Originally posted by PadreAdamo
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Internal Multi-Threading Arrives For Gallium3D's Direct3D 9 "Nine"
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Originally posted by duby229 View Post
There are only two places you can implement multithreading, the graphics driver or the game engine. And I hate to say this, but in situations where the graphics driver is mutithreading and the game engine is unaware of it, very retarded things have to occur...... Look into it, I think you'll agree.
It is definitely not beautiful. I'm not against this happening, it's just the ass backwards way of doing this.
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Originally posted by Passso View PostI love the way you write that it is as stable as Wine and then put a perfect example to prove it is not
Could be a race condition that is only exposed with nine because with wined3d csmt it runs at so high cpu load and so low fps.
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Originally posted by duby229 View Post
There are only two places you can implement multithreading, the graphics driver or the game engine.
You can implement it in _both_.: http://developer.amd.com/wordpress/m...ATIMThread.pdf
Post from Axel Davy (to me on Mesa-devel):
I observe a 15% improvement on hl2 lost coast when configured to be cpu bound.
Other games benefit with various percentages (see for example http://www.gearsongallium.com/?p=3522 with an older patchset), but it seems to be around 10-20% for cpu limited scenarios.
If the game is not cpu limited, but gpu limited, there is no gain (as expected).
Axel
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Originally posted by PadreAdamo View PostIs there a way to donate to the Gallium Nine team/project? I use it everyday and would like to pay it forward. I'm not a developer so the only way I can provide my gratitude and appreciation is to donate, spread the word (I managed to get four of my friends to switch to GNU/Linux), and provide support for the one game I do play on WineHQ (Guild Wars 2). As always, thank you Gallium Nine team!
You can found his email on his post on Mesa-devel:
Mesa-dev] [PATCH 00/84] Introduce gallium nine internal multithreading
https://lists.freedesktop.org/archiv...er/137643.html
Greetings,
Dieter
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Originally posted by nuetzel View Post
'Or' --- Are you sure ?
You can implement it in _both_.: http://developer.amd.com/wordpress/m...ATIMThread.pdf
Post from Axel Davy (to me on Mesa-devel):
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Originally posted by duby229 View PostAxel Davy is a lot more prominent than I am so I'd say if he says so, then yeah, go with his experiences.
On the hand, you can only extract parallelism from very specific snippets and it doesn't seem to make sense to try the same techniques from two different entry points. It seems logical that it would only cause interference patterns.
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Originally posted by nuetzel View Post
Did you read (overfly) the AMD paper?
It seems... --- Nevermind, you've got it. 8-)
In other words, command stream multithreading will not increase gpu throughput on d3d9 or Opengl, but can increase CPU throughput. Unlike DX11 the actual GPU performance won't change on d3d9 or OpenGL. So on DX11 you can implement a combination of driver level command stream multithreading with game engine level multithreading because the api was designed to allow it.Last edited by duby229; 08 December 2016, 04:06 PM.
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