Well damn xD. Firefox is twice as fast :O. Game plays totally smooth
there with only 50% CPU utilization...

Here can see for yourself if you like... Finally got it working I am
so happy lol:

https://dl.dropboxusercontent.com/u/27687180/WebServer/SNESOnline/SNESOnline.html

Input is:

Left, Right (steer), up, down (menu)
"A" for jump
"S" for use collectible
"D" for drive and advance menu

I think anyone who is older than 20 years knows this game anyway :D

Awesome job with emscripten. This is really impressive to myself.
Even though I have to say that the performance is still quite bad. On
my native C++ build it consumes about 30 times less CPU than in the
browser.


On Fri, May 9, 2014 at 10:13 PM, Christoph Husse
<[email protected]> wrote:
> Meh damn you are right... There was something wrong with firefox ;).
> Since the Web Audio API im using seems to be broken on Firefox, it
> doesn't utilize much CPU because it seems to be stalled by some audio
> stuff. Weird. I will have a look into it and keep you updated with the
> performance when audio is active :).
>
> On Fri, May 9, 2014 at 10:08 PM, Alon Zakai <[email protected]> wrote:
>> Ah, CPU emulator makes some sense if it has a bytecode VM or something else
>> with packed data.
>>
>> That performance sounds very surprising. Is it on a fully optimized build?
>> Do you see errors in the web console in firefox? It should warn if there is
>> a perf problem like asm.js not validating.
>>
>> - Alon
>>
>>
>>
>> On Fri, May 9, 2014 at 1:06 PM, Christoph Husse
>> <[email protected]> wrote:
>>>
>>> Well I am porting a CPU emulator and it seems to think unaligned
>>> memory accesses are really cool, or well at least the programs that
>>> run on this emulator :)
>>>
>>> BTW, The port works now and runs almost good on Chrome... Like 100%
>>> CPU utilization (one core). I think I can queeze out a bit more by
>>> skipping some frames and using webworkers for some stuff too to get a
>>> smooth experience.
>>>
>>> But on Mozilla Firefox this port stinks. Like its a slideshow. Really bad.
>>>
>>> On Fri, May 9, 2014 at 10:01 PM, Alon Zakai <[email protected]> wrote:
>>> > That hasn't been my experience, actually - when I've ported apps, they
>>> > tended to have just a small amount of unaligned accesses (e.g. in
>>> > network-reading code, serializing code, or GC code). Just rebuilding
>>> > after
>>> > fixing each one was fast enough. I'm surprised you have so many - what
>>> > is
>>> > their cause? Does your app purposefully pack structs to unaligned
>>> > offsets or
>>> > something like that? Generally speaking it isn't "easy" to cause an
>>> > unaligned access in C/C++.
>>> >
>>> > - Alon
>>> >
>>> >
>>> >
>>> > On Thu, May 8, 2014 at 11:06 PM, Christoph Husse
>>> > <[email protected]> wrote:
>>> >>
>>> >> But back to the general public... I think its an awesome idea to add
>>> >> this
>>> >> option you described. Because an application with misaligned accesses
>>> >> usually will not only contain one of them and it gets very tedious to
>>> >> figure
>>> >> them all out if SAFE_HEAP terminates your app on every occasion. Even
>>> >> further it might be possible to only report for each single line of
>>> >> SAFE_HEAP_LOAD etc ONCE per run, so that you don't get spammed with
>>> >> useless
>>> >> double reports. It's then easy to map the reported lines back to C++
>>> >> sources
>>> >> with a debug info options as each SAFE_HEAP_LOAD will have the C++ code
>>> >> line
>>> >> as a comment behind it (could be done in a simple script for
>>> >> instance)...
>>> >>
>>> >> As far as I know there is no tool outside of emscripten which allows
>>> >> you
>>> >> to enumerate unaligned accesses. Valgrind had a feature request but it
>>> >> seems
>>> >> it landed on the GTFO TODO list for whatever reason...
>>> >>
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