This boosts performance to 13.0FPS on ipod6g for `timedemo demo1'. That's a
+34% increase from baseline.
Change-Id: I50bae7783ff2fce46e8257c251c6b639c069e7cb
I didn't do _OPT3 because it's disabled in the PQ source.
This gives as +0.2FPS boost over the last commit.
Change-Id: I9c3c8fb7bd23262beb810da6e9469d6b6c4b2a81
The PocketQuake project, available below, has some nice fixed-point code:
https://web.archive.org/web/20150412233306/http://quake.pocketmatrix.com/PocketQuake0062_src.zip
I'd like to see most of them merged into our Quake port. This commit
gives +0.9FPS on ipod6g. (A big change given that it was running at
only 9.7FPS to begin with!)
Change-Id: I91931bdd5c22f14fb28616de938a03b4e7d7b076
Gives us the lowest HW sample rate that's >= 22KHz.
Needed because some targets that don't support 22K support 11K or 8K, so
HW_SAMPR_MIN will give us much lower quality than is acceptable.
Take advantage of this new macro in the SDL, MIDI, and MIKMOD plugins,
and implement a crude "fast enough" test to enable higher sample rates
on more capable targets.
Change-Id: I6ad38026fb3410c62da028e78512e027729bb851
LCD developed 9/2015 by Terry Ellison
We've already discarded the ldebug module from lua
it only makes sense to discard the debug info as well
adds 1.5 K to the binary
saves 8 Kb on the base state
once scripts start getting called i've seen 10-50Kb savings but it all depends on
what exactly you are running
Change-Id: Ibb74f344df1c4c96380ec6c98b010a810e9ae9cc
- Improved sound quality (use 44.1KHz)
- Conventional mixer is now used
- Playback is performed in a separate thread
- Speech feedback in menus
Patch by Igor Poretsky
Change-Id: I13baa224cefd67aefe6d62b988971bfbd421757d
This is not a very pretty fix, but code that doesn't crash is better than
code that crashes... "If it runs, it's done."
Change-Id: Ia1d0c537e5e5e60fb80cf7d7de2332e1c712806f
Forgot a return statement in Sys_FileRead (which slipped by since I've made
the questionable decision to disable all warnings...)
Change-Id: Ia0f3da52b43765b8e0e9953893ac7957ec2f6c2e
For some reason a NULL pointer creeps in, on the simulator only, it seems.
This makes sure that if it happens on target we'll know about it.
Change-Id: I7a5bc9dd3ef71f28d58d0d456d23007dc0d49ce3
COM_LoadStackFile was not thread-safe since it relied on a global variable
to pass the loadbuf parameter to COM_LoadFile. This was causing mysterious
crashes when model loading and audio mixing were happening simultaneously.
Change-Id: I505c5ef0ed49d0c4aa4b11cfed05647c75b5b40d
- Unfinished game is now saved along with current position.
- All savings are automatically done on shutdown.
- Implemented facility to view played games.
- Fixed bug that prevented program from the very first move.
Patch by Igor Poretsky
Change-Id: I997b97752e4362ed953309bea985d071f9db229b
paths.
If ROOTDIR=/rockbox and BUILDDIR=/rockbox/build-something, it is now possible to
successfully build both target binaries and simulators.
Change-Id: If12d1d5933c5a15feebf627a4f1636dc1e3a67fa
Derivative of work by RobertGabrielJakabosky
http://lua-users.org/wiki/EmergencyGarbageCollector
I've only implemented the not enough memory part and
expanded this idea to adding a mechanism to signal
the OOM condition of the plugin buffer which allows us to only
grab the playback buffer after garbage collection fails
(SO THE MUSIC KEEPS PLAYING AS LONG AS POSSIBLE)
Change-Id: I684fb98b540ffc01f7ba324ab5b761ceb59b9f9b