lynx Posted April 18, 2015 Share Posted April 18, 2015 cool, it's manageable, iow fast enough? the script looks fine, I just don't know why you didn't use the config templates directly. Skipping possible tweaks and docs that way. Link to comment
amigagamer Posted April 20, 2015 Author Share Posted April 20, 2015 Lynx, thanks for the feedback  BG1 seems fast enough , only just started testing BG2 - noticing some minor slowdowns - nothing game breaking, but i havent tested for long.  However theres some optimizations i want to look at. The obvious one will be switching to SDL2/gles to offload any scaling to the GPU. II tried this but theres an issue with the mouse pointer "hand" not clearing- so you end up with a big trail of hands stuck on the screen when you move the mouse (if anyone knows a fix for this please let me know!)  Other thing that may help is makefile optimizations, i havent looked at this at all yet but most RPI2 software ive tried benefits from compiler options such as CFLAGS="-mcpu=cortex-a7 -mfpu=neon-vfpv4 -mfloat-abi=hard -O2" need to look at what the current compiler flags are, how these affect the build/stability/performance and if improvements,how to pass them to cmake from the build script...  Re: game config files : ive just used simple ones to test and keep the script small. Theres an unaltered gemrb sample-config copied to the config directory for advanced users to look at. Eventually i will look at a better way of deploying the full config file with notes for each game. Link to comment
lynx Posted April 20, 2015 Share Posted April 20, 2015 The sdl2 backend was written foremost for touch based input, so yeah, the cursor clearing hasn't been addressed yet. SyntaxError can explain any details — I don't know if it's about hw cursor support, extra texture layers or anything like that.  I doubt cmake produces so specific flags, but you can check by either inspecting its files or just running make VERBOSE=111 (with something to compile, of course). Make sure the final build is in release mode, otherwise it won't be optimised for speed: -DCMAKE_BUILD_TYPE=Release . Link to comment
amigagamer Posted April 20, 2015 Author Share Posted April 20, 2015 Great advice, thanks. Â building with "release" now and verbose enabled. Â The outputs looking good,it seems to be picking up the correct CPU/FPU info (likely from retropie). I'll do some testing after work tomorrow and if all working update the build script. Building CXX object gemrb/core/CMakeFiles/gemrb_core.dir/GameScript/GameScript.cpp.o cd /home/pi/RetroPie-Setup/tmp/build/gemrb/build/gemrb/core && /usr/bin/c++ -Dgemrb_core_EXPORTS -DSFMT_MEXP=19937 -DHAVE_CONFIG_H -DGEM_BUILD_DLL -O2 -mcpu=cortex-a7 -mfpu=neon-vfpv4 -mfloat-abi=hard -pipe -Werror -Wno-error=inline -Wno-error=cast-align -Wmissing-declarations -Winline -Wall -W -Wpointer-arith -Wcast-align -pedantic -Wno-format-y2k -Wno-long-long -fno-strict-aliasing -fsigned-char -fvisibility=hidden -fno-stack-protector -O3 -DNDEBUG -fPIC -I/home/pi/RetroPie-Setup/tmp/build/gemrb/build -I/home/pi/RetroPie-Setup/tmp/build/gemrb/gemrb/includes -I/home/pi/RetroPie-Setup/tmp/build/gemrb/gemrb/core -UNDEBUG -o CMakeFiles/gemrb_core.dir/GameScript/GameScript.cpp.o -c /home/pi/RetroPie-Setup/tmp/build/gemrb/gemrb/core/GameScript/GameScript.cpp Link to comment
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