Kanbaru π (one hikari of too many)
(replying to Kanbaru π (one hikari of too many))
I made the classic mistake of running the build command (ninja in this case) without specifying a specific target. IMO that shouldn't even be possible for a project this large
Kanbaru π (one hikari of too many)
(replying to Kanbaru π (one hikari of too many))
I finally built ANGLE (libGLESv1_CM and libEGL only), and then I had to find the magic incantation to get SDL2 on macOS to use it (https://discourse.libsdl.org/t/cannot-get-macos-libangle-sdl2-to-work/28722/4), and now⦠touchHLE crashes, and not the nice Rust panic kind of crash. oh boy
Kanbaru π (one hikari of too many)
(replying to Kanbaru π (one hikari of too many))
hey guess what I found a bug in ANGLE⦠possibly two, though the other might just be an issue with a known missing feature
Kanbaru π (one hikari of too many)
(replying to Kanbaru π (one hikari of too many))
AiAi says hello from touchHLE on ANGLE!
Kanbaru π (one hikari of too many)
(replying to Kanbaru π (one hikari of too many))
the framerate isn't always great. time to rebuild in release mode. I'll post again when it finishes,
Kanbaru π (one hikari of too many)
(replying to Kanbaru π (one hikari of too many))
[1699/1699] SOLINK libEGL.dylib libEGL.dylib.TOC
real 56m6.679s
user 182m11.978s
sys 10m46.278s
Kanbaru π (one hikari of too many)
(replying to Kanbaru π (one hikari of too many))
wtf the performance is terrible even in release builds??? did I find a performance bug in ANGLE too? oh gods
Kanbaru π (one hikari of too many)
(replying to Kanbaru π (one hikari of too many))
I'll be honest, ANGLE being so slow it brings Super Monkey Ball to a crawl in release builds is not something I was expectingβ¦
Kanbaru π (one hikari of too many)
(replying to Kanbaru π (one hikari of too many))
wait fuck I think I wasted an hour of my life waiting for a second debug build to complete and told myself it was a release build. I apologise and shall reserve judgment on ANGLE's performance for the time being
Kanbaru π (one hikari of too many)
(replying to Kanbaru π (one hikari of too many))
okay now I have a release build of ANGLE
[1358/1358] SOLINK libEGL.dylib libEGL.dylib.TOC
real 52m18.473s
user 153m53.689s
sys 9m17.273s
Kanbaru π (one hikari of too many)
(replying to Kanbaru π (one hikari of too many))
yeah okay, the performance of ANGLE in release builds is fine. it even works with Fastlane, with some hacks ^^
Kanbaru π (one hikari of too many)
(replying to Kanbaru π (one hikari of too many))
huh okay so Super Monkey Ball does have a small performance issue with ANGLE, even in release builds: when the monkey flies up from the goal after completing a level, it drops like every other frame at 30fps. there's some particle effects, I wonder if that's relatedβ¦
Kanbaru π (one hikari of too many)
(replying to Kanbaru π (one hikari of too many))
this is a bit where you don't have control over gameplay so it's not a big deal, but it is annoying, especially for speedrunners (i.e. me)