Bad Mood : Falcon030 'Doom'

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Re: Bad Mood : Falcon030 'Doom'

Postby dml » Mon Apr 15, 2013 9:47 pm

Eero Tamminen wrote:I've just updated Hatari manual's debugger section (for new debug symbol handling, breakpoint stuff and profiler), so it would be good to get it right...


Ok, I'll do that but keep in mind it could just be me - trying to do too many things at once and not enough time studying some things that could use closer inspection (a bit of prioritizing :-) ).

What I actually saw was a mixture of things including far too many 'share same address' warnings, too many .Lxxxx local symbols, global symbols missing where expected (browsing through the C lib near rand(), strcpy() etc. shows lots of RTS but not labels at the heads of most of the functions - an occasional one but that's all) - and some functions carry the names of their object file e.g. 'fileio.o' instead of the function name. I also noticed some symbols hiding in desynchronized disassembly (data following one function, de-syncs the disasm of the next function and absorbs the label, until disassembled from the right address). This last one is to be expected really but might have been part of the problem with labels being invisible generally.

Anyway it's probably better if I just send you a binary to study and you'll be able to tell if something is wrong or not. I'll look closer when I get a bit more time.

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Re: Bad Mood : Falcon030 'Doom'

Postby Eero Tamminen » Tue Apr 16, 2013 9:40 am

dml wrote:Anyway it's probably better if I just send you a binary to study and you'll be able to tell if something is wrong or not. I'll look closer when I get a bit more time.


Thanks, got it!

I don't think there's no need for you to look more into this. With the binary I should be able to puzzle it out, but it might turn out not to be fixable.

(I'm using GCC 2.95 and I think you were using Vincent's GCC 4.x, so they can behave quite differently. That's why I need also your binaries to investigate this...)

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Re: Bad Mood : Falcon030 'Doom'

Postby dml » Tue Apr 16, 2013 9:50 am

Yes I'm using gcc 4.6x IIRC - I can send you a nm symbol export using the matching binutils if you need that too.

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Re: Bad Mood : Falcon030 'Doom'

Postby Eero Tamminen » Tue Apr 16, 2013 3:13 pm

dml wrote:Yes I'm using gcc 4.6x IIRC - I can send you a nm symbol export using the matching binutils if you need that too.


I hope the issues you encountered are now fixed. Mail me if there are still issues.

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Re: Bad Mood : Falcon030 'Doom'

Postby dml » Tue Apr 16, 2013 3:43 pm

Eero Tamminen wrote:I hope the issues you encountered are now fixed. Mail me if there are still issues.


Great! I'll try it.

When I return to it tonight I'll have BM building from a makefile using only cross-tools (VASM). Soon after I'll have it building as a gcc library as well.

There is still some splitting/refactoring and interfacing to do in order to use BM as a component from within another program, but I expect it won't take long to complete.

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Re: Bad Mood : Falcon030 'Doom'

Postby dml » Tue Apr 16, 2013 6:10 pm

BM engine makefile is complete - 68k & DSP code all built with cross-tools.
BM project restructured for cross-tools.
standalone bmview.ttp builds and runs as before.
bmengine.a is generated with XDEFs for various API calls to the engine.
bmview.tpp now uses the same API, so in theory Doom and bmview.ttp can both be used with the same engine.

The startup/shutdown sequence is quite ugly and some things require supervisor mode, or can only work before/after memory arena claims so there is still plenty to do - but getting there.

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Re: Bad Mood : Falcon030 'Doom'

Postby Eero Tamminen » Tue Apr 16, 2013 8:59 pm

dml wrote:BM engine makefile is complete - 68k & DSP code all built with cross-tools.
BM project restructured for cross-tools.
standalone bmview.ttp builds and runs as before.
bmengine.a is generated with XDEFs for various API calls to the engine.
bmview.ttp now uses the same API, so in theory Doom and bmview.ttp can both be used with the same engine.


Sounds great!

If you later on add the source somewhere (or have time to put it to mercurial/git), I would like to poke it a bit to get m68k code build with my native GCC 2.95 & Vasm setup inside Aranym, to see how much speed difference there's between m68k code generated by latest & greatest version of GCC and that old Atari GCC. (so far I've been happy with that ancient GCC version, maybe I won't after that test... :-))

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Re: Bad Mood : Falcon030 'Doom'

Postby dml » Wed Apr 17, 2013 8:30 am

Eero Tamminen wrote:If you later on add the source somewhere (or have time to put it to mercurial/git),


I have been working with hg for a long time anyway, so the project is already in a local repo - I just need to look for a public version of that later, e.g. sourceforge or equivalent.

Eero Tamminen wrote:I would like to poke it a bit to get m68k code build with my native GCC 2.95 & Vasm setup inside Aranym, to see how much speed difference there's between m68k code generated by latest & greatest version of GCC and that old Atari GCC. (so far I've been happy with that ancient GCC version, maybe I won't after that test... :-))


It might be possible to build it all natively using the new project - it only needs make, gcc, vasm & asm56000 all of which have native binaries.

I used gcc295 (or maybe it was 272) when I was working on the Q1 sources on Atari natively - it worked fine but it has a tendency to crash and silent-exit when it runs out of memory, which happens very easily on a real machine.

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Re: Bad Mood : Falcon030 'Doom'

Postby Eero Tamminen » Wed Apr 17, 2013 11:07 am

dml wrote:I used gcc295 (or maybe it was 272) when I was working on the Q1 sources on Atari natively - it worked fine but it has a tendency to crash and silent-exit when it runs out of memory, which happens very easily on a real machine.


That's not a problem with Aranym, one can specify as much FastRAM for it as one wants to, and the JITed 040 emulation running at fullspeed is "fast enough" as long as one doesn't need to build monster projects with hundreds of C-source files (or large C++ sources).

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Re: Bad Mood : Falcon030 'Doom'

Postby dml » Wed Apr 17, 2013 6:20 pm

BM now has a C-friendly API for all events including setting the window size and player/camera position. A few bits and pieces left and it should be possible to link the two projects (Doom, BadMood) into the same binary (although not quite ready to run side by side).

The memory management and message printing stuff needs changed to work properly with both projects working together. This is probably the next thing I'll have to fix. The API is also missing a number of things, including level selection and practically anything to do with sprites ('things').

New startup sequence using exported API, from a cut down 'viewer' shell application. This will get interleaved with Doom's startup/shutdown sequence.

sus.png


Code: Select all

   ; system (memory, dsp, supervisor etc.)
   XDEF      _BM_S_Init
   XDEF      _BM_S_EntryPoint
   XREF      _BM_S_AppEntryPoint
   XDEF      _BM_S_Shutdown

   ; input (keyboard, mouse)   
   XDEF      _BM_I_Init
   XDEF      _BM_I_Shutdown

   ; timing (vbl, timerc)   
   XDEF      _BM_T_Init
   XDEF      _BM_T_Shutdown
   
   ; video
   XDEF      _BM_V_Init
   XDEF      _BM_V_Shutdown

   ; engine
   XDEF      _BM_E_Init
   XDEF      _BM_E_ProfilerReset
   XDEF      _BM_E_OpenWADs
   XDEF      _BM_E_CloseWADs
   XDEF      _BM_E_LoadLevel
   XDEF      _BM_E_ThrashLevelData
   XDEF      _BM_E_Shutdown

   
   ; rendering
   XDEF      _BM_R_SetWindowSize
   ;
   XDEF      _BM_R_SetCamera
   XDEF      _BM_R_BeginScene
   XDEF      _BM_R_DrawScene
   XDEF      _BM_R_EndScene

   ; loading callbacks
   XREF      _BM_Player1StartPointCB
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Re: Bad Mood : Falcon030 'Doom'

Postby dml » Wed Apr 17, 2013 10:05 pm

Have been through the Doom source looking at memory management and I'm pretty sure it can all be rerouted through BM's memory allocator so they will share the same arena. Will try that next.

BM is now linking against the Doom binary without errors - but not yet active. The memory management reroute will be the first experiment, followed by the rest of the engine startup/shutdown sequence.

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Re: Bad Mood : Falcon030 'Doom'

Postby dml » Thu Apr 18, 2013 10:26 am

Last night got Doom and BadMood running in the same binary under TOS, with BM executing a partial startup sequence. The Doom memory allocation has also been routed through a single interface to allow memory sharing.

Code: Select all

Doom::main() ->
  [ BM::S_EntryPoint() -> (BM startup seq) -> BM::S_AppEntryPoint() ] ->
     Doom::D_DoomMain()


...next time will join the memory managers and complete the BM startup sequence, to make sure they don't fight.

If that goes ok, will then try to get display from both engines at on the same screen (above/below splitscreen).

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Re: Bad Mood : Falcon030 'Doom'

Postby dml » Thu Apr 18, 2013 12:27 pm

As of lunchtime, Doom is now allocating all memory via BM's arena allocator, so they can both claim memory arbitrarily without fighting. Doom seems to run happily with that. It only required a few changes and removing a direct Mxalloc call I had added previously for the Falcon display buffer.

Unfortunately Doom is quite greedy in that it claims a maximum of 6mb right at the start (separately from a number of direct malloc calls), and chops it up using its own internal arena (zone) manager which does not map well to BM's allocation system. So this private zone arena will need shrunk down quite a lot as soon as BM takes over managing all the graphics and eventually audio data.

Hopefully Doom won't need to claim much except for the BSP and a few other bits. I can't easily solve the fact that Doom and BM will both try to load separate copies of the BSP - and this is probably not helpful for running on a 4MB system. It might be possible to get some sharing (with a lot of extra work!) of the BSP and/or other leveldata but the in-memory representation isn't the same on both sides of the fence and it may have to remain like that for now.

While BM's memory allocator handles defragmentation, it is still a linear memory map system and could eventually choke after lots of random allocations. However it's mainly used by the resource cache and this can be fully flushed after each level - so in theory it shouldn't be necessary to route through Doom's zone stuff. If it becomes a problem I can do that instead but with the current architecture (no persistent mallocs inside BM - all flushable/reloadable) it should be ok (!).


It's looking reasonably good so far. Won't get more done until evening (or tomorrow) but getting quite close to having dual-engine rendering output now.

bmdoom.png
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Re: Bad Mood : Falcon030 'Doom'

Postby dml » Thu Apr 18, 2013 6:11 pm

Found something amusing with Eero's profiler.

I noticed that a *huge* proportion of time (nearly as much as the temporary truecolour screencopy!) being spent in the Doom2 game code was going into a single function which seemed to be scanning through the WAD file index repeatedly, and from within the network message event loop....


Code: Select all

Used cycles:
 23.60%          513405456  _I_FinishUpdate <---- temporary 'blit' code for clean port
 15.25%   15.59% 331793228  _W_CheckNumForName <---- eh???
 12.88%   13.00% 280132656  _P_CrossSubsector
 10.79%  159.88% 234680576  _P_CrossBSPNode
  4.51%   46.07%  98026756  _P_MobjThinker
  3.46%    3.50%  75382052  _R_PointOnSide
  2.36%    5.88%  51348768  _R_PointInSubsector
  2.03%   52.32%  44200236  _P_Ticker


This seemed like a strange arrangement so I had a closer look, and found this gem:

Code: Select all

//
// D_ProcessEvents
// Send all the events of the given timestamp down the responder chain
//
void D_ProcessEvents (void)
{
    event_t*   ev;
   
    // IF STORE DEMO, DO NOT ACCEPT INPUT
    if ( ( gamemode == commercial ) // Doom2
    && (W_CheckNumForName("map01")<0) )
      return;



So it would seem a massive chunk of CPU time spent in the game code for Doom2 is actually spent in poorly conceived, massively expensive hack to deal with an obscure 'store demo' mode... oops :-p

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Re: Bad Mood : Falcon030 'Doom'

Postby dml » Thu Apr 18, 2013 6:19 pm

Three other offensive functions have been quickly recoded in 030 assembly, and have since disappeared from the profile view. Unfortunately the Doom game code is nearly as expensive as the rendering code on a 16MHz Falcon, which means gluing BadMood into Doom isn't going to be the whole story. Some game code will need rewritten too...

Calls:
14.19% 814299 _P_DivlineSide
10.67% 612579 _FixedMul
5.44% 312271 _R_PointOnSide
3.97% 228119 _P_CrossBSPNode
3.62% 207913 _P_MobjThinker
2.39% 137045 _Z_ChangeTag2
2.08% 119534 _PIT_CheckThing
1.81% 104060 _R_PointToAngle
1.81% 104060 _SlopeDiv
1.80% 103136 _SwapSHORT
1.67% 95780 _SwapLONG
1.54% 88414 _P_CrossSubsector
1.48% 84997 _FixedDiv
1.27% 73159 _P_BlockThingsIterator

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Re: Bad Mood : Falcon030 'Doom'

Postby EvilFranky » Thu Apr 18, 2013 6:30 pm

An unfortunate inevitability?

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Re: Bad Mood : Falcon030 'Doom'

Postby dml » Thu Apr 18, 2013 6:51 pm

EvilFranky wrote:An unfortunate inevitability?


Probably :) It should be possible to deal with a lot of it. Will just take a bit more effort than planned.

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Re: Bad Mood : Falcon030 'Doom'

Postby EvilFranky » Thu Apr 18, 2013 6:53 pm

Well whatever the outcome, it was a hell of an effort :D

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Re: Bad Mood : Falcon030 'Doom'

Postby Eero Tamminen » Thu Apr 18, 2013 8:42 pm

dml wrote:I noticed that a *huge* proportion of time (nearly as much as the temporary truecolour screencopy!) being spent in the Doom2 game code was going into a single function which seemed to be scanning through the WAD file index repeatedly, and from within the network message event loop....


And before this there was the MiNTlib gettimeofday().

On TOS MiNTlib gettimeofday() always calls mktime() which always does expensive timezone stuff, at least when "TZ" environment variable isn't set. And because Doom2 code (wrongly) gave gettimeofday() an obsolete timezone argument, for good measure MiNTlib calls the timezone code one more time...

These call(s) to gettimeofday() in Doom2 code were taking >60% of all the CPU usage, before these other optimizations. After mailing MiNT mailing list, I heard that this mktime() stuff is is "a well known performance issue".

Another thing to avoid with MiNTlib is nanosleep(). That calls also gettimeofday(), it does that without the timezone parameter, but because the select() call following gettimeofday() will fail on TOS, it will call gettimeofday() another time, to get the remaining time. Thus it also invokes the timezone stuff twice...

usleep() is safe, it will do select() call, but after that fails on TOS, it will just busyloop (also if given sleep value is small enough).

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Re: Bad Mood : Falcon030 'Doom'

Postby dml » Thu Apr 18, 2013 8:58 pm

Yes it was actually Eero who noticed the inflated time on both of those functions while I was looking at other stuff (thanks) although I found the code for the WAD search was pretty funny when I looked for the cause :)

Since then I have removed the erroneous WAD scan and the gettimeofday() crap, and replaced 4 other expensive game functions with assembly language, and the game seems to be running ok. Not fast enough yet, but getting there.

I think there is another more fundamental problem though, as I recognize this type of game architecture and it has a performance related flaw (but is otherwise very nice and consistent at a wide range of framerates).

The game operates with a fixed assumption about time simulated by each tick - in this case 35 or 70Hz ticks. The ticks don't actually happen at this frequency - they happen in bursts in order to play catch-up with realtime - against a clock which may have variable resolution. The main advantage of this tick-burst architecture is that movements of players, enemies, bullets etc. do not need scaled by the current framerate so they have perfectly predictable behaviour. It's like coding for a 50Hz scroller really.

The downside is that the actual CPU time spent ticking (relative to drawing) tends towards infinity as the cost of the tick approaches the tick rate. i.e. if a game tick can't complete its work in a 70hz interval, it will chase after itself to make up the gap and never stop. This might be happening now, to some extent.

The good news is, any optimizations to the game tick will have an exponential (ish) impact on cost, so it should be easy to claw back a lot of time by doing not very much.

Fingers crossed with that one.

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Re: Bad Mood : Falcon030 'Doom'

Postby Eero Tamminen » Fri Apr 19, 2013 6:15 pm

I read Doom's Readme.gl notes (for people who might be interested about porting Doom to OpenGL) and started to wonder have you thought to do mipmapping also for sprites? If yes, with or without alpha?

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Re: Bad Mood : Falcon030 'Doom'

Postby dml » Fri Apr 19, 2013 6:26 pm

I was thinking about looking for higher-resolution sprite replacements (the 3D sprites) from other Doom versions, as overlay PWADs if possible. This would work well with mipmapping because they can downsample properly.

The current 3D sprite resources are very low res and can only be upsampled and blurred, which looks quite bad IMO, especially with the silhouette/mask edges.

I also looked at dither/jitter on texture mapping and some other things, but few are a good fit at this low resolution and with only partial DSP shading. Will see how that develops. Need to deal with game code performance problems before I get back to those areas.

As for 2D sprites and graphics... there may be interesting news on that front before very long. ;)

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Re: Bad Mood : Falcon030 'Doom'

Postby dml » Fri Apr 19, 2013 6:38 pm

I've been quite busy tonight trying to reduce the *enormous* cost of line-of-sight testing between the game objects. Something like 30% of total game time is spent just checking vision between entities.

After looking at a few other source ports (ChocolateDoom, ADoom, Boom etc.) I don't see any significant optimizations in that area of the code, so I'm trying some of my own. I have been discussing this problem with Eero while profiling the game, comparing versions of the code and doing tests.

Making some positive progress but it's difficult to speed up game code without messing up the game state and interfering with things like recorded demo playback. It needs much more care than the graphics areas.

I have added a bounding-ball test to the BSP subsectors, to use as a trivial rejection on rays fired into the BSP for line of sight. It will take some time to determine if it has any useful impact.

There are already 2 kinds of trivial rejection test in the Doom code - one of them (bounding box around the ray being tested) is next to useless, and the other is probably doing a good job (PVS similar to Quake's) - but apparently not quite good enough.

I think the DSP can be employed as a last resort for this one.

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Re: Bad Mood : Falcon030 'Doom'

Postby dml » Sat Apr 20, 2013 10:02 am

I think I have a workable strategy now for solving the gametick line-of-sight performance problem. It will take some time to implement and test so I'll come back to it when the BM integration is more complete.

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Re: Bad Mood : Falcon030 'Doom'

Postby Dio » Sat Apr 20, 2013 12:25 pm

How about a conservative method where only a percentage of the objects are updated each tick? In particular, if there is visibility between A and B, there's probably no need to check if it disappeared for 5 ticks or so, and it's not unrealistic.


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