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> Most code and algorithms cannot be trivially ported to the SPE. Having never worked on SPE coding, but having heard lots about interesting aspects, like manu
by dundarious 2y ago
> Most code and algorithms cannot be trivially ported to the SPE.
Having never worked on SPE coding, but having heard lots about interesting aspects, like manual cache management, I was very interested to read more.
> C++ virtual functions and methods will not work out of the box. C++ encourages dynamic allocation of objects but these can point to anywhere in main memory. You would need to map pointer addresses from PPE to SPE to even attempt running a normal c++ program on the SPE.
Ah. These are schoolboy errors in games programming (comparing even with the previous 2 generations of the same system).
I think the entire industry shifted away from teaching/learning/knowing/implementing those practices de rigeur, so I'm absolutely not criticising the OP -- I was taught the same way around this time.
But my reading of the article is now that it highlights a then-building and now-ubiquitous software industry failing, almost as much as a hardware issue (the PS3 did have issues, even if you were allocating in a structured way and not trying to run virtual functions on SPEs).