https://www.youtube.com/watch?v=B4oDcsaEvEE [11:52] I think clone2727 mentioned something about rule #1 of #scummvm some time ago [11:52] but I can't remember what it was. [11:52] Meh. [11:53] Flame anybody who mentions a potentially non-2D adventure p&c game? [11:53] Oh, right [11:53] [00:55:53] Rule #1 of #scummvm: Don't blindly click on a Strangerke link [11:54] Ha yes, that one too :) [11:54] Clicking blindly is complicated because usually you don't click on the link [11:55] (and this link is safe, it's just a video about a night butterfly) [12:19] ajax16384 (~User@ip146.net176.n37.ru) left irc: Ping timeout: 252 seconds [12:26] ajax16384 (~User@ip132.net176.n37.ru) joined #scummvm. [12:26] #scummvm: mode change '+o ajax16384' by ChanServ!ChanServ@services. [12:34] NotJavacat (~Javacat@unaffiliated/javacat) joined #scummvm. [12:34] Nick change: NotJavacat -> Javacat [12:50] h00ligan (~User@ip132.net176.n37.ru) joined #scummvm. [12:50] #scummvm: mode change '+o h00ligan' by ChanServ!ChanServ@services. [12:53] ThirdChoice (~User@ip132.net176.n37.ru) joined #scummvm. [12:53] ajax16384 (~User@ip132.net176.n37.ru) left irc: Ping timeout: 265 seconds [12:55] h00ligan (~User@ip132.net176.n37.ru) left irc: Ping timeout: 265 seconds [13:00] rigid (~rigid@unaffiliated/rigid) left irc: Quit: NO WINE, NO WIFE, NO CARRIER [13:01] rigid (~rigid@unaffiliated/rigid) joined #scummvm. [13:12] uruk-hai (~uruk-hai@catv-89-133-34-198.catv.broadband.hu) joined #scummvm. [13:12] #scummvm: mode change '+o uruk-hai' by ChanServ!ChanServ@services. [13:45] GitHub32 (~GitHub32@192.30.252.41) joined #scummvm. [13:45] [scummvm] urukgit pushed 1 new commit to master: http://git.io/x6GU3A [13:45] scummvm/master 0aba59b uruk: CGE2: Add support for Sfinx. [13:45] GitHub32 (GitHub32@192.30.252.41) left #scummvm. [13:46] uruk-hai: congratz :) [13:47] thank you :) it was a fine work, you deserve credit too as well as dreammaster, criezy and digitall :) [13:47] :) [13:57] Quatroking (~Quatrokin@ip226-139-211-87.adsl2.static.versatel.nl) joined #scummvm. [14:10] Action: wjp wonders if we can add git hooks to catch those AUTHORS updates [14:11] probably a bit of a headache to get the logic correct, though [14:12] Raziel^ (~Raziel@p4FE83C73.dip0.t-ipconnect.de) joined #scummvm. [14:12] #scummvm: mode change '+v Raziel^' by ChanServ!ChanServ@services. [14:21] Raziel^ (~Raziel@p4FE83C73.dip0.t-ipconnect.de) left irc: Quit: AmigaOS 4 (Unregistered copy). Evaluation period is over. Program will now quit. Thank you for using AmigaOS. [14:28] _marc` (~marc@p5DDC589A.dip0.t-ipconnect.de) left irc: Quit: _marc` [14:30] wjp: I ran scummvm with oprofile on the ARM board with no problems :) And there's no need for profiling options and modules to be enabled on the kernel config either: that's for kernel profiling, not for programs and lib calls profiling [14:31] wjp: running scummvm directly into DreamWeb, and letting it run the SLOW fade-to-black effect in the game's first text gives these results: http://pastebin.com/gA9K8MxE [14:33] I believe the updateTexture() call is the culprit for the 100% CPU usage in that scene. During the game itself, CPU usage is ~50% [14:33] but I could be wrong, I've never done these profilings [14:42] grrk-bzzt_ (~grrk-bzzt@universe.emi.u-bordeaux1.fr) joined #scummvm. [14:42] grrk-bzzt_ (grrk-bzzt@universe.emi.u-bordeaux1.fr) left #scummvm ("Leaving"). [14:56] GitHub101 (~GitHub101@192.30.252.39) joined #scummvm. [14:56] [scummvm-web] urukgit pushed 1 new commit to master: http://git.io/6MH3VQ [14:56] scummvm-web/master 68e1594 uruk: WEB: Update credits. [14:56] GitHub101 (GitHub101@192.30.252.39) left #scummvm. [15:05] uruk-hai: um? [15:06] wjp, ? :D [15:06] oh sorry i forgot to push to scummvm-scummvm [15:07] GitHub93 (~GitHub93@192.30.252.37) joined #scummvm. [15:07] [scummvm] urukgit pushed 1 new commit to master: http://git.io/J39pig [15:07] scummvm/master b1f7603 uruk: CGE2: Update credits the right way. [15:07] GitHub93 (GitHub93@192.30.252.37) left #scummvm. [15:07] thanks [15:08] Vanfanel: _mali_convert_tex32_l_to_tex32_b kind of suggests a suboptimal texture format too [15:10] Cheeseness (~cheesenes@ppp118-208-226-20.lns20.hba2.internode.on.net) left irc: Quit: Leaving. [15:13] Nick change: Javacat -> NotJavacat [15:16] wjp: yes. Is it possible to change the texture format the GLES2 backend uses? Can you point me to that in the code? Had a look at texture.cpp but didn't see it. [15:17] what is "the GLES2 backend"? I'm not very familiar with our opengl code [15:18] NotJavacat (~Javacat@unaffiliated/javacat) left irc: Ping timeout: 264 seconds [15:18] But appart from that, I think GLES/GLES2 backend would be MUCH faster if it used a buffer like the Android backend does. I have a SDL 1.2 backend that in turn uses GLES2: rect modifications are done to a memory buffer and then that's uploaded to GLES2, and Scummvm runs perfectly well with that. [15:19] wjp: well, the GLES2 "backend" is an SDL subclass that renders frames as GLES/GLES2 textures [15:19] if it's sdl, then OpenGLSdlGraphicsManager::setupMode() is probably the function to look at [15:19] I say GLES2 but on the official repository only GLES1 code is available. The GLES2 code was an experiment by LordHoto I integrated to try and see if it was any faster. [15:20] but as I said, I'm not particularly familiar with all this code [15:20] Who is? LordHoto? [15:20] You both are mentioned as contribs on the opengl classes [15:21] mentioned where? [15:21] I have some code lying around to make atleast the iOS backend use GLES2, at some point I'll have to clean it up. [15:22] (And add transparent support for GLES1, to make older iPhone-users happy) [15:22] but a large part of the current OpenGL backend is written by LordHoto, yes [15:22] wjp here: https://github.com/scummvm/scummvm/blob/master/backends/graphics/opengl/texture.cpp#blob_contributors_box [15:23] somaen: maybe you can use LordHoto's GLES2: https://github.com/lordhoto/scummvm/commits/opengl-gles2 [15:24] _marc` (~marc@p20030046082470FE40028FBB85E9F38F.dip0.t-ipconnect.de) joined #scummvm. [15:27] Vanfanel: The stuff I did was mostly iOS-specific stuff that I wrote for ResidualVM [15:28] But the main outcome of it, that is translateable back to ScummVM, was moving the rendering onto the game thread [15:28] Thus remvoing the need for special-handling of all GL-calls [15:28] removing even [15:28] Which means that a more common code base with Android might be feasible. [15:28] Vanfanel: ah, interesting github feature [15:29] Vanfanel: it seems to list me solely due to this: https://github.com/scummvm/scummvm/commit/fb05395dedfb3098c6b421352da2be3b6fa58db9 :-) [15:30] wjp: oh, ok, hadn't looked at why you were listed [15:30] I'll have to ask LordHoto then [15:30] But I suspect using the memory buffer to update rects is the solution, just like on Android backend [15:31] in this fading scene that'll probably be useless though [15:31] wjp: it's the same in most fading scenes, not just in this game... [15:31] since a palette change will trigger a full redraw [15:32] well, it comes down to those two things: rect updates and texture format conversions. [15:33] if you say so [15:33] what other things could be involved? [15:33] I don't know [15:33] sorry if it was a stupid asumption :) [15:34] but I have the same scummvm running on the same machine, using SDL1.2.x with a solution based on an intermediate buffer and it works right [15:34] while using the GLES2 directly from scummv does not [15:35] both solutions use GLES2 [15:35] one uses an intermediate buffer where rects are updated, and the other doesn't [15:35] it's clear to me, but again I could be wrong [15:35] which one doesn't? [15:35] the scummvm directly using GLES/GLES2 does not [15:36] really? [15:36] I find that hard to believe [15:36] https://github.com/scummvm/scummvm/blob/master/backends/graphics/opengl/texture.cpp#L205 [15:37] dirtyArea? [15:37] and look comment from https://github.com/scummvm/scummvm/blob/master/backends/graphics/opengl/texture.cpp#L252 onward [15:38] yes, so it's only in the vertical direction [15:38] it updates the texture directly [15:38] while using my SDL1.2 backend that in turn uses GLES2, I let Scummvm update a memory buffer instead [15:39] what updates the texture directly? You've lost me [15:39] GLCALL(glTexSubImage2D(GL_TEXTURE_2D, 0, 0, dirtyArea.top, _textureData.w, dirtyArea.height(), [15:39] our internal screen is not even the same pixel format as the texture... [15:39] _glFormat, _glType, _textureData.getBasePtr(0, dirtyArea.top))); [15:41] The way I understand it, every small change is updated directly to a texture, so glTexSubImage2D() can be called a lot of times per frame [15:41] while in the other solution (Android), it's only called to update the whole screen, one time per frame [15:42] we don't have frames [15:42] well, games must run at a certain pace anyway. Complete updates, I don't know what you call it. [15:43] the name doesn't matter; we just don't have them :-) [15:43] Well, ok, then I don't know what to say :( [15:44] Updating a texture directly seems to be MUCH slower than updating rects on a ram buffer [15:44] but how/when the ram buffer is dumped to a GLES2 texture, I don't know [15:44] I still don't understand what you mean by "directly" [15:44] it goes through at least two memory buffers before getting to a texture [15:44] geep (~JoeBelow@216.185.241.19) joined #scummvm. [15:45] glTexSubImage2D() makes a partial update of a texture already in video memory [15:45] so the SLOW glTextSubImage2D() function it's called with every small change [15:46] ah, so you want to batch them? [15:47] for some reason (it seems I don't understand how scummvm works internally), that's slower than a solution I have, on which the rect changes are made to a ram buffer, and then, sometime, that buffer is dumped to video RAM with a SINGLE glTexSubImage2D() call [15:48] the ram buffer is completely irrelevant. We already have that. [15:48] You just mean the gl calls [15:48] (TextureCLUT8::updateTexture updates the ram buffer, Texture::updateTexture updates the texture) [15:49] (well, at least for paletted games, that is) [15:50] anyway, I'm really not the person to have in-depth discussions about this with [15:51] don't worry, wjp, I will talk with LordHoto about this when we coincide here [15:55] btw, in OpenGLFBDEVGraphicsManager::setupMode (which subclasses both SDL and opengl, not opengl_sdl), all I can see is pixel format, but not texture format [15:58] Action: DrMcCoy summons clone2727 [15:59] oh, texture format seems to be configured in backend/graphics/opengl/texture.cpp [16:10] dtcrshr (~datacrush@unaffiliated/datacrusher) joined #scummvm. [16:14] L0ngcat (~L0ngcat@demo.convos.by) joined #scummvm. [16:19] wjp: look, commenting out the glTexSubImage2D() call in opengl-graphics.cpp and running Dreamweb intro makes the CPU usage down to 15% :D It's 100% with the call uncommented. [16:22] Javacat (~Javacat@unaffiliated/javacat) joined #scummvm. [16:22] droid2727 (~droid2727@2600:1001:b003:cbe8:c68c:4656:2cb2:993c) joined #scummvm. [16:22] #scummvm: mode change '+o droid2727' by ChanServ!ChanServ@services. [16:34] TMM (~hp@fsf/member/pdpc.professional.tmm) left irc: Quit: Ex-Chat [16:40] geep (~JoeBelow@216.185.241.19) left irc: Ping timeout: 258 seconds [16:44] frankyboy_ (~franky@195.9.73.84) joined #scummvm. [16:56] ny00123 (~ny00123@bzq-109-66-57-169.red.bezeqint.net) joined #scummvm. [17:12] madmoose: anything new with BR? [17:27] Vanfanel (~sddhwo@244.Red-95-121-74.dynamicIP.rima-tde.net) left irc: Quit: Lost terminal [17:34] Vanfanel (~sddhwo@244.Red-95-121-74.dynamicIP.rima-tde.net) joined #scummvm. [17:34] ThirdChoice (~User@ip132.net176.n37.ru) left irc: Ping timeout: 258 seconds [17:47] ajax16384 (User@ip173.net177.n37.ru) joined #scummvm. [17:47] #scummvm: mode change '+o ajax16384' by ChanServ!ChanServ@services. [17:52] ajax16384 (User@ip173.net177.n37.ru) left irc: Ping timeout: 264 seconds [17:53] sirlemonhead (~bduncan22@95.44.164.183) joined #scummvm. [17:53] WooShell (woo@ipbcc0be82.dynamic.kabel-deutschland.de) joined #scummvm. [17:53] ajax16384 (~User@ip156.net176.n37.ru) joined #scummvm. [17:53] #scummvm: mode change '+o ajax16384' by ChanServ!ChanServ@services. [17:54] meow =^.^= [18:09] Vanfanel (~sddhwo@244.Red-95-121-74.dynamicIP.rima-tde.net) left irc: Quit: Lost terminal [18:13] m_kiewitz (~m_kiewitz@kons-4d03e2f4.pool.mediaWays.net) joined #scummvm. [18:13] #scummvm: mode change '+o m_kiewitz' by ChanServ!ChanServ@services. [18:13] ST (~ScottT@ppp121-45-93-201.lns20.adl6.internode.on.net) left irc: Ping timeout: 272 seconds [18:20] ST (~ScottT@ppp14-2-62-102.lns21.adl2.internode.on.net) joined #scummvm. [18:20] #scummvm: mode change '+o ST' by ChanServ!ChanServ@services. [18:23] dtcrshr (~datacrush@unaffiliated/datacrusher) left irc: Quit: Saindo [18:33] dtcrshr (~datacrush@2801:88:f7a:100:240:a7ff:fe13:bf7) joined #scummvm. [18:33] dtcrshr (~datacrush@2801:88:f7a:100:240:a7ff:fe13:bf7) left irc: Changing host [18:33] dtcrshr (~datacrush@unaffiliated/datacrusher) joined #scummvm. [19:08] ajax16384 (~User@ip156.net176.n37.ru) left irc: Ping timeout: 265 seconds [19:19] L0ngcat: Nothing big. [19:21] cuymfs (~jappi@dslb-094-222-101-028.094.222.pools.vodafone-ip.de) joined #scummvm. [19:36] ajax16384 (~User@ip216.net176.n37.ru) joined #scummvm. [19:36] #scummvm: mode change '+o ajax16384' by ChanServ!ChanServ@services. [19:37] D0SFreak (~D0SFreak@108.61.152.245) joined #scummvm. [19:38] cuymfs (~jappi@dslb-094-222-101-028.094.222.pools.vodafone-ip.de) left irc: [19:45] ajax16384 (~User@ip216.net176.n37.ru) left irc: Ping timeout: 244 seconds [19:45] criezy (~criezy@host86-135-174-158.range86-135.btcentralplus.com) joined #scummvm. [19:45] #scummvm: mode change '+o criezy' by ChanServ!ChanServ@services. [19:46] ajax16384 (~User@ip252.net177.n37.ru) joined #scummvm. [19:46] #scummvm: mode change '+o ajax16384' by ChanServ!ChanServ@services. [19:51] frankyboy_ (~franky@195.9.73.84) left irc: Quit: #E>6C O >B 20A [19:52] uruk-hai (~uruk-hai@catv-89-133-34-198.catv.broadband.hu) left irc: Ping timeout: 258 seconds [20:09] Javacat (~Javacat@unaffiliated/javacat) left irc: Ping timeout: 264 seconds [20:14] Javacat (~Javacat@unaffiliated/javacat) joined #scummvm. [20:15] D0SFreak (~D0SFreak@108.61.152.245) left irc: Remote host closed the connection [20:32] waltervn (~walter@541B5492.cm-5-4b.dynamic.ziggo.nl) joined #scummvm. [20:53] Quatroking (~Quatrokin@ip226-139-211-87.adsl2.static.versatel.nl) left irc: Read error: Connection reset by peer [20:53] chkr (~chkr@pD9F87286.dip0.t-ipconnect.de) left irc: Ping timeout: 272 seconds [20:55] chkr (~chkr@pD9F87DCA.dip0.t-ipconnect.de) joined #scummvm. [21:02] Cheeseness (~cheesenes@ppp118-208-226-20.lns20.hba2.internode.on.net) joined #scummvm. [21:12] Ramal (~dennis@2.64.227.95.mobile.tre.se) left irc: Ping timeout: 240 seconds [21:14] Ramal (~dennis@2.70.33.58.mobile.tre.se) joined #scummvm. [21:19] h00ligan (~User@ip252.net177.n37.ru) joined #scummvm. [21:19] #scummvm: mode change '+o h00ligan' by ChanServ!ChanServ@services. [21:19] mkiewitz (~m_kiewitz@kons-4d03e2f4.pool.mediaWays.net) joined #scummvm. [21:20] kurtwr2 (~kurtwr@c-98-208-17-184.hsd1.ca.comcast.net) joined #scummvm. [21:21] Jedi_ (~Jedi@JEDI.ORG) left irc: Read error: Connection reset by peer [21:22] Jedi_ (~Jedi@JEDI.ORG) joined #scummvm. [21:23] GitHub54 (~GitHub54@192.30.252.41) joined #scummvm. [21:23] [scummvm] skristiansson opened pull request #540: SDL: add support for SDL2 (master...pr/sdl2) http://git.io/2ayvOg [21:23] GitHub54 (GitHub54@192.30.252.41) left #scummvm. [21:25] +#ifndef USE_SDL20 [21:25] Gentle` (~tier@quassel/contributors/gentle) joined #scummvm. [21:25] + (Uint16)ev.key.keysym.unicode); [21:25] demonimin_ (~demonimin@pro75-5-88-162-203-35.fbx.proxad.net) joined #scummvm. [21:25] demonimin_ (~demonimin@pro75-5-88-162-203-35.fbx.proxad.net) left irc: Changing host [21:25] demonimin_ (~demonimin@unaffiliated/demonimin) joined #scummvm. [21:25] +#else [21:25] + 0); [21:25] +#endif [21:25] in case anyone else was wondering :-p [21:26] I was just looking at that bit, yes [21:26] Oh, there's going to be support for SDL2? [21:26] yes, as soon as someone solves the input problems [21:26] which this pull request does not :) [21:26] Well, that's a start. [21:27] yes, this is just the easy bit [21:27] At least now there's hope that ScummVM will work properly on Retina. Someday. [21:27] it works great on retina! [21:27] step one, don't use an OS which randomly breaks APIs :) [21:27] yeah, that bit of the SDL2 incompatibility changes sucks... [21:27] [vEX]- (~vex@h-37-123-160-63.na.cust.bahnhof.se) joined #scummvm. [21:28] Sadly, no other desktop or laptop OS comes close to OS X as far as HiDPI support is concerned. [21:29] Although Android's not bad. [21:30] Well, ChromeOS probably has great HiDPI support, too, if you can call that an OS. [21:30] but you can *try* to do the event mapping for SDL2 right, you have a bunch of info available and you can do mapping yourself to a large extent [21:31] What is the problem with SDL2 and input? [21:31] yeah, but 'text input' has been completely decoupled from the keycodes [21:32] Sir_Burpalot: they made it a lot more difficult to work out what keycodes represent [21:34] which, like most of SDL2, makes perfect sense if you're writing a brand new game, and is irritating as hell with legacy things like ScummVM [21:35] ajax16384 (~User@ip252.net177.n37.ru) got netsplit. [21:35] m_kiewitz (~m_kiewitz@kons-4d03e2f4.pool.mediaWays.net) got netsplit. [21:35] demonimin (~demonimin@unaffiliated/demonimin) got netsplit. [21:35] kurtwr (~kurtwr@c-98-208-17-184.hsd1.ca.comcast.net) got netsplit. [21:35] [vEX] (~vex@h-85-24-195-9.na.cust.bahnhof.se) got netsplit. [21:35] Gentle (~tier@quassel/contributors/gentle) got netsplit. [21:35] I hope SDL2 doesn't use DirectInput on Windows, at least. [21:35] Does SDL1? [21:35] Yes. [21:35] What's the problem? [21:35] my intent with the work is mostly to (initially) provide a base for platforms which lacks SDL1 support [21:36] stekern: Like? [21:36] I'm working on a windows phone 8.1 port, and I think jolla phones only have SDL2 as well [21:36] so the obvious question is, why use SDL? [21:36] We already have an iOS-port, it doesn't use SDL at all. [21:37] You're likely to want to have a bit of native-ness when doing mobile ports anyhow. [21:37] somaen: the problem with DirectInput is that it forcibly changes the active keyboard layout to the US English one. [21:37] not that I think it's a bad idea to have SDL2 support in-tree, with big DO NOT USE warnings [21:37] and layering mobile platforms on top of that isn't necessarily a bad idea [21:37] Sir_Burpalot: Ahhh, just as silly as the "keyboard layout per application, NOT globally-change key alt-shift" [21:38] And a rare bug in Windows 8.x (and 10) that occurs when you have the US English layout associated with a display language other than US English. [21:38] but I'm wondering what your long-term goals are, again [21:38] fuzzie: I was actually considering going the other way around, and backporting as much as possible from the iOS-port into an OS X port. [21:38] somaen: I considered doing a native port, but adding support for SDL2 seemed like the way with least resistance ;) [21:38] Which probably isn't too much, but hey. [21:38] well, I am not impressed with SDL2 at all [21:38] Well, it's rare in the sense that it's probably not a bug that most people run into that often. [21:38] especially the render stuff is a mess [21:39] stekern: Can you easily get the unicode character that maps to the keypress event you get in whatever API WinMo exposes for events? [21:39] If yes, then there is less pain in skipping SDL2 [21:39] but it is a nice base to work from [21:39] ...I'm using the virtual keyboard for input [21:40] ... and? [21:40] Oh, OUR vkeyboard? [21:40] yes [21:40] eek :p [21:40] Doesn't WinMo have a usefull one? [21:40] although maybe that'll be motivation for someone to fix ours ;) [21:40] Because, IMHO, nativeness is good where it fits in. [21:41] Except for the browse-dialogue we support on OS X, but that's just because it's slow. [21:41] yeah, it does, and switching to that might be a good idea in the future. But I still wanted to use SDL2 for rendering graphics [21:41] ny00123 (~ny00123@bzq-109-66-57-169.red.bezeqint.net) left irc: Quit: Leaving [21:41] Why not just GLES? [21:42] (And yes, yes, I know GLES has quite a few painfull details too) [21:43] mkiewitz (~m_kiewitz@kons-4d03e2f4.pool.mediaWays.net) left irc: Quit: technology isn't intrinsically good or evil. It's how it's used. Like the Death Ray. [21:44] Vanfanel (~sddhwo@244.Red-95-121-74.dynamicIP.rima-tde.net) joined #scummvm. [21:45] path of least resistance again, but the fact that I discovered ANGLE after the wp SDL2 port played a role as well. [21:46] Gentle (~tier@quassel/contributors/gentle) got lost in the net-split. [21:46] [vEX] (~vex@h-85-24-195-9.na.cust.bahnhof.se) got lost in the net-split. [21:46] kurtwr (~kurtwr@c-98-208-17-184.hsd1.ca.comcast.net) got lost in the net-split. [21:46] demonimin (~demonimin@unaffiliated/demonimin) got lost in the net-split. [21:46] m_kiewitz (~m_kiewitz@kons-4d03e2f4.pool.mediaWays.net) got lost in the net-split. [21:46] ajax16384 (~User@ip252.net177.n37.ru) got lost in the net-split. [21:46] Cheeseness (~cheesenes@ppp118-208-226-20.lns20.hba2.internode.on.net) left irc: Quit: Leaving. [21:47] Oh well, if you can reliably fix the unicode field, and make SDL2 entirely opt-in, that's a step in the right direction atleast. [21:47] if you bodge the input thing then you get a prize [21:47] cake, maybe [21:48] ;) [21:50] ehmmm wait wait. Is there an SDL2 port???? [21:50] No [21:50] :-) [21:50] wp SDL2 port, stekern said :D [21:50] wip [21:51] but also wp [21:51] I guess. [21:51] wp = windows phone [21:51] yeah, thus the "also" [21:51] it's a rather interesting situation [21:52] SDL2 would render my GLES2-on-arm efforts useless [21:52] GLES2 on arm? [21:52] How would that be useless? [21:52] I mean... [21:52] And, don't we already have GLES-support? [21:53] somaen: yes, but not proper context initialization for EGL on different ARM Linux boards [21:53] somaen: I have that working for some boards [21:53] but GLES2 is SLOW as a dog [21:54] Well, that depends on how the updates are performed. [21:54] and the texture updating function is taking ~80% of the CPU [21:54] glSubTexImage [21:54] yes [21:54] geep (~JoeBelow@216.185.241.19) joined #scummvm. [21:54] that's how they are performed but in a way I don't understand [21:54] The iOS-backend skips using that, with a comment about iOS being slower on subteximage than full updates. [21:54] EXTACT, somaen [21:54] full updates should be done [21:55] instead of many glSubTexImage calls [21:55] is texsubimage slower on your stuff too? [21:55] Action: wjp sighs [21:55] WAY slower [21:55] Oh well, create new textures for a while, draw those on top. [21:55] then refresh every nth cycle [21:55] or something [21:55] either that _or_ texture pixel format conversion [21:55] wjp: no [21:55] I disabled the call [21:56] and got my 80% CPU back [21:56] and the screen was black? [21:56] It is glSubTexImage [21:56] of course it was black :D [21:56] how could it be otherwise if I disabled the texture updating function? [21:56] if no code is run, it tends to be faster [21:56] no, the games run [21:56] they render internally [21:57] It's just glSunTexImage that was disabled [21:57] if you have a better explanation for _mali_convert_tex32_l_to_tex32_b than texture format conversion, I'd like to hear it :-) [21:57] wjp: of course that's a problem also [21:58] but the CPU is taken by the glSubTexImage calls [21:58] I'm confused [21:58] maybe _mali_convert--whaveter is called inside glSubTexImage [21:58] what would be calling _mali_convert_tex32_l_to_tex32_b other than glSubTexImage? [21:58] yeah :D [21:59] I have to verify that [22:03] Or, you know, just try to change the texture format passed in [22:03] To whatever the GPU actually likes to eat for dinner. [22:08] D0SFreak (~D0SFreak@137.63.74.130) joined #scummvm. [22:08] it doesn't seem easy or evident. I have the getSupportedFormats() function in my EGL initialization classes (glesfbdev.cpp, for the Cubie2), but all I see there are pixel formats, not texture formats. I know it's basically the same, but I tried disabling all and enabling one by one, and there's no visible change. [22:08] somaen: does this oprofile trace -> OpenGL::TextureCLUT8::updateTexture() suggest it's using the CLUT8 fallback which I gather it's slow? [22:11] Read the documentation for your board? [22:11] I have no idea what texture format it wants internally [22:11] geep (~JoeBelow@216.185.241.19) left irc: Ping timeout: 255 seconds [22:14] somaen: there's no documentation for my board, we have closed binaries from another board as GLES implementation [22:14] I know RetroArch uses RGB565 and works great, if that's of some help. But I tried leaving ONLY RGB565 enabled, and it's still slow. [22:15] What do you mean enabled? [22:15] I mean uncommented [22:15] to disable a format, I comment it out [22:16] Where? [22:16] tex32_l_to_tex32_b sounds like a conversion between two 32bpp formats [22:16] 565 is not a 32bpp format [22:17] I know, I had the hope that using a 16 bit format would improve things and would not trigger conversion [22:17] I disable/enable pixel formats in OpenGLFBDEVGraphicsManager::getSupportedFormats() [22:18] OpenGLFBDEVGraphicsManager is my EGL init class, subclassing from sdl and opengl [22:18] do you still get it if you only allow rgb565? [22:18] fuzzie: yes [22:18] Presumably you would get a different mali_conv call? [22:19] I was about to test that :) [22:19] yes if you get the same call then you're doing it wrong [22:19] yes, if I get the same call then I'm disabling internal pixel formats and not texture formats [22:20] waltervn (~walter@541B5492.cm-5-4b.dynamic.ziggo.nl) left irc: Ping timeout: 252 seconds [22:31] DOSFreak (~D0SFreak@172.56.20.17) joined #scummvm. [22:32] fuzzie: I get _mali_convert_tex32_l_to_tex32_b still, with only RGB565 enabled in getSupportedFormats() [22:33] where am I supposed to change the texture format then?? I thought it was in texture.cpp but I don't see it [22:34] oh, and _mali_convert_tex32_l_to_tex32_b is called by glSubTexImage, confirmed also [22:35] h00ligan (~User@ip252.net177.n37.ru) left irc: Ping timeout: 252 seconds [22:35] D0SFreak (~D0SFreak@137.63.74.130) left irc: Ping timeout: 252 seconds [22:41] droid2727 (~droid2727@2600:1001:b003:cbe8:c68c:4656:2cb2:993c) left irc: Ping timeout: 258 seconds [22:49] criezy (~criezy@host86-135-174-158.range86-135.btcentralplus.com) left irc: Quit: criezy [22:56] What parameters are passed to the various texture-generation functions? [22:59] somaen: seems createTexture uses getGLPixelFormat(), both in opengl-graphics.cpp [23:00] so the key is in getGLPixelFormat(), which seems to determine the GLES texture format enums [23:04] mrsiggler (~MrSiggler@blk-89-213-45.eastlink.ca) left irc: [23:07] droid2727 (~droid2727@2600:1001:b003:cbe8:c68c:4656:2cb2:993c) joined #scummvm. [23:07] #scummvm: mode change '+o droid2727' by ChanServ!ChanServ@services. [23:11] WooShell (woo@ipbcc0be82.dynamic.kabel-deutschland.de) left irc: Quit: Walking upside down in the sky, between the satellites passing by. Gliding along the black rainbow, I fly away with my shadow. Scratching the moon like a DJ, the night follows its odyssey. [23:27] RUBICN64 (~Android@2601:7:9480:570:a84a:33c0:d793:6041) joined #scummvm. [23:37] geep (~JoeBelow@216.185.241.19) joined #scummvm. [23:41] t0by (~t0by@host175-242-dynamic.11-79-r.retail.telecomitalia.it) left irc: Read error: Connection reset by peer [23:45] RUBICN64 (~Android@2601:7:9480:570:a84a:33c0:d793:6041) left irc: Quit: AndroidIrc Disconnecting [23:59] http://www.bundlestars.com/all-bundles/humongous-bundle/ self-explanatory [00:00] --- Tue Dec 2 2014