05-26-2015, 10:36 PM
I implemented semaphore in DX12 ; OpenGL makes difficult to use thread that sync with graphic pipeline so I don't think they will be implemented in openGL soon.
Semaphore allow to emulate more accuratly RSX and to take advantage of "undefined behaviors" (ie Cell and RSX reading/writing to same location) to avoid some extra copy.
Hopefully no game bypass semaphore synchronisation between Cell and RSX...
With this optimisation I went from 15 fps with depth write activated to 40 fps in the depth_read.ppu.elf with apparently no regression on other tests.
Semaphore allow to emulate more accuratly RSX and to take advantage of "undefined behaviors" (ie Cell and RSX reading/writing to same location) to avoid some extra copy.
Hopefully no game bypass semaphore synchronisation between Cell and RSX...
With this optimisation I went from 15 fps with depth write activated to 40 fps in the depth_read.ppu.elf with apparently no regression on other tests.