Yesterday, 21:44 | #4621 |
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I get sound breakup no matter what due to the age of the PC I am running.
the difference could be due to forcing RTG to run a 50hz (fake VBL) to keep timing simple regardless of actual refresh rate? |
Yesterday, 21:46 | #4622 | |
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Quote:
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Yesterday, 22:10 | #4623 |
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Not sure. It's definitely not just audio, I get jittery screen updates. It's much more fluid in AGA
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Yesterday, 22:11 | #4624 |
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Yesterday, 23:16 | #4625 |
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Today, 10:09 | #4626 |
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Today, 18:47 | #4627 | |
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Quote:
I don't think I'd bother trying to reschedule the instructions in a loop like this, better to just do general optimizations like the one you mentioned. It's only like 100-ish cycles per iteration (ignoring cache effects etc.) and is probably not really a hot-hot spot. Many of the instructions a pOEP-only (muls/swap) so they can't pair anyway. Much too great a risk of breaking the code for extremely marginal gains. Running my simple, automated cycle counter on the loop I'd say that it's probably not as bad as you think, and there are already quite a bit of instructions that will end up in the sOEP. |
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Today, 18:51 | #4628 |
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I did reorder a tiny bit, there shouldn't be (m)any successive pOEP instructions, but removing register dependencies wasn't really possible.
Out of interest, what does your counter say when we replace the muls #85 and slightly later asr.l #8 with divs #3 ? |
Today, 19:12 | #4629 | |
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Quote:
You can try it yourself: https://github.com/mras0/acycles It works OK for simple innerloops (like a texture mapping one or your sound mixing stuff) and straight-line instruction sequences, but everything else is likely wildly incorrect. I use it to flesh out ideas for instruction scheduling, and then verify on real HW. #include <stddisclaimer.h> |
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Today, 19:18 | #4630 |
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I had to get rid of it though. At one point, I here were scenes switch literally thousands of divisions (and long divisions) per frame
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