GLES2+ and multithreading?
Posted: 20 Mar 2018, 13:50
Hello all,
I've been playing Warzone 2100 for years now and love 3.2.1 with a passion. Anything newer requires a better Linux box than mine uses since the shader model is newer than my graphics drivers support. (Yes, it's a Core2 Duo with the cheapo Intel graphics core.)
I've heard that OpenGL ES 2 can work with Warzone sources if patched through GL4ES so I'm looking to start using it on my 8-core ODroid XU4 but was wondering if native GLES support would expose multithreading possibilities. Current versions are very obviously single-threaded and run well on my dual-core Intel but suffer on my single-board ARM Linux machines.
After having looked through the forums here, I saw some references to LibAngle and Vulkan. The former will help me but the latter will not at all. I have no new systems that support Vulkan. Is there any status updates on this?
What I had in mind for the threads were only compute-intensive tasks being sent to the background threads: Artillary shots, line of site shots, sensors and the like, and collisions could be computed on other threads and their outputs retrieved only to update the global game engine and such. Of course the main thread would still have to handle the OpenGL ES 2 context, rendering and timing of the display.
There is so much more I'd like to discuss but I think I'll end it with the note that I'm not too literate on the modern C++ dialects but do write some code when I have the time. I don't post often but I do still play quite frequently.
I've been playing Warzone 2100 for years now and love 3.2.1 with a passion. Anything newer requires a better Linux box than mine uses since the shader model is newer than my graphics drivers support. (Yes, it's a Core2 Duo with the cheapo Intel graphics core.)
I've heard that OpenGL ES 2 can work with Warzone sources if patched through GL4ES so I'm looking to start using it on my 8-core ODroid XU4 but was wondering if native GLES support would expose multithreading possibilities. Current versions are very obviously single-threaded and run well on my dual-core Intel but suffer on my single-board ARM Linux machines.
After having looked through the forums here, I saw some references to LibAngle and Vulkan. The former will help me but the latter will not at all. I have no new systems that support Vulkan. Is there any status updates on this?
What I had in mind for the threads were only compute-intensive tasks being sent to the background threads: Artillary shots, line of site shots, sensors and the like, and collisions could be computed on other threads and their outputs retrieved only to update the global game engine and such. Of course the main thread would still have to handle the OpenGL ES 2 context, rendering and timing of the display.
There is so much more I'd like to discuss but I think I'll end it with the note that I'm not too literate on the modern C++ dialects but do write some code when I have the time. I don't post often but I do still play quite frequently.