GP32 Devkitarm 4.0.1


Do you know if gcc-4.0.1 fixed the regressions in gcc-4.0.0 that caused C code to be markedly less efficient than the same code compiled with gcc-3.4 (possibly only affected the ARM target, not sure)?
 
Sorry sixxie but I would have no clue (Wolf3D isn't very CPU intensive as is) and I skipped from 3.0.2 (devkitadv... I think that's what it has atleast) to 4.0.1
 
sixxie posted on Jul 26 2005 at 12:44 PM said:
Do you know if gcc-4.0.1 fixed the regressions in gcc-4.0.0 that caused C code to be markedly less efficient than the same code compiled with gcc-3.4 (possibly only affected the ARM target, not sure)?
Never tried gcc 4.0.0, but I've just upgraded from 3.4.4 to 4.0.1 and had some very interesting results with gpQuake. With 3.4.0 and 3.4.4 I could only get quake running if I compiled with -O1. -O2 or 3 caused an immediate crash, and -O0 got as far as the menu before acting up. With 3.4.4 I was getting a 7.7 average frame rate at 160mhz. Compiling with gcc 4.0.1 I can now get the same code to run even with -O3, and the frame rates have gone up to 8 with -O1, and 8.4 with -O3 :). Some stuff is playing up however so I need to check through the code and see whats going on, but it looks like 4.0.1 is both more efficient and more stable than 3.4.4.

Edit: the stuff that was playing up was caused by me changing some code recently, so it looks like there's no problems with 4.0.1 at all.
 
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woogal posted on Jul 28 2005 at 03:40 PM said:
With 3.4.4 I was getting a 7.7 average frame rate at 160mhz. Compiling with gcc 4.0.1 I can now get the same code to run even with -O3, and the frame rates have gone up to 8 with -O1, and 8.4 with -O3 :).
Cool. I need to try out 4.0.1, then!

Edit: assuming Quake isn't all C++ and that's why you see the speedup...
 
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sixxie posted on Jul 29 2005 at 08:23 AM said:
Edit: assuming Quake isn't all C++ and that's why you see the speedup...
Quake is just your normal friendly C. If it was C++ I would have ran away screaming a long time ago :).
 
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no_skill posted on Jul 27 2005 at 11:07 AM said:
are there any plans to integrate the C++ fix in devkitarm?

C++ has worked with DevKitARM for a long time, even with the official SDK if you use the version hosted with DKArm (I patched the SDK hosted there for C++ and DKArm happiness a LONG time ago :D).

Just avoid using the GamePark memory operators if you don't want problems. That said if your C++'ing then why are you using wrapped Malloc etc. anyway :D.
 
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