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- # Session Start: Sat Apr 09 00:00:00 2011
- # Session Ident: #html5
- # [00:00] <ajpiano> aw delvie
- # [00:00] <ajpiano> dilvie.
- # [00:01] <Misiur> Hey, if I got sidebar panel that appears on hover, should I use div, or can I use f.e aside ?
- # [00:01] <Dorward> Misiur: Depends on the semantics of the content, not how or when you want to render it.
- # [00:03] <Misiur> Dorward: It'll be admin notification panel, some recent activity, so I thought that it's related to main content
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- # [00:52] <BrianBlakely> paul_irish: FYI, nifty drawing BG on your blog no workie in FF4
- # [00:53] <BrianBlakely> (using your blog in a presentation, part of which is about allowing the user to be a cohort in the design experience)
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- # [00:55] <paul_irish> yeah i disabled it for ff
- # [00:55] <paul_irish> because it just burned CPU real bad.
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- # [01:28] <zewt> lack of BlobBuilder in FF4 makes me sad
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- # [01:32] <paul_irish> metooo
- # [01:34] <zewt> i guess i may as well generalize to "lack of thing-I-need-at-the-moment in the-browser-that-hasn't-implemented-it-yet"
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- # [02:35] <grantg> paul_irish: I hate to nitpick, but the description for GameBoy-Online is off in http://code.google.com/p/html5rocks/wiki/AudioLibraries
- # [02:35] <grantg> You don't port GameBoyCore to HTML5
- # [02:36] <grantg> It's a hardware (CPU+LCD+SOUND+SERIAL) emulator of the GameBoy Color hardware.
- # [02:36] <grantg> :P
- # [02:36] <grantg> It's not a port of anything
- # [02:36] <grantg> The code is actually all mine
- # [02:37] <grantg> except the boot rom, because, you know, it's the actual boot rom used internally on the nintendo GameBoy Color.
- # [02:37] <grantg> I converted the bin dump by costis to a javascript friendly hex array for that. :P
- # [02:37] <grantg> The boot rom that was supposed to be un-dumpable
- # [02:37] <grantg> and dumped in fall '09
- # [02:38] <grantg> Way later than the GBA dump, because the boot rom hid itself from the memory map once the lockout register was tripped.
- # [02:39] <grantg> the GBA BIOS ROM just needed a subroutine to be exploited to be dumped, since it was still mapped, but blocked off from reading
- # [02:39] <grantg> so the trick there was for the GBA BIOS ROM to dump itself
- # [02:40] <grantg> by using a MIDI subroutine to read bytes of the boot rom memory, that nintendo forgot to block the BIOS from reading itself for.
- # [02:40] <grantg> :P
- # [02:41] <grantg> FTFY: making read-protected BIOS read itself out to homebrew ROMs. :P
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- # [02:42] <grantg> but the GBC boot ROM needed manual hackery
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- # [02:42] <grantg> to fuck up the CPU itself to not lock the boot ROM memory from the memory itself
- # [02:43] <grantg> Reading things that should not be possible to read. FTFY
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- # [02:44] <grantg> --> http://www.fpgb.org/?page_id=17
- # [02:44] <grantg> GBC boot ROM page of Costis
- # [02:45] <grantg> Extra "yo dawg" disassembly of it - http://www.its.caltech.edu/~costis/cgb_hack/gbc_bios.txt
- # [02:46] <grantg> WARNING: mind fuck for those that don't know assembly code.
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- # [02:50] <grantg> You need to know how to work the stack and heap, just like C, but manually by hand. :P
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- # [02:50] <grantg> and load the values into specific registers, manipulate them, and store them manually
- # [02:50] <grantg> :P
- # [02:51] <grantg> and you especially need to know the program counter, which C/C++ people don't usually need to deal with.
- # [02:52] <grantg> GB/GBC address registers are the SP, PC, and HL regs
- # [02:52] <grantg> since they're 16-bit
- # [02:52] <grantg> well
- # [02:53] <grantg> H and L are two 8-bit
- # [02:53] <grantg> but usually used together
- # [02:54] <grantg> There is also a high RAM zero-page speed opcode for accessing 0xFFXX with specifying only the lower byte.
- # [02:54] <grantg> :)
- # [02:55] <grantg> C can be compiled to GBC though
- # [02:55] <grantg> compiler - http://gbdk.sourceforge.net/
- # [02:57] <grantg> </spam>
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- # [03:02] <grantg> This should help reduce the mindfuck http://gameboy.mongenel.com/dmg/asmmemmap.html
- # [03:02] <grantg> :)
- # [03:04] <grantg> and http://gameboy.mongenel.com/dmg/opcodes.html
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- # [03:08] <grantg> if you know 8080 assembly code, you might know some of this. :P
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- # [03:18] <grantg> paul_irish: Google Chrome WIN: http://i.imgur.com/JjpT5.jpg
- # [03:18] <grantg> Compare to http://i.imgur.com/yEzzw.jpg
- # [03:18] <grantg> 40% CPU usage difference
- # [03:19] <grantg> firefox takes like 3x more CPU load.
- # [03:19] <grantg> and that's with audio enabled in both.
- # [03:19] <grantg> try to scale the image though, and firefox 4 quickly wins
- # [03:20] <grantg> This probably more aligns with the V8 benchmark test
- # [03:20] <grantg> Since FF4 is in the 2000s while chrome is in the 7000s
- # [03:25] <paul_irish> \o/
- # [03:25] <grantg> 27% right there
- # [03:25] <grantg> for load in chrome
- # [03:26] <grantg> lower CPU usage than some desktop emulators
- # [03:26] <grantg> <.<
- # [03:26] <grantg> paul_irish: V8 team now has brag rights.
- # [03:33] <grantg> It's really the scaling that kills chrome
- # [03:34] <grantg> causes chrome to jump from 27% to 100%
- # [03:34] <grantg> and cap out at 10 fps
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- # [03:34] <grantg> meanwhile V8 can do all this shit in 27%
- # [03:34] <grantg> <_<
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- # [04:24] <kig> o// \\o
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- # [05:55] <themiddleman> hello friends
- # [05:55] <themiddleman> romans
- # [05:55] <themiddleman> countrymen
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- # [06:03] <niftylettuce> paul_irish: i can't stop having aurgasms...
- # [06:03] <nimbupani> >_>
- # [06:03] <paul_irish> kig: oh heyyy :)
- # [06:03] <niftylettuce> between dale jr jr and kokiriko bushi....
- # [06:03] <niftylettuce> my goodness, my ears are wet
- # [06:04] <paul_irish> who's dale jr jr
- # [06:04] <niftylettuce> http://www.youtube.com/watch?v=fh4etIJx7Oc
- # [06:04] <niftylettuce> paul_irish: hey I need to chat w/you about becoming a board advisor in coming weeks
- # [06:05] <niftylettuce> just a nifty heads up :)
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- # [06:05] <niftylettuce> (if you are interested after we talk ofc)
- # [06:05] <paul_irish> board advisor :/
- # [06:05] <niftylettuce> nimbupani: i need someone to slap me every now and then too
- # [06:05] <niftylettuce> paul_irish: more than that if you want...
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- # [06:06] <paul_irish> i got negative time to provide you with feedback :\
- # [06:06] <niftylettuce> paul_irish: a case of yuengling at your door
- # [06:06] <niftylettuce> consider it (going) to be done?
- # [06:06] <niftylettuce> Q(''Q) or a kirby ROM
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- # [06:07] <niftylettuce> tw2113, sup yo
- # [06:09] <tw2113> not much
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- # [07:56] <niftylettuce> lol at snobby businessmen
- # [07:56] <niftylettuce> trying to backdoor shit
- # [07:57] <niftylettuce> so easy to catch :)
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- # [08:15] <mattems> sup all
- # [08:15] <paul_irish> i
- # [08:15] <paul_irish> hi
- # [08:16] <mattems> yo
- # [08:16] * tw2113 will claim responsibility for any heck raised by mattems
- # [08:16] <mattems> hahaha
- # [08:19] * tw2113 got to link to divya's post about doctypes tonight :D
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- # [08:33] <tw2113> whatcha working on tonight paul_irish ?
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- # [08:34] <grantg> paul_irish: Is crogers on IRC at all?
- # [08:34] <paul_irish> nope
- # [08:34] <paul_irish> donthinkso
- # [08:34] <grantg> I hope he'll get an email that I'm sending to the public-xg-audio mailing list.
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- # [08:34] <paul_irish> yup
- # [08:35] <grantg> basically posting about usage of web audio in the emu.
- # [08:35] <grantg> with XAudioJS lib linked and a youtube video of it running in the custom safari build crogers compiled.
- # [08:35] <grantg> :P
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- # [08:36] <grantg> If youtube ever finishes my upload...
- # [08:36] <grantg> forever on queue.
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- # [08:36] <tw2113> youtube upload is trying to decode "derp"
- # [08:37] <grantg> tw2113: Youtube fucks up my uploads unless it's a completely uncompressed 500 MB .mov
- # [08:37] <grantg> if it's a compressed h.264 file, youtube fucks up A/V sync
- # [08:38] <grantg> youtube's new motto: If it's not an uncompressed file - SHUT DOWN EVERYTHING
- # [08:38] <tw2113> go with vimeo?
- # [08:38] <grantg> tw2113: meh
- # [08:39] <grantg> f*ck... 65 min. remaining...
- # [08:40] <digitalfiz> paul_irish, can you force them to put the real estate stuff back on google maps plzkthnx
- # [08:41] <grantg> wtf... since when did public-audio-xg die?
- # [08:41] <grantg> no recent messages
- # [08:45] <paul_irish> its no longer an xg
- # [08:45] <paul_irish> but a wg
- # [08:45] <grantg> heh
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- # [08:46] <grantg> then where's its mailing list?
- # [08:46] <grantg> If not the one linked?
- # [08:47] <grantg> :P
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- # [08:57] <grantg> ah
- # [08:57] <grantg> http://lists.w3.org/Archives/Public/public-audio/
- # [08:59] <grantg> heh
- # [08:59] <grantg> irc://irc.w3.org:6665/#audio
- # [08:59] <grantg> the w3 audio channel
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- # [09:10] <zewt> grantg: btw. i tried dynamically rendering to 2d canvas and blitting through webgl ... performance seemed decent in firefox; can't test in chrome (it's buggy in xp)
- # [09:10] <grantg> heh
- # [09:10] <grantg> zewt: Got the code to look at?
- # [09:11] <zewt> http://zewt.org/~glenn/webgl-test/
- # [09:11] <zewt> webgl is not designed very nicely for small examples
- # [09:11] <paul_irish> well i'm underwhelmed.
- # [09:11] <zewt> note that console.log itself is pretty slow in firefox which will affect the timings; don't think that problem exists in chrome though
- # [09:12] <zewt> (seen it take 5-10ms in ff at times)
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- # [09:12] <zewt> also, for some reason if i hide the 2d canvas (since it's supposed to be a hidden backbuffer anyway) it's actually slower--that seems like a firefox bug
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- # [09:13] <zewt> didn't look much into it and you're mostly interested in chrome for this anyway i think
- # [09:13] <grantg> zewt: TIL your test eats up 40% of my CPU
- # [09:13] <grantg> 4x worse than blitting by regular 2d putImageData in FF4
- # [09:13] <grantg> with scaling
- # [09:14] <grantg> :/
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- # [09:14] <zewt> well it's chrome where it matters
- # [09:14] <zewt> which like i said i can't test; it just draws garbage and freezes, heh
- # [09:14] <zewt> (presumably they're working on that; chrome disables webgl in XP by default)
- # [09:15] <grantg> fails in chrome too on mac
- # [09:15] <grantg> Are you making sure you provide a fallback for requestAnimationFrame?
- # [09:16] <zewt> need to change it to webkit* or whatever probably
- # [09:16] <grantg> k
- # [09:18] <zewt> try now
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- # [09:19] <grantg> k
- # [09:19] <grantg> seems ok now
- # [09:20] <zewt> if it's better than chrome's basic scaling it's probably pretty easy to wedge in transparently in chrome only
- # [09:20] <grantg> eh
- # [09:20] <grantg> 30% CPU load in chrome
- # [09:20] <grantg> plus LOTS of kernel load outside of chrome
- # [09:21] <zewt> well it'll hit your GPU where before it's probably idle
- # [09:21] <grantg> though better than chrome's scaling
- # [09:21] <grantg> but still ugh
- # [09:21] <grantg> It's the overhead I think
- # [09:21] <zewt> on a modern desktop this *should* be essentially free
- # [09:21] <grantg> macbook pro 2010
- # [09:22] <zewt> but i doubt this sort of operation is properly optimized yet
- # [09:22] <grantg> exactly
- # [09:22] <grantg> some overhead from some inefficiency in the way it communicates with opengl
- # [09:22] <grantg> overhead crap
- # [09:23] <zewt> the only "inherent" cost here is blitting the quad to the opengl framebuffer--and that's very cheap, too
- # [09:24] <zewt> if webgl is flushing the pipeline (maybe due to compositing issues) that would slow it down, though
- # [09:24] <grantg> I'm not surprised about some inefficiency
- # [09:24] <zewt> but it's an opaque rectangle with nothing on top of it, so it shouldn't have to do that
- # [09:25] <zewt> if it's able to not flush and let the opengl operation pipeline properly, then it would be literally zero-cost (to your application), since all the extra work is happening in parallel on the gpu
- # [09:26] <grantg> heh
- # [09:26] <kig> what uh
- # [09:26] <grantg> teh webgl is being overheady for some shady reason. :/
- # [09:26] <zewt> first-generation implementation syndrome
- # [09:27] <zewt> i'm surprised it works as well as it does in firefox
- # [09:28] <grantg> heh
- # [09:28] <kig> you can get away with your webgl draw part being just a glTexSubImage2D followed by glDrawArrays
- # [09:28] <grantg> would be funny if I rewrote the gfx routines for my emulator as a shader program
- # [09:29] <grantg> would be hard though
- # [09:29] <grantg> especially with the midscanline jit and all
- # [09:29] <kig> but as to wtf that thing is using 40% cpu, hmmm
- # [09:29] <grantg> and sync
- # [09:29] <zewt> that shouldn't make much if any difference
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- # [09:29] <zewt> (minimizing draw())
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- # [09:30] <zewt> grantg: let me try hiding the 2d canvas and see what difference that makes for you
- # [09:31] <grantg> k
- # [09:31] <zewt> (done)
- # [09:31] <kig> btw if you're doing 2d blitting with your own draw funcs, you could draw into a Int32Array with 0xrrggbbaa or whatever
- # [09:31] <grantg> woah
- # [09:31] <zewt> also note the backbuffer is 400x400; that's actually much bigger than what you have, IIRC
- # [09:31] <grantg> hiding it barely makes a dent in the load
- # [09:31] <grantg> still 40%
- # [09:31] <grantg> eh
- # [09:31] <zewt> in chrome?
- # [09:31] <grantg> 35% now
- # [09:31] <grantg> yeah
- # [09:32] <zewt> what do the logs look like?
- # [09:33] <zewt> and yeah what he said, you could avoid the 2d canvas entirely when using this
- # [09:34] <grantg> lots of
- # [09:34] <grantg> {"cat":"webkit","pid":83142,"tid":263,"ts":471539425981,"ph":"E","name":"v8.run","args":{}},{"cat":"webkit","pid":83142,"tid":263,"ts":471539677058,"ph":"B","name":"v8.compile","args":{"id":"0x0","extra":""}},{"cat":"webkit","pid":83142,"tid":263,"ts":471539677142,"ph":"E","name":"v8.compile","args":{}},{"cat":"webkit","pid":83142,"tid":263,"ts":471539677146,"ph":"B","name":"v8.run","args":{"id":"
- # [09:34] <grantg> 0x0","extra":""}},{"cat":"webkit","pid":83142,"tid":263,"ts":471539677206,"ph":"E","name":"v8.run","args":{}},
- # [09:34] <zewt> aaaaaaaaaaaa
- # [09:34] <zewt> what's in the console log?
- # [09:34] <zewt> 3 23163 1200 51.80676078228209
- # [09:34] <grantg> chrome://gpu-internals/#raw-events-view
- # [09:34] <zewt> should look like that
- # [09:34] <grantg> wrong log?
- # [09:34] <grantg> :P
- # [09:35] <zewt> javascript console
- # [09:35] <grantg> oh
- # [09:35] <grantg> heh
- # [09:35] <zewt> heh i get 54 fps just drawing a quad in FF without updating the texture at all--something unrelated is badly amiss there
- # [09:36] <grantg> 8 6014 100 16.627868307283006
- # [09:36] <grantg> yeah
- # [09:36] <zewt> ew
- # [09:36] <zewt> should be closer to 60, not 16
- # [09:36] <grantg> go yell at the mac devs
- # [09:36] <grantg> this isn't a 2007 macbook, this is a 2010 macbook pro. :/
- # [09:37] <zewt> there's no chance it's using software rendering, right? heh
- # [09:37] <grantg> opengl 3.2 supported
- # [09:37] <zewt> nah with GLES2 it'd be much slower
- # [09:37] <grantg> I'm pretty sure many things still use opengl 2.0
- # [09:37] <zewt> (might get that sort of speed with software GLES1, eg. no shaders)
- # [09:37] <grantg> even lots of legacy 1.0
- # [09:38] <zewt> 8 = 8ms to render the frame = huge
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- # [09:38] <grantg> uh... yeah
- # [09:39] <grantg> I iterate the entire emulator every 17 ms
- # [09:39] <grantg> :P
- # [09:39] <grantg> 8 ms can throw me way off
- # [09:39] <zewt> heh i've spent enough time on timing-sensitive games to know exactly how long 16.6666ms is :P
- # [09:40] <grantg> heh
- # [09:40] <zewt> ("not very long")
- # [09:40] <grantg> TIL there almost never exactly that, but an approximation
- # [09:40] <grantg> zewt: 60 fps approx
- # [09:41] <zewt> it'll average out to almost exactly that, when you're vsyncing against a 60Hz monitor
- # [09:41] <grantg> due to interrupt priorities and multi-tasking on your comp, the timings is always a little off
- # [09:41] <kig> ok, so the 40% cpu use is from uploading the canvas as a texture
- # [09:42] <grantg> unless you've got an asm routine hooked right up to the timer reg on your CPU
- # [09:42] <zewt> uploading a 400x400 texture should take nowhere near that
- # [09:42] <grantg> so your code is called from the IRQ vector. :P
- # [09:43] <zewt> well, you don't do anything on page flip, that's the video driver's job :P
- # [09:43] <grantg> heh
- # [09:43] <grantg> True though, it does even out
- # [09:43] <zewt> (of course, I don't know if webgl can actually even use proper page flips when compositing into a window)
- # [09:44] <zewt> (but even if not, that wouldn't cause a massive hit, just a ding)
- # [09:44] <kig> it's probably doing a readback of the canvas pixels, swizzling them to gpu format, aargh
- # [09:45] <kig> if you use an arraybufferview as the texture, the upload uses 1-3% cpu
- # [09:45] <zewt> converting from eg. RGBA to ABGR is also a very fast operation
- # [09:45] <zewt> if canvas 2d is GPU-optimized then it may have to also read the canvas backbuffer off the GPU, though, if there's no fast path for texImage2D(canvas) yet
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- # [09:46] <kig> also possible is that it needs to unpremultiply the canvas pixels
- # [09:47] <grantg> kig: Probably
- # [09:47] <zewt> hmm
- # [09:48] <zewt> any way to disable premultiplication, or to disable alpha on the 2d canvas?
- # [09:49] <kig> http://www.khronos.org/registry/webgl/specs/latest/#PIXEL_STORAGE_PARAMETERS
- # [09:49] <zewt> probably better to just get rid of the 2d canvas and stop trying to work around it
- # [09:50] <kig> yes, just use an arraybuffer and blit to that
- # [09:50] <zewt> webgl itself has premultipliedAlpha: true by default, so it shouldn't have to do that
- # [09:51] <kig> i'll try if there's a perf diff in setting the pixel storage...
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- # [09:53] <zewt> heh, i wonder if typed arrays work in practice with pushMessage
- # [09:54] <zewt> (iirc they're not defined for structured clone yet but that doesn't mean they don't actually work)
- # [09:55] <zewt> in principle, you could move the engine to a thread that way, which could be a big boost, if the pieces could be made to fit
- # [09:55] <zewt> though even if it works, pushMessage isn't exactly very efficient yet
- # [09:56] <kig> this.gl.pixelStorei(this.gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true); huh, that does help a little bit (39% -> 30%)
- # [09:57] <kig> so i guess the canvas surf is premultiplied and it's unpremultiplying by default on texImage2D
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- # [09:59] <zewt> ah and that's probably a software per-pixel divide, which isn't terribly fast
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- # [09:59] <zewt> though it shouldn't be *that* slow
- # [09:59] <zewt> unless it's totally unoptimized
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- # [10:04] <zewt> oh, that's odd
- # [10:04] <zewt> it's working for me in chrome without freezing now, and I'm seeing many single-frame timings of 15ms
- # [10:04] <zewt> which suggests the GL calls are blocking on vsync
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- # [10:05] <zewt> ... which seems like a requestAnimationFrame bug
- # [10:05] <zewt> (it's running at 60fps)
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- # [10:07] <zewt> anyhow, off to bed
- # [10:07] <zewt> btw. fixed up the framerate log so it should be more correct now
- # [10:07] <grantg> http://www.youtube.com/watch?v=oITFJ_19KpE
- # [10:09] <grantg> weird audio compression artifacts. :/
- # [10:12] <grantg> the video recording also slowed down the emulation
- # [10:12] <grantg> :/
- # [10:17] <grantg> Quicktime is too damn slow
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- # [10:57] <kig> ok, so, reading the sources, chrome canvas in texImage2D path is something like this: getImageData (= readPixels from skia device on win/linux) -> unpremultiply & swizzle pixels -> upload, and the unpremultiply thing is a bit hmm..
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- # [11:20] <kig> gcc actually generates pretty nice code for it and the unpremult runs at 0.8 ms for 512x512 in my test so guess that most of the cpu time is readPixels (who knows, need better tools)
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- # [11:32] <kig> make that 2.2ms, but still
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- # [13:28] <pratz> hey guys i have list of week (mon, tue, wed etc ) now each day has a checkbox and a textfield to enter time, how can i know which checkbox corresponds to its respective textfield time ??
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- # [17:59] <zewt> kig: should be possible to eliminate the swizzling pass, too, if they tried
- # [18:00] <zewt> most stuff is BGRA natively, so if it's swizzling it may actually be doing it twice, eg. from BGRA to RGBA back to BGRA
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- # [18:09] <kig> zewt: yeah, that's true. but optimally you'd just use the 2d canvas fbo as a texture in the webgl context
- # [18:10] <zewt> if it's built on the same API, yeah
- # [18:11] <zewt> also need a way to get a renderbuffer from other canvases ... hopefully that'll show up as an extension eventually
- # [18:11] <zewt> (eg. to render to multiple canvases)
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- # [19:16] <grantg> That's over 9000!
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- # [20:27] <Amnesia> hm
- # [20:27] <Amnesia> where are webm vids cached on a unix based computer?
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- # [21:07] <Amnesia> anyone?
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- # [21:14] <tw2113> i missed the question
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- # [21:21] <Amnesia> tw2113: I want to learn how to rip a webm video
- # [21:21] <Amnesia> so I've wiresharked the playback of a youtube vid
- # [21:21] <Amnesia> but there isnt anything useful in it
- # [21:22] <tw2113> ah, video editing isn't a forte for me
- # [21:22] <Amnesia> only http://v10.lscache3.c.youtube.com/videoplayback?sparams=id%2Cexpire%2Cip%2Cipbits%2Citag%2Cratebypass%2Coc%3AU0hPR1NUVV9FSkNOOV9LTllD&itag=43&ipbits=0&signature=49EEB9976A8187B534E809E9EF289EE1D24AB007.0F8DEB33A305CD5D226ABD6683F2F2C1C6C52398&sver=3&ratebypass=yes&expire=1302397200&key=yt1&ip=0.0.0.0&id=ad2e622848bb0453
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- # [21:32] <Amnesia> anyone else perhaps?
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- # [21:51] <niftylettuce> sup homi.es
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- # [21:59] <paul_irish> ?g keepvid @ Amnesia
- # [21:59] <bot-t> Amnesia, KeepVid: Download and save any video from Youtube, Dailymotion ... - http://keepvid.com/
- # [22:04] <Amnesia> paul_irish: I wanna know how to do it manually:P
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- # [22:11] <pa7> hey guys
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- # [22:13] <pa7> does anyone know the name of the js doc generator where you can generate documentation which has code on the left side and documentation on the right side next to the code ?
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- # [22:21] <nimbupani> pa7: http://jashkenas.github.com/docco/
- # [22:23] <pa7> thank you! I thought about the name for hours but I didn't remember it
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- # [22:32] <paul_irish> <3
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- # [22:34] <pa7> sry I know it's not html5 again... but anyone knows what happened to jresigs TestSwarm?
- # [22:35] <paul_irish> got pretty quiet
- # [22:35] <paul_irish> however
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- # [22:36] <paul_irish> pa7: https://github.com/kumar303/jstestnet
- # [22:36] <paul_irish> from mozilla.
- # [22:36] <paul_irish> seems to be testswarms' successor
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- # [22:37] <pa7> thanks, looks nice :)
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- # [23:05] <janthony> With html5 do you do <br /> still or is just <br> fine? Same with input's.
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- # [23:20] <paul_irish> doesnt matter!
- # [23:21] <janthony> paul_irish: thanks
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- # [23:46] * tw2113 got his unemployment packet in the mail today
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- # Session Close: Sun Apr 10 00:00:00 2011
The end :)