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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › Development Discussion v
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Math routines
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Math routines
12-15-2015, 01:35 AM
#4
KHg8m3r Offline
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(12-15-2015, 01:11 AM)CyBoRg Wrote:
(12-12-2015, 08:56 AM)degasus Wrote: Our "math" routines look a bit different. eg this is very high in profilation while running in interpreter mode. We also have no factorization or matrix multiplications. But there is a square root and a division, but I doubt you're talking about this kind of code.

Please keep in mind that we're emulating hardware, so all of our functions are done in custom hardware on the wii itself. There is no higher logic in hardware.
That's why I was asking about math.
There are also GPU implementations of math libraries.
But the idea was to understand if there was something that could have improved the performance with the aid of efficient math.
For example, I see a "// TODO: Optimize the below to be as fast as possible." in this.

If you can find a way to code it so that math is faster, be our guest. If you can effectively push it to the GPU without it slowing down the GPU work already being done and getting a CPU boost out of it, even better.

(12-15-2015, 01:11 AM)CyBoRg Wrote:
degasus Wrote:What do you mean about "distributed rendering"?
Forgive me for that, it's a stupid thought... Tongue
I had in mind a master-slave option to share the load on more CPUs,via LAN/WiFi.

Spreading the CPU load over a network is probably not a good idea. If you take our current dual core Dolphin setup, and try to split those threads over multiple LAN/WiFi computers/CPUs, you would get so much lag from waiting for the different threads to all sync up together.
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Messages In This Thread
Math routines - CyBoRg - 12-12-2015, 04:38 AM
RE: Math routines - degasus - 12-12-2015, 08:56 AM
RE: Math routines - CyBoRg - 12-15-2015, 01:11 AM
RE: Math routines - KHg8m3r - 12-15-2015, 01:35 AM
RE: Math routines - CyBoRg - 12-15-2015, 02:40 AM

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