Dolphin, the GameCube and Wii emulator - Forums

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(06-07-2012, 04:11 PM)skid Wrote: [ -> ]Once upon a time, I made a commit labelled "multi-threaded FIFO" which is what you have done above...

http://code.google.com/p/dolphin-emu/source/detail?r=35b6e71f03b5327288ca6206739104337511bf31
(06-07-2012, 09:39 PM)neobrain Wrote: [ -> ]ya, using transform feedback aka stream out would probably greatly improve VertexLoader's performance. However, changing VertexLoader to make use of this feature while keeping backwards compatiblilty likely needs a gread deal of architectural rework.

That said, if anyone has the motivation to implement it, go ahead Wink

You will, theoretically, require implementing a complete dispatcher to manage the threads appropriately without consuming all available cycles.
Do you feel like elaborating a bit on this one? Big Grin
(06-08-2012, 07:01 AM)neobrain Wrote: [ -> ]Do you feel like elaborating a bit on this one? Big Grin

The bidirectional FIFO design expects sequential or managed OoO instructions which would not work with just telling the emultion core it can use any cpu or amount of threads it would like.
The dispatcher would have to manage and throttle thread creation so it doesn't necessarly choke the rest of emulation threads or send completely unexpected information out of turn.
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