If everything in the emu worked perfectly, of course the obvious step would be to make Dx11 plugin for whatever little benefit it would do. But the devs rather prioritizes working on all the problems that the emu still has. If they made a Dx11 plugin now, it would probably have most of the glitches that the Dx9 plugin has now
Since Gamecube/wii games weren't developed with tesselation in mind... well there may be some tessalation... it's really not anything new. Part of the ATi 9000 series was that it had tesselation support, but it wasn't part of directX at the time, and most game designers didn't want to support something that was only available on one brand of card. So there may be some slight speed ups there if DX11 was supported... but I wouldn't expect much as I doubt it was used to any significant effect.
Multi-threading GPUs may be useful, but only to those that have multiple PCi-E slots and cards which is still the minority.
As for direct compute, I'm not sure there are a lot of situations where there would be need for parallel processing on that scale when emulating the gcn/wii. I'm not familiar enough with the hardware to say one way or the other... but I'm still going to be leaning on probably not useful.
(11-05-2009, 10:59 PM)Koji Wrote: [ -> ]Multi-threading GPUs may be useful, but only to those that have multiple PCi-E slots and cards which is still the minority.
Multi-threaded rendering? "But," you’re saying, "we’ve had multi-core CPUs for several years now and developers have learned to use them. So multi-threading their rendering engines is nothing new with Direct3D 11." Well, this may come as a surprise to you, but current engines still use only a single thread for rendering. The other threads are used for sound, decompression of resources, physics, etc. But rendering is a heavy user of CPU time, so why not thread it, too? There are a several reasons, some of them related to the way GPUs operate and others to the 3D API. So Microsoft set about solving the latter and working around the former.
http://www.tomshardware.com/reviews/opengl-directx,2019-6.html
Also on DX11 W7 WARP10
http://msdn.microsoft.com/en-us/library/dd285359.aspx
DX11 benchmark
http://downloads.guru3d.com/Unigine-Heaven-DirectX-11-benchmark-download-2414.html
graphic cards are already "multi-cored." Each shader is a core. Parallel is the way to go for rendering.
"Different meaning/type booger"
Most video cards have 1 processor core
I think you're confused... The multicore rendering is all about different threads of VIDEO rendering... IE, support for multiple GPUs directly instead of the hackey methods that are currently in use.
That said, Multi-GPU support will ONLY be useful to those that have multiple GPUs and thus multiple PCI-E slots, which is, as I stated, are in the minority. The vast majority of people don't SLI or Crossfire, they run a single board from a single PCi-E slot.
The only reason to use a higher level DX is if you can make USE of the features. DX11 is more or less a tiny tiny jump up from DX10, with Tesselation (it's arguably biggest "enhancement" feature) only has use if something has been programmed to take advantage of it... IE if you wanted to use it in dolphin, you'd have to write code for each individual game to get any use of it. The other two features are things that are already supported, if in round about ways. DX11 simply put a standard to using GPUs to assist with processing and handling multiple GPU usage.
(11-06-2009, 03:14 PM)Necorum Wrote: [ -> ]"Different meaning/type booger"
Most video cards have 1 processor core
I think mine ATI Radeon 3870X2 has 2 processor cores.
Does it mean, that current version of Dolphin is using half power of my GPU?

(11-10-2009, 04:51 AM)InStars Wrote: [ -> ] (11-06-2009, 03:14 PM)Necorum Wrote: [ -> ]"Different meaning/type booger"
Most video cards have 1 processor core
I think mine ATI Radeon 3870X2 has 2 processor cores.
Does it mean, that current version of Dolphin is using half power of my GPU? 
Yes
Multithreaded rendering — to render to the same Direct3D device object from different threads for multi core CPUs <-- not multiple gpu's and not multiple rendering IE 1 gpu's "video" thread is split into multiple threads over more than one core. Nothing to do with multiple gpu's
Other notable features are the addition of two new texture compression algorithms for more efficient packing of high quality and HDR/alpha textures and an increased texture cache.
The Direct3D 11 runtime will be able to run on
Direct3D 9 and 10.x-class hardware and drivers. This will allow
Vista developers to unify the rendering pipeline and make use of API improvements such as better resource management and
multithreading even on down-level cards, though advanced features such as
new shader models and rendering stages will only be exposed on up-level hardware.
http://en.wikipedia.org/wiki/Direct3D#Direct3D_11
Multithreading
Many graphics applications are CPU-bound due to costly activities such as scene graph traversal, object sorting, and physics simulations. At the same time, multicore systems are becoming increasingly prevalent. Therefore, Direct3D 11 has improved its multithreading support to enable efficient interaction between multiple CPU threads and the D3D11 graphics APIs.
Direct3D 11 enables the following functionality to support multithreading:
Concurrent object creation in separate threads — Making object creation entry points free-threaded makes it possible for many threads to be executing object creation simultaneously. For example, an application can now compile a shader or load a texture on one thread while rendering on another.
Creation of command lists on multiple threads — A command list is a recorded sequence of graphics commands. With Direct3D 11, command lists can be created on multiple CPU threads, thereby enabling parallel traversal of the scene database or physics processing on multiple threads, freeing the main rendering thread to dispatch command buffers to the hardware.
http://msdn.microsoft.com/en-us/library/ee417843(VS.85).aspx#Multithreading
video's
http://www.youtube.com/watch?v=pwCCJTVhO4g
http://www.youtube.com/watch?v=jy5WpqETl7o
Currently, no video drivers support Driver Command lists for Dx10 or 11, so this basically renders Secondary buffers useless at the current time.