Been looking through the source code and I'm seeing room for improvement in the way asynchronous dispatch occurs, but I'd like to get a high level overview of how the whole system works before I start trying to change anything. Is there a high level overview of the different components and how it fits together somewhere?
Is there some kind of semi-high level overview of the structure of Dolphin somewhere?
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Oh, I doubt there is one. I'm sorry. We have lots of in-detail articles, but the general overview is missing. I think the best way is to ask on our IRC channel: #dolphin-dev @ freenode.
Which "asynchronous dispatch" are you talking about? GPU dispatching, audio output, real controller feedback, ...? The very short overview: There are some main chips within the Wii: - the PPC CPU. We use this one as the main one (for eg timing) as the game runs natively here. - the GPU. We parse the command buffer and execute everything as fast as possible. - the DSP. It's mostly used for audio processing, and as nobody but Nintendo itself was able to program it, there are only a few programs. So we have reimplemented them in C++. But there is also a low level emulation of the instruction set. - the ARM CPU. Used for the OS, which is responsible for all kind of IO. Here we emulate only the interface (no LLE available) 06-27-2016, 10:21 PM
anything with a queue and a mutex probably
where can I find some of these articles anyway? thanks for the short overview |
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