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PCSX2 doesn't use compute, I think Gabest dabbled with it a while ago (there was an OpenCL renderer for a bit) but it was pretty slow. I think the problem is we don't have enough repeated mathematical operations which is the strong point for compute.
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12-29-2016, 03:29 PM
(This post was last modified: 12-29-2016, 03:31 PM by gregory.)
I'm afraid but you understand asynchronous compute in the wrong way. Due to GPU arch you have some penalties/overheads when you switch between normal and compute workload. Asynchronous compute is a way to reduce the switch overhead. For us it is useless. However programmable blending will be a huge improvement but I think it wasn't added to Vulkan v1 (otherwise most GPU won't be Vulkan compatible)
A basic Vulkan port won't be too complicated. However I'm afraid it will make the code more complex to maintain. Anyway a first target could be to use cross portable shader code (between Vulkan and openGL)
Ping me if I forget but I will profile you Zone Of Ender when I came back from my vacation.
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I will look into that. I have a four day weekend starting tomorrow and I plan to dive into everything head first and start learning. I will check to see if the programmable blending was added or not as it may have been in any updates they have made to Vulkan. I know you have been testing x64 viability gregory, would there be any benefit in PCSX2 being 64-bit with a specific 64-bit coding of Vulkan?
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12-29-2016, 11:01 PM
(This post was last modified: 12-29-2016, 11:03 PM by Shinmegumi.)
I make no promises, but I look forward to learning this. I already have a copy of the current GitHub code and plan to look at all of it over the weekend and start decyphering what I can and learning more. Over the next four days I expect I will spend 40-50 hours learning and trying new things. I'm new to C++ and started learning and coding a month or so ago. I'm hoping that diving into something like this I could learn more about APIs like I have wanted to and bring something useful to a community that has the same love of the PS2 as I do.
--Edit--
@refraction yeah, I'm aware. I was just curious if there was any benefits in case I decided to code a 64-bit version of it for the future.
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If you're that new to coding, this is a huge leap in difficulty, especially considering the current state of the project.
If you want to learn how to do vulkan (which is possibly a little advanced for you without struggle at the moment) I suggest making your own application with it first.
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Yeah, I noticed that when looking at the code and looking at the API tutorials I found and everything. I mean, I understand some of it based on my current knowledge. I know it will be a huge leap in difficulty, but honestly, I learn best when I'm challenged. Because I'm driven to find the answer and fix the problem. I'm sure it will take me a while to get proficient or even come close to your guys level. I do appreciate all the input and encouragement.