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How Ubisoft Develops Games for Multicore - Before and After C++11

Talkat CppCon 2014 · on Thursday, 2014-09-11· at 16:45· Descartes· [rust]
slides:none on file

Ubisoft Montreal documents concrete concurrency patterns—pipelining, dedicated threads, task schedulers—and the custom concurrent objects actually implemented (queues, task groups, cancellation/prioritization). A buggy bounded SPSC lock‑free queue on weakly ordered PowerPC exposes reordered stores; adding lightweight fences fixes it. The migration to C++11 atomics shows two models (sequentially consistent vs relaxed), measures a noticeable seq_cst slowdown in microbenchmarks, and demonstrates correct, portable conversions that retain performance tradeoffs.

AI-written summary · about

  1. 0:00Intro
  2. 0:57MULTICORE
  3. 2:43GENERAL-PURPOSE HARDWARE THREADS
  4. 3:25SINGLE-THREADED MAIN LOOP
  5. 4:02THREE THREADING PATTERNS
  6. 4:37CONCURRENT OBJECTS
  7. 6:37DOUBLE-BUFFERED GRAPHICS STATE
  8. 6:58SEPARATE GRAPHIC OBJECTS
  9. 7:20CONTENT STREAMING
  10. 7:38DEDICATED LOADING THREAD
  11. 9:42WAKING UP THE LOADING THREAD
  12. 10:41IMPROVING ON THE QUEUE
  13. 11:50SIMPLE TASK QUEUE
  14. 13:38TASK GROUPS
  15. 14:29MANAGING DEPENDENCIES
  16. 15:30IMPROVING ON THE TASK SCHEDULER
  17. 17:47FENCE MACROS
  18. 29:17ATOMIC OPERATIONS
  19. 31:06C++11 FORBIDS DATA RACES
  20. 36:08SEQUENTIALLY CONSISTENT ATOMICS
  21. 46:14HOW TO CONVERT GAME ATOMICS
  22. 50:19EXAMPLE
  23. 52:01BENCHMARKS
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