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IRC log for #minetest-dev, 2014-03-29

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All times shown according to UTC.

Time Nick Message
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07:58 sapier I'm trying to find the reason(s) for lag, if someone could have a look at the profiling results I'd be very glad https://gist.github.com/sapier/9850401
08:01 VanessaE ~lag
08:01 VanessaE aw man, it doesn't answer here :)
08:02 VanessaE (on inchra, shadowbot would give her spiel about how lag is not slow fps, etc)
08:03 VanessaE hm..  view raw --> "Error:  blob is too big"
08:03 sapier I don't see a single point to fix it in there ;-/
08:03 sapier download and view offline to see all
08:04 VanessaE meh, just wanted to see it without github cropping it to width
08:04 sapier it's 15M text ;-)
08:06 VanessaE you trying to investigate the mesh gen lag or something?
08:06 sapier no idea if it's mesh gen or something else
08:07 VanessaE well render lag as new blocks are loaded anyway
08:07 VanessaE if it helps, it gets worse as the texture resolution increases.  that's the only pattern I've ever seen with it
08:08 sapier meshgen seems to be involved but I'm not sure my interpretation is correct ... top operations are basic ones we can't really do much about
08:09 VanessaE you're doing this with default textures right?
08:10 VanessaE try it with some huge texture pack, doesn't matter which one.  it might help you spot the bottleneck then.
08:10 sapier I don't wanna find a huge texture bottleneck (which could be completely different) I want the bottleneck in basic operation
08:10 VanessaE I know, but if you find one, you might find a path to the other
08:11 VanessaE but ok
08:11 sapier I don't think so ... it's as much lag it should be visible there too ... but I seem to be blind
08:11 VanessaE wait a minute...OGLES1Driver?  so this is still for the android client?
08:12 sapier yes
08:12 VanessaE that changes things a bit
08:12 VanessaE I thought you'd switched gears back to PC or something
08:12 sapier of course pc client will benefit too but it's not the main target
08:12 VanessaE right
08:14 VanessaE as a rough guess, I'd think that irrlicht vector3d call (third entry in your list)
08:14 VanessaE just based on the number of calls made and the cumulative time it took
08:15 sapier yes all those vector3d calls are done quite often I don't think we can make them much more fast so at best we can reduce them
08:15 sapier but where is it done?
08:15 VanessaE damned if I know
08:16 VanessaE I wonder..
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08:16 VanessaE wasn't RBA working on optimizing some mesh gen stuff?
08:17 sapier at line 12.5k cummulative calculation starts ... mesh functions are quit often in there but not sure if it's related
08:17 VanessaE he'd said something about a bunch of mesh-related stuff being done in realtime that should have been done at start, and was doing a rewrite of part of the core accordingly.  Might have just been shaders-related, but I think he had said something about mesh generation too
08:19 VanessaE [03-20 21:40] <RealBadAngel> and what im doing is moving generation of shaders, assigning normal maps from runtime (mesh updates) to startup only
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08:19 VanessaE so not exactly.
08:20 kahrl does vector3d use SIMD instructions?
08:20 sapier no idea ... are they available on arm? ;-)
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08:20 kahrl no clue
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08:21 sapier I'm not sure if my interpretation is correct but as of line 12.5k mesh generation seems to be one of the main cpu hogs
08:23 kahrl I think SIMD is called NEON on ARM
08:23 sapier even if it isn't I can't optimize very much there
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08:25 kahrl http://www.kandroid.org/ndk/docs/CPU-ARM-NEON.html
08:26 sapier ok so we could use it ... now how to use it?
08:27 sapier adding that if around will cause even more cpu instructions then doing a 3 parameter addition manually ;-)
08:28 kahrl well I'd first check if it is already used
08:28 sapier no it isn't
08:28 kahrl how do you know?
08:29 sapier because I created the android makefile and know that lib isn't linked
08:30 kahrl hmm ok
08:30 kahrl I thought gcc might optimize stuff like this by itself
08:30 sapier and to be sure I just checked again irrlicht doesn't link it either
08:31 sapier well that's perfectly possible too but why would there be a lib if gcc already did this?
08:32 kahrl wait what lib needs to be linked? aren't those routines compiler intrinsics?
08:32 sapier hmmm
08:33 sapier ok I'm doing an additional grep for NEON on full code to be absolutely sure
08:33 kahrl I'd disassemble vector3d::operator+ instead
08:34 sapier openal and libpng may use neon nothing else
08:34 kahrl (or if that isn't possible because of inline, a simple program that adds two vectors instead)
08:35 sapier as I can attach a debugger it's possible even with inlining as long as I find a location in source ;-)
08:38 sapier great the only location where minetest uses it is anaglyph ... ok I'm just gonna add a dummy
08:43 sapier well ... no need to do it "return vector3d<T>(X + other.X, Y + other.Y, Z + other.Z);" this is how addition is done in irrlicht
08:45 sapier and I don't thing thre parameters are enough to gain benefit from SIMD operations
08:46 sapier at least if they're member variables
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12:03 sapier1 https://gist.github.com/sapier/9853279 is it possible a single mesh uptate does require more then 835k node accesses per block?
12:03 sapier1 hope I did some calculation misstake in there
12:04 proller its one of worst places
12:05 sapier1 most of it is ligth calculation ... a thing any modern gpu is capable of doing in almost no time :-(
12:08 sapier1 well the quick n dirty solution is disabling smooth lighting for android devices ... this will save a lot of iterations
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12:11 proller also for making 1 mesh - copied 27 around blocks via vm
12:13 sapier1 people are discussing about forspecs qt and lots of other (optional) things and then you find huge blockers in code like this one ... this is quite frustrating
12:30 proller and you can find lot of wtf code like this
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12:40 spillz sapier: http://m.imgur.com/zm3fJFX
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12:58 sapier1 spillz guess I should fix the inverted items next
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15:14 grrk-bzzt Hello
15:15 grrk-bzzt I've made a minetest server on an old PC
15:15 grrk-bzzt On what depends the speed of the generation of the map? CPU or disk I/O?
15:25 Megaf Hm, it still has this bug "01:20:34: ACTION[main]: Server for gameid="minetest" listening on 67.215.65.132:30000."
15:25 Megaf if you dont use anything as bind adress
15:26 Megaf I'd like to know where it gets that IP from
15:26 Megaf sapier:
15:27 sapier1 megaf can you try the pull fixing it
15:28 PenguinDad why do chat messages double send when I press on proceed?
15:30 PilzAdam PenguinDad, do you use latest master?
15:30 PenguinDad yes
15:31 PilzAdam this was supposed to fix it: https://github.com/minetest/minetest/commi​t/5bd9c236d563f3c5a6e268abb13f291a915cde1c
15:32 sapier1 at least it did fix it for me ... do you have anything special?
15:38 Megaf It would be really cool if I could select what the mese sand/sand pneumatic tube would vacumm
15:39 PenguinDad it seems like my local git clone was broken but now it works
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20:01 tomasbrod The android program can not be started on Samsung Ace. android.view.InflateException: ... android.widget.Space
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20:42 john_minetest hey!
20:42 john_minetest Any untested branches?
20:44 iqualfragile john_minetest: yes, the one that fixes transparency
20:44 iqualfragile but its not yet written
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21:24 john_minetest The book of unwritten tales.
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22:04 spillz ubuntu packaging again...
22:05 spillz So for the minetest PPA I can the packaging repo https://code.launchpad.net/~mine​testdevs/minetest-c55/packaging
22:06 spillz to enable LevelDB, luajit, freetype, whatever else...
22:07 spillz but that won't work for older versions of ubuntu, so I can make a packaging-legacy that switches some of the options off for those older versions. then there will be a recipe for newer ubuntu's and a recipe for older ubuntu's but both will drop files in the same PPA (I think that should work without issues)
22:08 spillz Sound good?
22:08 spillz 6:05:39 line should have been "I can *update* the packaging repo"
22:10 spillz Also, version number used in the recipe can't be {time}blahblah otherwise apt-get won't install it over the official minetest in Ubuntu repo. it has to be something like 0.4.9dailies-{time}blahblah
22:10 spillz See the version line here: https://code.launchpad.net/~dami​en-moore/+recipe/minetest-daily
22:12 * spillz hopes relevant people read logs
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22:32 john_minetest You can simply compile it yourself.
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