Comments (9)
Issue reproduces under WINE:
GOARCH=386 GOOS=windows mak && EBITENGINE_GRAPHICS_LIBRARY=opengl /opt/wine-stable/bin/wine aaaaxy.exe
from aaaaxy.
The fix made things much worse on Android. Reverted for now.
from aaaaxy.
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.
from aaaaxy.
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.
from aaaaxy.
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.
from aaaaxy.
Wait, that's soft float... WHY?
Seems like if I build with GO386=sse2
, this issue goes away. But the docs say that GO386=sse2
is default... wat?
from aaaaxy.
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).
from aaaaxy.
$ GOARCH=386 GOOS=windows go env GO386
softfloat
Confirmed.
from aaaaxy.
That's a Debian patch:
# Always not use sse2. This is important to ensure that the binaries we build
# (both when compiling golang on the buildds and when users cross-compile for
# 386) can actually run on older CPUs (where old means e.g. an AMD Athlon XP
# 2400+). See http://bugs.debian.org/753160 and
# https://code.google.com/p/go/issues/detail?id=8152
I'll undo that.
from aaaaxy.
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