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Droidcon2013 triangles gangolells_imagination
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© Imagination Technologies
p1 www.imgtec.comApril 2013 It’s all about triangles! Understanding the GPU in your pocket to write better code
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© Imagination Technologies
p2 Introductions Who? Guillem Vinals Gangolells (guillem.vinalsgangolells@imgtec.com) Developer Technology Engineer, PowerVR Graphics What? It’s all about triangles! Understanding the GPU in your pocket to write better code
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© Imagination Technologies
p3 Company overview Leading silicon, software & cloud IP supplier Multimedia: graphics; GPU compute; video; vision Communications: demodulation; connectivity; sensors Processors: applications CPUs; embedded MCUs Cloud: device and user management; services Targeting high volume, high growth markets Top semis and OEMs for mobile, connected home consumer automotive and more Pure: our strategic product division Digital radio, internet connected audio, home automation Established technology powerhouse Founded 1985; London FTSE 250 (IMG.L); ~1,500 employees UK HQ; global operations Comprehensive IP portfolio for SoCs & cloud connectivity IP business pathfinder Market maker/driver
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© Imagination Technologies
p4 www.imgtec.com A Crash Course in Graphics Architectures
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© Imagination Technologies
p5 Immediate Mode Renderer (IMR) Buffers kept in system memory High bandwidth use, power consumption & latency Each triangle is processed to completion in submission order Wastes processing time and thus power due to “overdraw” ‘Early-Z’ techniques help but are only as good as your geometry sorting
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© Imagination Technologies
p6 Concept: Tiling Frame buffer sub-divided into Tiles 32x32 pixels per tile, for example Varies by device Geometry is sorted into affected tiles Allows each tile to be processed independently Small number of fragments per tile Allows on-chip memory to be used
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© Imagination Technologies
p7 Tile Based Renderer (TBR) Rasterizing performed per-tile Allows the use of fast, on-chip, buffers Each triangle is processed to completion in submission order Wastes processing time and thus power due to “overdraw” ‘Early-Z’ techniques help but are only as good as your geometry sorting
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© Imagination Technologies
p8 Concept: Deferred Rendering Fragments - Two stage process Hidden Surface Removal (HSR) Shading HSR is pixel perfect Only visible fragments pass, no ‘overdraw’ Only requires position data Less bandwidth & processing, saves power HSR is submission order independent No need for applications to submit geometry front to back
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© Imagination Technologies
p9 Tile Based Deferred Renderer (TBDR) = PowerVR Rasterizing performed per-tile Allows the use of fast, on-chip, buffers Hidden Surface Removal (HSR) reduces overdraw Pixel perfect, and submission order independent, no geometry sorting needed Optimised to only retrieve information required (*), saving even more bandwidth Saves power and bandwidth
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© Imagination Technologies
p10 www.imgtec.com PowerVR Hardware Overview
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© Imagination Technologies
p11 Pipeline Summary Geometry Processing
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© Imagination Technologies
p12 Pipeline Summary Fragment Processing
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© Imagination Technologies
p13 Bandwidth Saving Bandwidth usage is the biggest contributor to GPU power consumption Saving bandwidth means staying ‘on chip’ as much as possible It also means throwing away work you don’t need to do PowerVR is designed from the ground up to do all of these
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© Imagination Technologies
p14 Unified Architecture
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© Imagination Technologies
p15 Pixel Back End (PBE) Combines sub-samples for on-chip MSAA MSAA Performed per-tile Done using sub-sampling Negligible impact on bandwidth Each sub-sample benefits from HSR Series5/5XT: 4x MSAA Series6: 8x MSAA Performs final format conversions Up scaling, down scaling etc. (Internal True Colour)
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© Imagination Technologies
p16 www.imgtec.com Further Considerations
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© Imagination Technologies
p17 Micro Kernel Specialised software running on the USSE (Series5) or its own core (Series6) Allows the GPU and CPU to operate with minimal synchronisation Improves performance by handling interrupts on the GPU Competing solutions handle interrupts on CPU (in the driver)
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© Imagination Technologies
p18 Multicore Near linear performance scaling Small fixed overhead known at design time Geometry processing load-balanced Cores share the processing effort Tiling enables parallel fragment processing Any core can work on any tile when available Each tile is self-contained Multi-core logic is handled by the hardware Completely transparent to the developer
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© Imagination Technologies
p19 Alpha Blending Tiling GPUs don’t need to reach in to system memory to perform an alpha blend The colour buffer is on-chip This means that alpha blending doesn’t cost you any additional bandwidth It also means that alpha blending is fast…very fast HSR will also save you some work by throwing away occluded blending work Remember: Opaque, Alpha Test, Alpha Blend
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© Imagination Technologies
p20 www.imgtec.com Golden Rules
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© Imagination Technologies
p21 Common Bottlenecks Based on past observation Most Likely CPU Usage Bandwidth Usage CPU/GPU Synchronisation Fragment Shader Instructions Geometry Upload Texture Upload Vertex Shader Instructions Geometry Complexity Least Likely
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© Imagination Technologies
p22 Warning! Some of these rules may seem obvious to you… …we still see them broken everyday… …if you know them, please bear with us
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© Imagination Technologies
p23 Understand Your Target Device No two devices are identical Even when they look the same Different SoCs will have different bottlenecks Make sure you test against different chips Make sure you understand the hardware You don’t want your optimisation to make things worse Clearly, you’re already doing this….your here Golden Rule 1
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© Imagination Technologies
p24 Don’t Waste GPU Time The Principle of “Good Enough” Don't waste polygons on un-needed detail Textures should never be much larger than their size on screen Why waste time loading a 1Kx1K texture if it’s never going to appear bigger than 128x128? If the user won't notice it, don’t waste time processing it Golden Rule 2
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© Imagination Technologies
p25 Promote Calculations up The Chain Don’t do a calculation you don’t need to do If you can do it once per scene, do it once per scene If you can’t, try and do it per vertex There are generally fewer vertices in a scene than fragments. If you can, pre-bake E.g. lighting Remember, ‘Good Enough’ Golden Rule 3
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© Imagination Technologies
p26 Don’t Access an Active Render Target Accessing a render target from the CPU is very bad for performance If it’s not done properly it will synchronise the GPU and CPU….This is Bad™ Golden Rule 4
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© Imagination Technologies
p27 Accessing Render Targets Safely Use EGL_KHR_fence_sync Use CPU side handles to GPU mapped memory to avoid blocking calls E.g. GraphicsBuffer (or gralloc) on Android Golden Rule 4 Cont.
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© Imagination Technologies
p28 Avoid Updating Active Assets Assets may need to stay the same for multiple frames We refer to this as an asset’s ‘Lifespan’ Golden Rule 5 Changing a texture during its lifespan may cause ‘Ghosting’ Changing a buffer during its lifespan is blocking This can be managed using circular buffers, similarly to render targets
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© Imagination Technologies
p29 Use VBOs and Indexed Geometry VBOs benefit from driver level optimisations Vertex Array Objects (VAOs) may be even better Index your geometry It makes your data smaller It also benefits from driver level optimisations Use static VBOs ideally, and consider the assets lifespan Don’t use a VBO for dynamic data Golden Rule 6
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© Imagination Technologies
p30 Batch Your Draw Calls Group static objects, and draw once Static objects are objects that are static relative to each other Sort objects by render state Emphasis on texture and program state changes Try using texture atlases Remember Golden Rule 5 if your going to update the contents Golden Rule 7
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© Imagination Technologies
p31 Compress Your Textures The lower the bitrate the less bandwidth consumed Use PVRTC & PVRTC2, at 2 & 4bpp RGB/RGBA Don’t confuse this with PNG or JPG which are decompressed in memory Usually to 24bpp or 32bpp PVRTC is read directly from the compressed form It stays in memory at 2bpp or 4bpp Use MIP-Mapping and remember ‘Good Enough’ Golden Rule 8
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© Imagination Technologies
p32 Alpha Test/Discard & Alpha Blend Alpha Test removes advantages of ‘Early-Z’ techniques and HSR Fragment visibility isn’t known until fragment shader is run Prefer Alpha Blending, and render in the order Opaque, Alpha Test, Alpha Blend Makes best use of HSR Golden Rule 9
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© Imagination Technologies
p33 Use ‘Clear’ and ‘DiscardFrameBuffer’ Calling ‘Clear’ ensures the previous render isn’t uploaded to the GPU By default, the depth/stencil buffers are written to memory at the end of a render Calling DiscardFrameBufferExt(…) ensures these buffers aren’t written to system memory Look for the ‘GL_EXT_discard_framebuffer’ extension Do both if you can! Golden Rule 10
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© Imagination Technologies
p34 Questions ? Or drop us an email: devtech@imgtec.com Download our PowerVR SDK: bit.ly/PVR_SDK Also, you can download examples, tools and shell as an Android SDK add-on: http://install.powervrinsider.com/androidsdk.xml
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© Imagination Technologies
p35 www.imgtec.com April 2013
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