ET: Legacy Development - Bug #44 Remove SMP code
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- Brett Austen Evans
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1 ET: Legacy Development - Bug #44 Remove SMP code :58 - Radegast Status: Fixed % Done: 100% Priority: Immediate Assignee: Radegast Category: Client Target version: 2.71rc1 OS: Arch: Description SMP support is present but broken in the vanilla Enemy Territory. Although it is disputable if there will be any benefits to it (see below), we should backport SMP support from ioquake. Zachary from the ioquake project: Regular (id software) Quake 3 supported this, and it worked "ok" on old SMP Pentium 500 Machines back in the day. So all the SMP code in Quake 3 when the source code was released was designed to improve the game on ancient hardware. On modern hardware the built-in SMP support on the id software Quake 3 gives little benefit to, none, or degrades, performance. Associated revisions Revision 0b6e :54 - Radegast client: added experimental SMP support, fixes #44 (to enable this feature do premake4 enable-smp) Revision 0f1edbd :15 - IR4T4 excluding some code when enable-smp is not set by #ifdef SMP refs #44 Revision 475a93cd :00 - IR4T4 non SMP_SUPPORT build fix refs #44 Revision fcea630d :01 - Radegast client: let users experiment with FEATURE_SMP, refs #44 Revision dde53aa :32 - IR4T4 renderer: more FEATURE_SMP macros for related code refs #44 Revision f3b840b :33 - Radegast client: removed SMP, fixes #44 Revision 47b6b :40 - RaFaL ui: removed smp code refs #44 Revision 50e9fbd :52 - IR4T4 qcommon: SMP code removal refs #44 History /6
2 # :28 - Radegast - Category changed from General to Client - Status changed from New to Fixed - Assignee set to Radegast - % Done changed from 0 to 100 This feature needs to be enabled at compile time by running premake with --enable-smp option and then setting r_smp cvar to 1. # :38 - Dragonji SMP was present in Q3 engine to increase performance for multi-processors machines. Those still exist but are rarely seen. I would like to ask what about multi-cores support? It will be a lot of work, I am aware of that, but such a feature will provide much better FPS for most ET players in my opinion. # :54 - Radegast TheDushan implemented multicore support in OpenWolf and I vaguely remember he gave me a patch for ET:L (and now his repository is public). I didn t do anything about it because 1) I don t understand this stuff and 2) This is a huge thing that would likely results in a few bugs which we don t need right now. However, we can create a ticket for version version:2.80 # :18 - IR4T4 - Subject changed from Fix SMP support to Fix SMP support and exclude smp code by precompiler macro - Status changed from Fixed to New Dragon, as far as I know the OS (running a multi core) already deals with this - see processor affinity. Radegast, I did change the title of ticket and did open it again: Set more precompiler marcros for smp code - see #ifdef SMP Related vars and functions see - smpactive - r_smp - R_SyncRenderThread() - R_InitCommandBuffers(void) - R_ToggleSmpFrame(void) # :30 - Dragonji IR4T4 wrote: Dragon, as far as I know the OS (running a multi core) already deals with this - see processor affinity. Hmm, but what about the "tweak" which results in more FPS when you set your ET process to use one core only? /6
3 # :53 - IR4T4 Don t know if this is a tweak... some installs may have better FPS results if one core is set. However you are already able to set affinity by OS so why should we add such a feature again? # :02 - Dragonji IR4T4 wrote: Don t know if this is a tweak... some installs may have better FPS results if one core is set. However you are already able to set affinity by OS so why should we add such a feature again? I think you don t understand what I mean. There is such a cvar in Enemy Territory: Quake Wars: [Dual/Multi-Core Tweaks] r_usethreadedrenderer [0,1,2 ] - Added as of the 1.2 Patch, this option allows you to enable multithreading if you have a dual or multi-core CPU, and this can improve the performance of ET:QW. By default it s disabled (set to 0), but you can set it to either 1 or 2, with a value of 1 locking the renderer to your in-game frames, while 2 allows it to run unlocked. The developers recommend a value of 2 for this variable if you wish to enable it. Note that you must enable it either by inserting it in your autoexec.cfg file, or by entering it in the console prior to the start of a game; it can t be changed during a game. I mean that something like this could be introduced into ET:L. # :41 - Radegast - Assignee deleted (Radegast) - Priority changed from Normal to High - % Done changed from 100 to 80 The game now crashes when compiled without SMP_SUPPORT in RB_ExecuteRenderCommands function if (!r_smp->integer data == backenddata[0]->commands.cmds) # :07 - IR4T4 Radegast wrote: The game now crashes when compiled without SMP_SUPPORT in RB_ExecuteRenderCommands function if (!r_smp->integer data == backenddata[0]->commands.cmds) /6
4 shouldn t occure anymore # :38 - IR4T4 Dragon wrote: I mean that something like this could be introduced into ET:L. I do exactly understand what you are talking about but QW is written in C++ and ETL in plain C... time will tell. # :40 - IR4T4 - Status changed from New to Fixed # :52 - IR4T4 - % Done changed from 80 to 100 # :04 - Dragonji - File rsmp.png added This is what I get when starting the game with +set r_smp 1. I dunno what does it mean, however why not to share it with you. Maybe it s just a false info. Oh BTW, my CPU is Intel Core 2 Duo. # :28 - IR4T4 r_smp is apple only /* better safe than sorry for now. */ # :53 - Dragonji Oh lol. # :04 - Radegast - Status changed from Fixed to Feedback - Target version changed from 2.70rc1 to % Done changed from 100 to 10 SMP doesn t work for me on my Mac. However, it is part of the code and for those people who want to test it on other platforms and report their findings I removed the hardcoded disablement. It will likely cause trouble for most users who use it, but since they have to 1) enable FEATURE_SMP and 2) set r_smp to 1 and they receive several warnings in the process, I think it is quite noob-proof. Dushan implemented real multithreading in OpenWolf by using OpenMP. Maybe we could try to port it /6
5 # :52 - Radegast - Priority changed from High to Low # :22 - TheDushan - File dualprocessoracceleration.jpg added - File multithreadinginet.jpg added - File smp.jpg added - File experimentswithopenmp-2.jpg added - File experimentswithopenmp-3.jpg added I had few years ago working R_SMP inside OpenWolf, just how I remember I didn t get much improvements. It just OpenGL renderer into separate thread. As you can see on first three pictures. Don t think that today it will be success to have or to use that. I remember that I had enormous problems with getting it to work on XreaL renderer, while with vanilla it was working perfectly. Last two pictures are some experimental build of OpenWolf with most of loops moved into parallelism and compiled with OpenMP. At that time I believed that it I move everything into work-sharing constructs that I could get better and more stable engine. # :21 - Radegast - Subject changed from Fix SMP support and exclude smp code by precompiler macro to Remove SMP code - Status changed from Feedback to In Progress - Assignee set to Radegast - Target version changed from 2.90 to 2.71rc1 - % Done changed from 10 to 0 After what Dushan said and seeing that Tim ioquake also removed SMP support, I don t think we have any reason to fix/keep it. # :43 - Radegast - Status changed from In Progress to Fixed - % Done changed from 0 to 100 Applied in changeset commit:f3b840b19e64f6a3ae030a34d b15bb36f. # :27 - IR4T4 - Status changed from Fixed to In Progress - Priority changed from Low to Immediate R_Init fails here after R_Init SDL using driver "x11" Initializing OpenGL display Estimated display aspect: setting mode 13: Available modes: '720x x x x x x x x x x x x x x x x x x x x1024' Couldn't get a visual...warning: could not set the given mode (13) Initializing OpenGL display...setting mode 13: /6
6 Powered by TCPDF ( Available modes: '720x x x x x x x x x x x x x x x x x x x x1024' Couldn't get a visual...warning: could not set the given mode (13) Setting r_mode 13 failed, falling back on r_mode 3 Initializing OpenGL display...setting mode 3: Available modes: '720x x x x x x x x x x x x x x x x x x x x1024' Couldn't get a visual...warning: could not set the given mode (3) CL_Shutdown RE_Shutdown( 1 ) GLimp_Init() - could not load OpenGL subsystem # :53 - Radegast Several people tested this on different linux distributions, Windows and Mac and reported that they do not experience any issues. I went through the commit diff once again, but I don t know what could be wrong with it. # :26 - IR4T4 - Status changed from In Progress to Fixed OK.. I ve deleted fs_homepath content and it does work again. I don t know which cvar caused that... I assume somemthing went terribly wrong as I did test the code for #175. Files rsmp.png 143 KB Dragonji dualprocessoracceleration.jpg 73.3 KB TheDushan multithreadinginet.jpg 89.8 KB TheDushan smp.jpg 74.1 KB TheDushan experimentswithopenmp-2.jpg 87.1 KB TheDushan experimentswithopenmp-3.jpg 87.6 KB TheDushan /6
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