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Re: SDL2
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@Capehill

OK, take your time.

I hope you can reproduce and I further hope that it can be fixed.

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Re: SDL2
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@capehill

Further tests show that the problem is limited to SDL2 apps.

SDL2:
I tried
ScummVM (obviously)
Super Methane Bros from here

both show the same kid of overall slowdowns as soon as the game is running

SDL1:
I tried
ScummVM (SDL1 build)
Super Mario Clone FX from here

both show no slowdown at all.

Would be great if we could get rid of this slowdown in SDL2
Maybe revert that audio cache you were talking about first?

Thank you very much

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Re: SDL2
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@Capehill

Not a new issue probably, but have noted another minor issue on audio
If you have in background a program using audio .. for example you are playing something in background (AmigaAMP) ... and then you start an SDL game, everything works and you can hear both audio sources, but when you quit the game (sometimes) you will got this kind of message:

https://i.postimg.cc/DfHCXvPD/shadow-warrior-audio.png

(This message will be show on screen after quitting Shadow Warrior)

Not a big issue as you can skip the message without any problem, however it would be nice to understand why this message appear


Edited by samo79 on 2021/6/4 12:49:19
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Re: SDL2
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@samo79

This is a issue, it will cause problems if threads are running after memory is freed, or libraries are closed.

(NutsAboutAmiga)

Basilisk II for AmigaOS4
AmigaInputAnywhere
Excalibur
and other tools and apps.
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Re: SDL2
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@Raziel

Audio cache? Did you mean audio task priority? It was lowered in 2015 so it's been lower than SDL1's all these years.

I tried to make a simple tool to locate SDL2 audio task/process (to raise its priority for test) but for some reason I can't seem to see it using ProcessScan. Maybe its name is something unexpected. I need to debug it some more.

@samo79

Could you please translate the title? From what I can remember, SDL2 tries to wait for its child threads before exit but maybe there is something specific to timers.

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Re: SDL2
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@Capehill

Yes, sorry priority...and i just remembered that i already did a test with caching which didnß t really solve it.

btw, don't focus too much on that audio...it's a general slowdown/hiccup on the whole SDL2 window/screen, every part is affected (audio, video, speed etc.).

It looks more like something is taking away power from SDL2 in a one second delay manner.
Since even the static Notification windows (who shouldn't do anything in the background than simply be there) from my test script, i suspect that something from Notification is using the same resource(s) as SDL2 and they get in each others way.
Why it only happens with 4/5 Notifications windows displayed, i don't really understand...maybe the system or SDL2 is running out of something and needs to free/use the last remaining object over and over again?

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Re: SDL2
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@Capehill

Don't know if the translation of the error is correct, but more or less it says:

"The parent process tried to get out before the children"


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Re: SDL2
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@samo79

"Parent process has tried to exit before all children have"

I get that a lot with Odyssey since update 2


Edited by Raziel on 2021/6/4 22:10:17
Edited by Raziel on 2021/6/4 22:13:48
Edited by Raziel on 2021/6/4 22:14:18
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Re: SDL2
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@Raziel

Mmm so not specifically related to SDL?

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Re: SDL2
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@samo79

Nope, it's a system message

Resized Image

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Re: SDL2
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@Raziel

Ok, got my priority booster app working. Yesterday I was testing some app that wasn't using SDL2 for audio (Super Methane Bros uses some other lib).

So, could you kindly compile this program, start your ScummVM build and then run this booster? Then we should be able to rule out the audio priority if boosting it to 15 doesn't change anything.

If you run the app twice, or use Ranger, you should see the new priority applied. Also, if you could provide the results, then maybe we can see the priorities of other processes (but not pure Exec tasks).

/* gcc FindSdl2AudioTask.c -Wall */

#include <proto/exec.h>
#include <proto/dos.h>

#include <stdio.h>
#include <string.h>

static int32 HookFunc(struct Hookhookuint32 userdatastruct Processprocess)
{
    
struct Task= (struct Task *)process;
    
struct Node= &t->tc_Node;

    
struct CommandLineInterfacecli BADDR(process->pr_CLI);

    if (
cli) {
        static 
char buffer[128];

        
IDOS->CopyStringBSTRToC(cli->cli_CommandNamebuffersizeof(buffer));

        
printf("CLI Process %p (%s), priority %d. Process ID %lu, parent ID %lu\n",
               
processbuffern->ln_Priprocess->pr_ProcessIDprocess->pr_ParentID);
    } else {
        
printf("Process %p (%s), priority %d. Process ID %lu, parent ID %lu\n",
               
processn->ln_Namen->ln_Priprocess->pr_ProcessIDprocess->pr_ParentID);

        if (
strncmp(n->ln_Name"SDL thread SDLAudioP"20) == 0) {
            
printf("*** Found SDL2 audio task, boosting priority... ***\n");
            
IExec->SetTaskPri(t15);
        }
    }

    return 
0;
}

int main()
{
    
struct Hook hook = {
        { 
0},
        (
void*)HookFunc,
        
NULL,
        
0
    
};

    
int32 r IDOS->ProcessScan(&hookNULL0);

    
printf("ProcessScan result %ld\n"r);

    return 
0;
}


PS. newlines are broken...

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Re: SDL2
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@Capehill

I'm back at work...won't be able to test it before the 17th...hope that's ok? :-/

Thank you for the proggie

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Re: SDL2
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@Raziel

Of course. Death and taxes, right?-)

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Re: SDL2
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@Capehill


You said it

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Re: SDL2
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@Raziel

Mmm using a recent nightly of ScummVM, got a crash changing the audio settings ..

Quote:
Crash log for task "SDL thread SDLAudioP1 (0x51680c48)"
Generated by GrimReaper 53.19
Crash occured in module scummvm at address 0x6C6FA068
Type of crash: DSI (Data Storage Interrupt) exception
Alert number: 0x80000003

Register dump:
GPR (General Purpose Registers):
0: 00000000 527D9E90 00000000 5167EC38 00000000 00001000 021CAB1C 021CAB8C
8: 33082EF0 6C6FA040 00000001 34180000 0000079C 00000000 FFFFFFFF 53DEDDFC
16: 52204B50 7FA9E490 00000000 01950000 53DEDDF8 4CEA1CFA 00001000 5167EC38
24: 5167BC38 6BC21898 5167D088 5167D080 5167D084 34B1AE6C 340E2E64 527D9E90


FPR (Floating Point Registers, NaN = Not a Number):
0: nan -16.2397 0 0.181836
4: 0.222222 0.285714 0.4 0.666667
8: -11 0.0085358 1.90821e-10 0.75
12: 9 2.17292e-311 3.39519e-313 -4.14452e-317
16: 0 0 0 0
20: 0 0 0 1.61895e-319
24: 0 0 2.65249e-315 0
28: 0 1.35808e-312 4208 30

FPSCR (Floating Point Status and Control Register): 0xA6200100


SPRs (Special Purpose Registers):
Machine State (msr) : 0x0002F030
Condition (cr) : 0x00000001
Instruction Pointer (ip) : 0x6C6FA068
Xtended Exception (xer) : 0xFFFFFFFF
Count (ctr) : 0x00000001
Link (lr) : 0xFFFFFFFF
DSI Status (dsisr) : 0x00000001
Data Address (dar) : 0xFFFFFFFF



680x0 emulated registers:
DATA: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
ADDR: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
FPU0: 0 0 0 0
FPU4: 0 0 0 0



Symbol info:
Instruction pointer 0x6C6FA068 belongs to module "scummvm" (HUNK/Kickstart)

Stack trace:
module scummvm at 0x6C6FA068 (section 0 @ 0x4F02044)
module scummvm at 0x6C0B10F8 (section 0 @ 0x48B90D4)
module scummvm at 0x6BC21914 (section 0 @ 0x44298F0)
module scummvm at 0x6C2680EC (section 0 @ 0x4A700C8)
module scummvm at 0x6C29D768 (section 0 @ 0x4AA5744)
module scummvm at 0x6C29E6C8 (section 0 @ 0x4AA66A4)
native kernel module dos.library.kmod+0x0002a458
native kernel module kernel+0x00057104
native kernel module kernel+0x0005717c

PPC disassembly:
6c6fa060: 3d603418 lis r11,13336
6c6fa064: 800b68b8 lwz r0,26808(r11)
*6c6fa068: 7d6c002e lwzx r11,r12,r0
6c6fa06c: 7d6903a6 mtctr r11
6c6fa070: 4e800420 bctr

System information:

CPU
Model: AMCC PPC440EP V1.3
CPU speed: 799 MHz
FSB speed: 133 MHz
Extensions:

Machine
Machine name: Sam440EP
Memory: 1048576 KB
Extensions: bus.pci

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Re: SDL2
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@samo79

Static or shared?
What did you change to what?

I'll test with my local build as soon as possible, but I assume it's another one of those bleeding edge cross-compilation oddities.

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Re: SDL2
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@Raziel

Static version ... a nightly of 2 or 3 week ago

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Re: SDL2
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@samo79

Ah, ok, could you test with a more recent version?
I remember a bug that was fixed in the meantime.

I know that the buildbot site unfortunately stopped working on Odyssey, so you got to sidestep using another browser/pc.

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Re: SDL2
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@Capehill

booster app compiled, running and it found the AudioTask.

After boosting the priority unfortunately nothing changed.

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Re: SDL2
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@Capehill

I did just test ogles2-sdl2 build of scummvm and it shows the same slowdowns, so it's definitely a problem with SDL2 doesn't playing nice with Ringhio windows

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