As an example, both Jake Stine (Air) and I have in the past experimented with naively threading VU1, and in addition to getting unstable graphics and crashes, our attempts also ran slower. So now you may be wondering, “If threading has all those problems how can you get a speedup?” Well we had to be smart about it, and figure out a way to make threading work based on the properties of the hardware. One thing we know is that for a component to even be worth-while to thread, it needs to have relatively low interaction with other components (which will limit the amount of syncing needed with other components and therefore increase the thread throughput), and it also needs to be a component that is used frequently and is computationally expensive to emulate (or else there’s no point in threading it). Luckily the GS fit that bill very well (which gave us MTGS), and to a lesser extent VU1 does (giving us MTVU).
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