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32bit Windows build is VERY slow #145
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Issue reproduces under WINE:
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The fix made things much worse on Android. Reverted for now. |
Now I do not know WHY this commit broke things so badly, as it really should only affect loading - once loaded, sounds are in an in-memory buffer anyway. |
This fix made some sounds decode as 0 samples length, which together with loop_start made playing them VERY expensive. This in particular affected platform rise and push sounds. |
Generates a CPU profile of just the loading (which normally is excluded). Helps with issue #145
Loading spends 14.92s in vorbis.imdct and children alone. Of this, 9.73s in runtime.fadd32. 3.36s in runtime.fpack64. Meanwhile the 64-bit build has just 0.06s in imdct. |
Wait, that's soft float... WHY? Seems like if I build with |
Apparently Go doesn't support FPU floating point - it's SSE2 or softfloat. I think I'll make the game require SSE2 then, even though most stuff the game itself does is integer (but all rendering uses float). |
Confirmed. |
That's a Debian patch:
I'll undo that. |
The loading screen on the 32bit build on a 64bit machine takes very long. The game also lags out for about half a second when touching the Leap of Faith checkpoint.
The main things taking long seem OggVorbis related, and I can not see any suspicious activity in ProcessMonitor.
Issue exists in current build and is unchanged in Ebitengine 2.5.
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