Welcome to Emulationworld

Forum Index | FAQ | New User | Login | Search

Make a New PostPrevious ThreadView All ThreadsNext ThreadShow in Flat Mode*


SubjectRe: Creating GBA Emulator Reply to this message
Posted byerikduijs
Posted on08/13/04 11:22 PM



> The
> indirect-pointer overhead is negligable compared to overhead associated with
> interpretation and multi-processor synchronization.

From what I understand, polymorphism is not just indirect calls, but it leads to conditional branches which can slow things down considerably.
What slows down multiple processor synchronization so much? In my own emulator, running 3 CPU's sync'ed with much interleaving takes exactly 3 times as much time as just 1 CPU (obviously without interleaving), so I don't see any overhead...



-
Entire Thread
Subject  Posted byPosted On
*Creating GBA Emulator  cubexrock08/06/04 00:41 AM
.*Re: Creating GBA Emulator  finaldave08/06/04 10:16 AM
..*Re: Creating GBA Emulator  Raiden1608/09/04 07:06 PM
...*Re: Creating GBA Emulator  Bart T.08/10/04 01:43 AM
....*Re: Creating GBA Emulator  Raiden1608/10/04 05:21 AM
.....*Re: Creating GBA Emulator  finaldave08/11/04 11:03 AM
......*Re: Creating GBA Emulator  erikduijs08/13/04 06:42 PM
.......*Re: Creating GBA Emulator  Riff08/13/04 08:02 PM
.........Re: Creating GBA Emulator  erikduijs08/13/04 11:22 PM
.........*Re: Creating GBA Emulator  Riff08/14/04 01:07 AM
..........*Re: Creating GBA Emulator  erikduijs08/14/04 10:31 AM
...........*Re: Creating GBA Emulator  Riff08/14/04 07:48 PM
......*Re: Creating GBA Emulator  Raiden1608/12/04 06:42 PM
.*Re: Creating GBA Emulator  Bart T.08/06/04 01:33 AM