Re: [Algorithms] General purpose task parallel threading approach
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From: Tony C. <to...@mi...> - 2009-04-13 18:37:25
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" that any parallel loop with a static call graph could be turned into a 16 wide vector version mechanically." "Vector complete" is also a more or less irrelevant property for real world problems, since the "static call graph" constraint is typically only satisfied by trivial code. Simple shader type things meet the requirement, complex ones with conditionals don't, and good luck with anything resembling game logic. Don't get me wrong, I think LRB is doing some really interesting things, but it's by no means anything like a silver bullet. - Tony From: Sebastian Sylvan [mailto:seb...@gm...] Sent: Monday, April 13, 2009 10:38 AM To: Game Development Algorithms Subject: Re: [Algorithms] General purpose task parallel threading approach The cool thing about LRB is that it's what they call "vector complete", meaning it has all of the machinery (scatter/gather etc.) that any parallel loop with a static call graph could be turned into a 16 wide vector version mechanically. This should hopefully allow the compiler to do most of this work for us if we just mark up the loops we think ought to be data parallel using some pragma. On Mon, Apr 13, 2009 at 6:28 PM, Adrian Bentley <ad...@gm...<mailto:ad...@gm...>> wrote: Daunting to be sure. You know... this would be a great place for a good macro system. Commence language war! Cheers, Adrian |