LOL firefox Nightly build is again about twice as fast :O.

On Fri, May 9, 2014 at 11:01 PM, Christoph Husse
<[email protected]> wrote:
> 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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>>>
>>>
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