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Split memory allocates chunks of memory separately, and only on demand. It could in theory work with pthreads, now that I think of it, each chunk could be a separate shared array buffer. But it wouldn't be easy, as they'd need to be sent synchronously to the other threads, or they would need to pause while waiting.In any case, the perf overhead of split memory is bigger than memory growth, which is already significant. So probably not relevant for your high-perf use case.
On Wed, Aug 10, 2016 at 1:04 PM, Robert Goulet <robert...@autodesk.com> wrote:
What about SPLIT_MEMORY? Could that eventually work with pthreads? And does it allocate blocks only when needed or all up front?
On Wednesday, August 10, 2016 at 2:45:12 PM UTC-4, Alon Zakai wrote:
Yes, with shared memory it cannot grow. It's possible that in WebAssembly we'll find a solution to that, but I'm not sure.
On Wed, Aug 10, 2016 at 11:35 AM, Robert Goulet <robert...@autodesk.com> wrote:
Just realized that ALLOW_MEMORY_GROWTH is not supported with USE_PTHREAD either. Errors out with:Cannot enlarge memory arrays, since compiling with pthreads support enabled (-s USE_PTHREADS=1).So that leaves us with TOTAL_MEMORY as the only option?
On Wednesday, August 10, 2016 at 2:29:17 PM UTC-4, Robert Goulet wrote:Hi all,we are looking at possibilities regarding memory allocation limits, and we are wondering what is the status as of today regarding the strategy to use, for instance a game engine where both small and big games can be made?Right now we are setting TOTAL_MEMORY=1GB to increase the chances the game content will not run out of memory. This is not ideal since this crashes most 32bit browsers, and forces the 1GB allocation straight up even if the game doesn't use that much memory.There's the ALLOW_MEMORY_GROWTH option, but in the documentation it says that there is performance concerns if we enable this. Since we're running a game engine, we need maximum performance. Is this still a concern as of today's latest browsers? Has anyone tested this lately?And then there's the SPLIT_MEMORY option. Doesn't work for us since we build with USE_PTHREAD=2 and Emscripten doesn't support both together so far.Suggestions? hints? Please share!Thanks!
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Ok good to know.
There's an issue with the amount of memory we request with TOTAL_MEMORY when using pthreads - it seems to ends up allocating the total memory times the number of threads in the pool. Is that correct? Will it be fixed eventually?
On Wednesday, August 10, 2016 at 4:48:06 PM UTC-4, Alon Zakai wrote:
Split memory allocates chunks of memory separately, and only on demand. It could in theory work with pthreads, now that I think of it, each chunk could be a separate shared array buffer. But it wouldn't be easy, as they'd need to be sent synchronously to the other threads, or they would need to pause while waiting.In any case, the perf overhead of split memory is bigger than memory growth, which is already significant. So probably not relevant for your high-perf use case.
On Wed, Aug 10, 2016 at 1:04 PM, Robert Goulet <robert...@autodesk.com> wrote:
What about SPLIT_MEMORY? Could that eventually work with pthreads? And does it allocate blocks only when needed or all up front?
On Wednesday, August 10, 2016 at 2:45:12 PM UTC-4, Alon Zakai wrote:
Yes, with shared memory it cannot grow. It's possible that in WebAssembly we'll find a solution to that, but I'm not sure.
On Wed, Aug 10, 2016 at 11:35 AM, Robert Goulet <robert...@autodesk.com> wrote:
Just realized that ALLOW_MEMORY_GROWTH is not supported with USE_PTHREAD either. Errors out with:Cannot enlarge memory arrays, since compiling with pthreads support enabled (-s USE_PTHREADS=1).So that leaves us with TOTAL_MEMORY as the only option?
On Wednesday, August 10, 2016 at 2:29:17 PM UTC-4, Robert Goulet wrote:Hi all,we are looking at possibilities regarding memory allocation limits, and we are wondering what is the status as of today regarding the strategy to use, for instance a game engine where both small and big games can be made?Right now we are setting TOTAL_MEMORY=1GB to increase the chances the game content will not run out of memory. This is not ideal since this crashes most 32bit browsers, and forces the 1GB allocation straight up even if the game doesn't use that much memory.There's the ALLOW_MEMORY_GROWTH option, but in the documentation it says that there is performance concerns if we enable this. Since we're running a game engine, we need maximum performance. Is this still a concern as of today's latest browsers? Has anyone tested this lately?And then there's the SPLIT_MEMORY option. Doesn't work for us since we build with USE_PTHREAD=2 and Emscripten doesn't support both together so far.Suggestions? hints? Please share!Thanks!
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Ok good to know.
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Ok good to know.
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Ok good to know.
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Ok good to know.
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Ok good to know.
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Ok good to know.