Stateless, layered, multi-threaded rendering – Part 4: Memory Management & Synchronization

The last post of this series basically concluded with the following questions: how do we efficiently allocate memory for individual command packets in the case of multiple threads adding commands to the same bucket? How can we ensure good cache utilization throughout the whole process of storing and submitting command packets?

This is what we are going to tackle today. I want to show how bad allocation behavior for command packets can affect the performance of the whole multi-threaded rendering process, and what our alternatives are.

Continue reading

Advertisements

Building a load-balanced task scheduler – Part 4: False sharing

Even though a task scheduler can help with alleviating the burden of having to distribute small pieces of work to different threads, it cannot help preventing a few issues common in multi-threaded programming, especially in multi-processor environments.

Continue reading