[Scummvm-devel] Memory consumption in GUI branch

Robin Watts Robin.Watts at wss.co.uk
Tue Dec 9 12:43:25 CET 2008


In message <60086A3C-3A2F-448E-BD9E-603570FCB02E at quendi.de>
          Max Horn <max at quendi.de> wrote:
> any news on the thumb code?

Nope. Still swamped in real world stuff. Sorry.

Reports on the forums appear to be that some games work, and some
don't.

I've reproduced one of the problems (with Sam N Max) on my machine,
but not had a chance to look into it.

> BTW, I noticed that mixer.cpp is listed in OPTLIST, causing it to
> be compiled with -O3 instead of -Os. Over hear, that makes it grow
> from 4526 bytes code size to 15540 bytes, so almost 11k more.
> Looking at the source, this is because there are many loops ranging
> from 0 till NUM_CHANNELS-1 (so 16 iterations), which get unrolled,
> and then lots of code gets inlined. Yet the only code in mixer.cpp
> which is vaguely speed critical would be MixerImpl::mixCallback()
> and Channel::mix(); yet most of *their* time is spent in calling
> the rate converter & mixing code, which is written in ARM asm these
> days.

I suspect it being in OPTLIST predates the ARM coding.

> So, I wonder -- is it really necessary to keep that file in
> OPTLIST? If so, can you pinpoint which part of it is speed
> critical? We might be able to make it so that only that part of the
> code gets optimized...

I'd have no objection to seeing it moved out - but then it wasn't me
who put it there, so Neil is the guy to ask...

Robin
-- 
Robin Watts,             Email: <mailto:Robin.Watts at wss.co.uk>
Warm Silence Software,   WWW:   <http://www.wss.co.uk/>
P.O.Box 28, Woodstock,   Tel:   01608 737172 (or Mobile: 07885 487642)
Oxfordshire, OX20 1XX    Fax:   01608 737172




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