#gemrb@irc.freenode.net logs for 14 Dec 2010 (GMT)

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[08:30:03] <Avenger> hi
[08:35:56] <pupnik> hhtht
[08:47:02] <edheldil> Good morning!
[08:48:18] <pupnik> good morning to you good sirs
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[09:42:30] <Avenger> i wish someone tells me what's wrong with out bikplayer, it is only almost good :(
[09:43:27] <fuzzie_> it works worse than ffmpeg?
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[09:43:58] <Avenger> yes
[09:44:14] <Avenger> and now i added shadowjack's patch (it was wrong before it too)
[09:44:23] <CIA-5> GemRB: 03avenger_teambg * rb8672674fd81 10gemrb/gemrb/plugins/BIKPlayer/ (BIKPlayer.cpp BIKPlayer.h GetBitContext.cpp GetBitContext.h): added shadowjack's arm patch for the bikplayer
[09:44:49] <Avenger> the worst thing is the transparent green rectangle artifacts
[09:47:51] <lynxlynxlynx> i've uploaded the android apk to sourceforge
[09:48:01] <lynxlynxlynx> got some ui problems, so it's not in any category
[09:51:43] <Avenger> did you want to put it in some folder?
[09:52:49] <Avenger> android doesn't seem to have any default download
[09:52:50] <lynxlynxlynx> other binaries
[09:52:55] <lynxlynxlynx> yeah
[09:53:05] <Avenger> you want it to default for 'others' ?
[09:53:19] <Avenger> that's done
[09:58:42] <Avenger> i wish i know how to move files from one folder to another...
[09:58:43] <lynxlynxlynx> no
[09:58:49] <lynxlynxlynx> others should default to the source
[09:59:09] <lynxlynxlynx> you have to select it, then right click->cut, paste
[09:59:19] <lynxlynxlynx> if it is still the same interface >>
[09:59:53] <lynxlynxlynx> for some reason the project admin menu expands horizontally for me now, but it is inaccessible
[10:00:53] <Avenger> how do you select it...
[10:02:49] <Avenger> right click brings up a firefox menu, nothing related to sf
[10:05:28] <lynxlynxlynx> meh
[10:05:56] <lynxlynxlynx> just ignore it then
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[10:29:33] <Avenger> compiled binkplayer from ffmpeg 0.6.1 sources. It is graphically perfect. Audio is near perfect.
[10:33:01] <fuzzie> but no idea whereabouts the problems might be in gemrb?
[10:33:11] <Avenger> not yet
[10:33:22] <Avenger> i'm trying to check the input stream first
[10:33:34] <Avenger> hmm, actually, the input stream MUST be correct
[10:33:38] <fuzzie> i think last time i looked, the ffmpeg version had changed too much :/
[10:33:43] <fuzzie> so no easy comparisons
[10:34:06] <Avenger> the input stream must be correct, because there are very little errors, no noise or crash
[10:34:32] <fuzzie> well, i am wondering if it's just the sdl output which is broken
[10:34:50] <Avenger> the planes?
[10:34:51] <fuzzie> unlikely though
[10:35:06] <fuzzie> but, well, 'transparent green rectangle' sounds like plane problems :)
[10:35:23] <Avenger> but the error is not homogenous, so it is before your plane transformation
[10:35:34] <Avenger> it is in rectangles, so it is one of the opcodes
[10:35:38] <Avenger> the copy opcodes
[10:36:08] <fuzzie> i spent far too much time looking at ffmpeg copy opcodes recently. :P if you can't work it out, i'll try finding time later today
[10:36:09] <Avenger> the minuscule stuff is not white noise, only large blocks seem to be shifted plane or such
[10:56:51] <Avenger> i print the value of blk in switch(blk)... this is the decoder opcode. It is going wrong after a while
[10:57:02] <Avenger> it is correct in the first 5000 instances, though
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[11:02:04] <Avenger> goes wrong around 10200...
[11:07:08] <Avenger> hmm maybe i played the wrong movie...
[11:16:44] <Avenger> oh good, the opcodes are all correct
[11:17:10] <Avenger> i mean, the switch(blk) stuff is. so the difference is only in one of them
[11:28:26] <Avenger> fuzzie, what is this put2x2 thing?
[11:34:07] <fuzzie> nooo idea
[11:35:18] <Avenger> heh interesting
[11:35:42] <Avenger> anyway, neither blk values in switch(blk) nor any get_value return values differ
[11:35:55] <Avenger> so the difference is only in interpreting the input stream
[11:36:11] <Avenger> and most likely only in one of the opcodes
[12:30:41] <wjp> you could maybe try sabotaging one type at a time and see if the resulting artifacts overlap?
[12:32:39] <Avenger> yes wjp, you are brilliant :P Actually, i am brilliant too... i just did this in the last 1-2 hours, hehe
[12:32:49] <Avenger> no success yet
[12:32:57] <wjp> :-)
[12:33:22] <Avenger> i found some huge difference between the original and our implementation: read_dct_coeffs
[12:33:34] <Avenger> git blame points at me
[12:33:41] <Avenger> so i don't know :(
[12:33:54] <Avenger> i wonder why did i change? the original so much
[12:34:24] <Avenger> it is so different, i couldn't possibly think it up, though
[12:34:34] <Avenger> maybe it was like that at the time i grabbed the code
[12:34:53] <lynxlynxlynx> are you sure ffmpeg just didn't change in the interim?
[12:35:00] <Avenger> no i'm not
[12:37:40] <Avenger> ahh, now i see it better, looks like it was me, i didn't intend to change the logic, just storing the variables more compact
[12:37:54] <Avenger> this may have caused some problem, though
[12:39:55] <Avenger> i will change this back to see the difference
[13:01:00] <Avenger> ok, that was fine
[13:04:35] <Avenger> hah
[13:04:44] <Avenger> interesting, i think i found something
[13:05:37] <Avenger> if i commented out put_pixels_clamped from idct_put, some artifacts went away, and only little came back
[13:06:01] <Avenger> getting fewer artifacts by removing code means, that code is wrong, i guess? :)
[13:07:14] <wjp> in ffmpeg, INTRA_BLOCK calls c->dsp.put_pixels_nonclamped
[13:08:08] <Avenger> ah hehe
[13:08:20] <Avenger> looks like we have a case
[13:10:12] <Avenger> i copied the wrong snippet from dsputil
[13:10:22] <Avenger> it never calls put_pixels_clamped
[13:10:25] <Avenger> only nonclamped
[13:11:10] <edheldil> Avenger: that the code is wrong does not have to be necessarily true. Masking other errors etc.
[13:11:43] <edheldil> maybe if you deleted some more lines, it would be artifact-free ;-)
[13:15:42] <Avenger> woo
[13:16:41] <Avenger> less artifacts
[13:16:48] <Avenger> copy_block still calls the clamped one
[13:31:33] <Avenger> ok, less artifacts, but some still there. i think it is in some of the copy block opcodes
[13:31:38] <CIA-5> GemRB: 03avenger_teambg * ref08fcfefbd3 10gemrb/gemrb/plugins/BIKPlayer/BIKPlayer.cpp: one less artifact in bink player
[13:32:14] <Avenger> i bet one of the copy_blocks should use nonclamped
[13:59:26] <Avenger> ok wjp, i found the problem, in residue_block, add_pixels should be nonclamped too
[14:00:57] <Avenger> meh, not much of a change
[14:04:27] <wjp> what does it look like now?
[14:11:18] <Avenger> no difference
[14:11:47] <Avenger> the other change fixed one movie completely, and improved the others
[14:12:11] <Avenger> moving objects leave a snail trail
[14:12:30] <Avenger> like in iwd2 intro movie, the falling leaves
[14:13:15] <wjp> RESIDUE_BLOCK?
[14:13:50] <wjp> there's a clamped there too
[14:14:17] <Avenger> i fixed that
[14:14:33] <Avenger> dsp.add_pixels8 is non clamped add
[14:14:39] <wjp> uncommitted?
[14:14:43] <Avenger> yes
[14:14:51] <Avenger> i could commit it, but it is not much of a change
[14:17:00] <Avenger> there
[14:17:20] <CIA-5> GemRB: 03avenger_teambg * rbbb105b100cd 10gemrb/gemrb/plugins/BIKPlayer/ (BIKPlayer.cpp BIKPlayer.h):
[14:17:20] <CIA-5> GemRB: removed unused permutation
[14:17:20] <CIA-5> GemRB: another clamped vs nonclamped
[14:18:46] <fuzzie> fun :)
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[14:20:44] <Avenger> it would be more funny if i see progress, the first change had some result :)
[14:32:07] <Avenger> i think there may be a bug in read_residue?
[14:32:23] <Avenger> i changed these lines
[14:32:26] <Avenger> sign = -get_bits1(gb);
[14:32:29] <Avenger> block[bink_scan[ccoef]] = (mask ^ sign) - sign;
[14:32:29] <wjp> did you already try the clamped in copy_block?
[14:33:07] <Avenger> you mean, i tried to change it to non clamped?
[14:33:12] * wjp nods
[14:35:03] <wjp> that change to those lines looks ok at first glance
[14:35:22] <Avenger> well, i didn't notice any difference
[14:35:29] <Avenger> about copy_block
[14:36:33] <Avenger> so (mask ^ sign) - sign is the same as simply selecting -mask/mask based on sign?
[14:37:38] <wjp> if sign is -1 resp. 0, yes
[14:38:35] <Avenger> yes it is -1 or 0
[14:39:01] <wjp> (xor with -1 is the same as subtracting from 0xFFFFFFFF, while you want to subtract from 0, so the -sign at the end corrects for that)
[14:39:22] <wjp> the main advantage is the lack of branching
[14:40:53] <Avenger> that makes it faster? or just more predictable in delay?
[14:46:43] <wjp> should be faster
[14:47:45] <Avenger> hmm i don't find where put_pixels_tab is initialized, in ffmpeg source
[14:47:54] <wjp> it's complicated :-)
[14:47:58] <Avenger> so i don't know what put_pixels_tab[1][0] is
[14:48:25] <Avenger> well, lets just assume it is using no acceleration
[14:49:21] <wjp> it's the dspfunc macro
[14:51:49] <Avenger> ok, so that means, put_pixels_tab[1][0] is, put_pixels8_c
[14:52:11] <wjp> yes, which is then again complicaed :-)
[14:52:56] <wjp> (the PIXOP2 macro)
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[14:55:45] <Avenger> yep, totally
[14:56:21] <Avenger> all this should boil down to our copy_block
[14:56:44] <Avenger> i just don't see how
[14:56:59] <wjp> it's doing a straight copy of 8 bytes times the height
[14:57:21] <Avenger> skip_block is a simple: c->dsp.put_pixels_tab[1][0](dst, prev, stride, 8);
[14:57:41] <Avenger> that 8 is the 'h'
[14:57:53] <Avenger> so it is a copy of 8 bytes, yes
[14:58:06] <Avenger> i mean 8x8
[14:59:27] <wjp> hmm
[14:59:31] <wjp> the dst is different
[15:00:19] <wjp> c->dsp.put_pixels_tab[1][0](dst, ref, stride, 8); copies to 'dst', while we have copy_block(block, ...)
[15:00:35] <wjp> oh, wait
[15:00:44] <wjp> I'm just blind
[15:01:07] <Avenger> hehe, it is not easy
[15:02:57] <wjp> but this put_pixels_clamped call still doesn't look right
[15:03:09] <wjp> (inside copy_block as called from RESIDUE_BLOCK)
[15:03:54] <Avenger> because it should be non clamped, right?
[15:03:57] <Avenger> as it is a simple copy
[15:04:39] <Avenger> but it is not changing any visible
[15:06:42] <Avenger> i think i'll remove all clamped
[15:07:38] <Avenger> this fixed some of the artifacts, actually
[15:07:46] <Avenger> so, do you think i should ever call clamped?
[15:08:38] <Avenger> so either i use clamping wrong, or there is an unrelated artifact
[15:09:07] <wjp> I haven't encountered any clamping operations in ffmpeg's bink yet, but that doesn't necessarily mean anything
[15:14:08] <Avenger> now the bis logo is almost perfect
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[15:17:31] <CIA-5> GemRB: 03avenger_teambg * r0f584d804f49 10gemrb/gemrb/plugins/BIKPlayer/ (BIKPlayer.cpp dsputil.h): no more clamping
[15:18:23] <Avenger> the intro movie is still ugly
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[15:34:23] <Avenger> hello tom, do you have iwd2?
[15:38:21] <wjp> oh, speaking of which: gog.com has a holiday sale that includes the IE games. (Should anyone still miss some of them :-) )
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[15:43:43] <tomprince> Yes.
[15:44:03] <fuzzie> ooh, interesting.
[15:45:01] <xrogaan> I have so many unfinished game that I can not buy new for at least 2 years
[15:45:34] <fuzzie> the gog.com sale is a bit overwhelmingly large
[15:49:33] <wjp> looks like pretty much everything except interplay/activision (but the promo page suggests there'll be an activision sale too this weekend)
[15:49:51] <wjp> (and also that the atari sale ends in 6 days)
[15:55:19] <Avenger> tom: i'm trying to fix the iwd2 movie player, there are still bugs in both the audio and the video rendering.
[15:56:28] <Avenger> the wotc logo is perfect, the bis logo has only a little artifact, but the intro movie is totally awful
[15:57:38] <Avenger> i think the problem with the audio is that i don't do anything like this: *data_size = FFMIN(reported_size, (uint8_t*)samples - (uint8_t*)data);
[15:57:58] <Avenger> data_size is modified by decode_frame
[15:58:21] <Avenger> this is the sound problem, not the video ;)
[16:04:15] <wjp> that should be relatively easy to try, right?
[16:04:41] <wjp> (decreasing data_size if necessary)
[16:06:12] <Avenger> i don't know
[16:06:29] <Avenger> data size is the input data size, no?
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[16:07:06] <Avenger> i fear it can somehow feed unused input data back, and use it in the next frame
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[16:07:49] <wjp> hm
[16:07:52] <Avenger> why else would it return buf_size (which is the decoded size) and this data_size?
[16:08:12] <wjp> does it ever trigger that 'buggy frame' condition in the audio?
[16:08:40] <Avenger> hmm wait, buf_size is not the decoded size
[16:08:50] <Avenger> and yes, it triggers a lot, in the buggy sound
[16:08:59] <Avenger> intro.bik is full of it
[16:09:35] <wjp> changing 'data_size' in DecodeAudioFrame would change the pointer passed to DecodeVideoFrame?
[16:09:51] <Avenger> no i doubt that
[16:10:02] <wjp> well, in the current BIKPlayer
[16:10:51] <Avenger> if it would be a by address parameter, sure, but that would be disastrous :)
[16:11:06] <Avenger> that is 100% to not do :)
[16:11:20] <Avenger> the video data is correct, only its rendering has some flaws
[16:11:41] <Avenger> i already compared the video bits by dumping them to a file
[16:15:17] <Avenger> i don't understand this, in the original ffmpeg code: short *samples_end = (short*)((uint8_t*)data + *data_size);
[16:16:02] <fuzzie> if data_size is a pointer, then it's just dereferencing the value and adding it to the data poiner?
[16:16:06] <fuzzie> pointer.
[16:16:07] <wjp> we do the same thing
[16:16:16] <fuzzie> seems sensible :)
[16:16:54] <wjp> (we increment by get_bits_long(32), but I'm assuming that's how data_size is initialized?)
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[16:30:45] <CIA-5> GemRB: 03avenger_teambg * r90110cb20e89 10gemrb/gemrb/plugins/BIKPlayer/BIKPlayer.cpp: small cleanup
[16:30:58] <Avenger> i'm sure the intro.bik is using some other sound format, it is playing entirely differently than the other two samples (bis/wotc)
[16:31:31] <Avenger> there are two different sound formats in bink
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[16:32:22] <wjp> rdft and dct?
[16:32:53] <wjp> ffmpeg lists those two as bink audio codecs anyway
[16:34:47] <Avenger> yes
[16:35:30] <Avenger> well, this wasn't true, all are using dct (at least, gemrb's player thinks so)
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[18:00:34] <wjp> looking at the produced audio, about half the waveform is silence
[18:04:02] <wjp> the starts of the non-silence are spaced about 8200 samples apart, but the length of non-silence varies
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[18:38:05] <wjp> the weird part is that the decoded buffers don't seem to contain this silence
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[19:04:12] <wjp> bah. There are underruns with SDL_AUDIODRIVER=disk that don't show up with normal output
[19:05:41] <pupnik> test write to ram drive perhaps
[19:06:07] <pupnik> i had to do that once
[19:07:31] <wjp> underruns would mean the disk output is too fast
[19:15:17] <pupnik> ok i understand
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[21:59:37] <thySEus1> hi, i try to buy a sling from the general store - but clicking the Buy Button does nothing. Is this a known bug?
[22:00:51] <fuzzie> are you using the latest git version, or a release? if a release, which one?
[22:02:48] <lynxlynxlynx> and which operating system / does anything suspicious get printed on the console?
[22:03:24] <thySEus1> i use git from Sat Dec 11 22:21:06 201
[22:03:41] <fuzzie> meh. which game?
[22:03:56] <thySEus1> oh, i didnt mention that... BG2 german version
[22:04:37] <fuzzie> should work, but lynx would know better. your inventory isn't full? :)
[22:05:12] <thySEus1> haha, i aren't even sure. let me check :)
[22:06:44] <thySEus1> indeed. the inventory was full. now it works. but i remember that there is a message in the original game client
[22:07:23] <pupnik> hrmph
[22:08:39] <lynxlynxlynx> ok, noted
[22:08:47] <lynxlynxlynx> we'll just gray out the button probably
[22:11:35] <pupnik> what's the consensus on dragon age? play/not-play?
[22:12:28] <thySEus1> you mean dragon age: origins? i played halfway through it and, except that is's very, very linear, its good
[22:13:29] <pupnik> yes, i can forgive companies for making linear games... now.
[22:14:37] <thySEus1> and the combat mechanics is much like bg2. space, commands, space, commands, ...
[22:15:22] <thySEus1> the story and player interaction is really good. the quests are individual and not boring.
[22:15:34] <thySEus1> and it's 20GB installed, so there's a lot of cutscenes to watch
[22:16:51] <pupnik> ty ty
[22:17:18] <pupnik> it's on the list for 2011 now
[22:18:02] <thySEus1> you won't regret that. and there's awakening. and much DLC. And Dragon Age2 will be released in March 2011, so it is a good start into the dragon age universe
[22:39:26] <pupnik> hope i can kick it into gear for porting games again
[22:39:46] <pupnik> i owe nokia a bit of productivity
[22:56:53] <thySEus1> i go to bed, see you
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