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I'm trying to make an optimized all software version of an OpenCL based ray-caster that I wrote a while ago and I'm struggling to find an efficient way to manage my threads.

What I want to do is have each thread casting rays into a different slice of the screen and then when they all finish show the rendered screen and repeat. I have a version that works but it is not ideal.

This is a slightly simplified version of my current code:

	while(1) //render loop
{
for(int i = 0; i < numCpus; i++)
{
}

for(int i = 0; i < numCpus; i++)
{
}

SDL_UpdateWindowSurface(mainwindow);
}


This is not ideal because I re-create the thread every time in the loop, which to my knowledge is inefficient. Semaphores, mutexes and the like all seem to try to stop two threads from doing something at the same time, I need to make sure that they do things at the same time. Anyone have an idea for a more efficient solution?

Edited by ic0de
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Well I didn't say that there was a problem with your current way of doing things. I just gave you some other way to handle threading. The PPL has some functions which make it pretty easy to implement multithreading especially in simple "embarrassingly parallel" cases.

Cheers!

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