[Scummvm-devel] AGOS slowness

Bertrand Augereau bertrand_augereau at yahoo.fr
Wed Jul 16 15:30:29 CEST 2008


Mmh, might well be an issue. I know naught about caching policy of Symbian OS but would make sense that if it would do much less than regular OS behind the scenes.Maybe it is possible to batch reads in the client code to lower the abstraction penalty?
Cheers,Tramb
--- En date de : Mer 16.7.08, Lars Persson <larspp at hotmail.com> a écrit :
De: Lars Persson <larspp at hotmail.com>
Objet: Re: [Scummvm-devel] AGOS slowness
À: "ScummVM devel" <scummvm-devel at lists.sourceforge.net>
Date: Mercredi 16 Juillet 2008, 14h38

Hi! Thanks for this input!
I know that the file system wrapping in Symbian OS could be a problem. On this
PC 80618 reads takes NO time.. But what strikes me is that 80618 seems to be
lots of small reads to me. Is there any comparison for other games? Also for
games not using compressed cd audio then (since that will always stream alot).

  0.00      7.45     0.00    80618     0.00     0.00  Common::File::read(void*,
unsigned int)
/Lars



________________________________
Date: Wed, 16 Jul 2008 09:50:20 +0000
From: bertrand_augereau at yahoo.fr
To: scummvm-devel at lists.sourceforge.net
Subject: [Scummvm-devel] AGOS slowness


Hi everybody,

It seems that people find that the AGOS engine is a bit sluggish on small
platforms, so here's a gprof output on my old laptop (which is still real
fast compared to an embedded device).

( Yes compiling at work takes too much time :) )

It's a capture of the beginning of a Simon 1 game.

You will notice that the huge winner is Normal2X, just ignore it, it is only
VRAM-write bound (verified by outputting only 0) on my machine and not
representative at all of the CPU load on other devices.

Maybe the blitting functions need a few optimizations, but maybe there is
something else involved.

Cheers,

Bertrand





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