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Re: Multi-threaded render
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Re: Multi-threaded render


  • Subject: Re: Multi-threaded render
  • From: Craig Hopson <email@hidden>
  • Date: Sat, 5 Aug 2006 14:16:19 -0600

Hi Ethan,

1. Yes, we are doing something similar... ...but different. We've implemented an event driven processor which feeds a ring buffer. The CA pull is on the output side of the buffer, the processor(s) feed the input side. Rather than blocking the CA thread (probably not a good idea), we feed zeros until a predetermined (short) delay period has passed, and then we start feeding the ring buffer data to the CA thread. Our system requires a "large" processing time for some things, and this setup allows that. Once we have this bit of breathing room, processing can always stay ahead of the CA pull. Even with heavy processing requirements we can run on a 500 Ti with absolutely no drop outs.

2. You say "All is well except, in the interest of efficiently using multi-processor systems..." So, I'm curious, if your app runs on current hardware, why are you so concerned with the efficiency of the system? How will that help your application? We did what we did because we could not run on lower end hardware, and even dual G5s sometimes lost audio. Although I have not tried, I imagine we could cut the delay to almost nothing on a core duo machine.

-Craig

On Aug 5, 2006, at 1:41 PM, Ethan Funk wrote:

Currently, I have an audio application, like many, where multiple audio sources are mixed together by a custom mixer and delivered to the HALoutput AU. All is well except, in the interest of efficiently using multi-processor systems, I would like to move away from the single thread render approach, and have each mixer input run in it's own thread.

For example, the HALOutput AU would callback to my mixer in the usual coreaudio rendering thread. My mixer would then wake a render thread associated with each of it's inputs and block the calling rendering thread until all the input threads have buffers ready for my mixer. My mixer would then continue executing the coreaudio render thread where it would mix the input results and return the final buffer to the HALOutput AU. All this should be simple to implement, however, I believe that rendering threads have some special realtime properties, and I have no idea how to create such threads for each of my mixer inputs. Likewise, I don't understand threading on OS X well enough to know what scheduling problems I may encounter. Any ideas where I can go to learn more about this sort of thing?

My ultimate goal is to move each mixer input render in it's own thread so that concurrent processing COULD occur when there is more than one processor available. It would appear that as things stand with the single thread approach, each mixer input chain must be rendered one at at time. The total render time is the sum of the time required to render from all the inputs together. If I have a heavy processing load (a lot of AU effects in the input chains), even with multiple processors, the whole render process will only use one of the available processors. If I have two or more processors, it would be nice to have each processor work on different renders to improve the chance that it would all get done in time to deliver the results to the HALOutput AU.

Any one else doing anything like this? Am I going down a wrong road here?

Ethan...
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Craig Hopson Red Rock Software



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  • Follow-Ups:
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      • From: Chandrasekhar Ramakrishnan <email@hidden>
    • Re: Multi-threaded render
      • From: "tahome izwah" <email@hidden>
References: 
 >Multi-threaded render (From: Ethan Funk <email@hidden>)

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