modern gpu architecture.ppt

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Modern GPU Architecture CSE 694G Game Design and Project Prof. Roger Crawfis

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Page 1: Modern GPU Architecture.ppt

Modern GPU Architecture

CSE 694GGame Design and Project

Prof. Roger Crawfis

Page 2: Modern GPU Architecture.ppt

GPU vs CPU

A GPU is tailored for highly parallel operation while a CPU executes programs serially

For this reason, GPUs have many parallel execution units and higher transistor counts, while CPUs have few execution units and higher clockspeeds

A GPU is for the most part deterministic in its operation (though this is quickly changing)

GPUs have much deeper pipelines (several thousand stages vs 10-20 for CPUs)

GPUs have significantly faster and more advanced memory interfaces as they need to shift around a lot more data than CPUs

Page 3: Modern GPU Architecture.ppt

The GPU pipeline

The GPU receives geometry information from the CPU as an input and provides a picture as an output

Let’s see how that happens

hostinterface

vertexprocessing

trianglesetup

pixel processing

memoryinterface

Page 4: Modern GPU Architecture.ppt

Host Interface

The host interface is the communication bridge between the CPU and the GPU

It receives commands from the CPU and also pulls geometry information from system memory

It outputs a stream of vertices in object space with all their associated information (normals, texture coordinates, per vertex color etc)

hostinterface

vertexprocessing

trianglesetup

pixel processing

memoryinterface

Page 5: Modern GPU Architecture.ppt

Vertex Processing

The vertex processing stage receives vertices from the host interface in object space and outputs them in screen space

This may be a simple linear transformation, or a complex operation involving morphing effects

Normals, texcoords etc are also transformed No new vertices are created in this stage, and no

vertices are discarded (input/output has 1:1 mapping)

hostinterface

vertexprocessing

trianglesetup

pixel processing

memoryinterface

Page 6: Modern GPU Architecture.ppt

Triangle setup

In this stage geometry information becomes raster information (screen space geometry is the input, pixels are the output)

Prior to rasterization, triangles that are backfacing or are located outside the viewing frustrum are rejected

Some GPUs also do some hidden surface removal at this stage

hostinterface

vertexprocessing

trianglesetup

pixel processing

memoryinterface

Page 7: Modern GPU Architecture.ppt

Triangle Setup (cont)

A fragment is generated if and only if its center is inside the triangle

Every fragment generated has its attributes computed to be the perspective correct interpolation of the three vertices that make up the triangle

hostinterface

vertexprocessing

trianglesetup

pixel processing

memoryinterface

Page 8: Modern GPU Architecture.ppt

Fragment Processing

Each fragment provided by triangle setup is fed into fragment processing as a set of attributes (position, normal, texcoord etc), which are used to compute the final color for this pixel

The computations taking place here include texture mapping and math operations

Typically the bottleneck in modern applications

hostinterface

vertexprocessing

trianglesetup

pixel processing

memoryinterface

Page 9: Modern GPU Architecture.ppt

Memory Interface

Fragment colors provided by the previous stage are written to the framebuffer

Used to be the biggest bottleneck before fragment processing took over

Before the final write occurs, some fragments are rejected by the zbuffer, stencil and alpha tests

On modern GPUs, z and color are compressed to reduce framebuffer bandwidth (but not size)

hostinterface

vertexprocessing

trianglesetup

pixel processing

memoryinterface

Page 10: Modern GPU Architecture.ppt

Programmability in the GPU

Vertex and fragment processing, and now triangle set-up, are programmable

The programmer can write programs that are executed for every vertex as well as for every fragment

This allows fully customizable geometry and shading effects that go well beyond the generic look and feel of older 3D applications

hostinterface

vertexprocessing

trianglesetup

pixel processing

memoryinterface

Page 11: Modern GPU Architecture.ppt

Diagram of a modern GPU

64bits tomemory

64bits tomemory

64bits tomemory

64bits tomemory

Input from CPU

Host interface

Vertex processing

Triangle setup

Pixel processing

Memory Interface

Page 12: Modern GPU Architecture.ppt

CPU/GPU interaction

The CPU and GPU inside the PC work in parallel with each other

There are two “threads” going on, one for the CPU and one for the GPU, which communicate through a command buffer:

CPU writes commands here

GPU reads commands from here

Pending GPU commands

Page 13: Modern GPU Architecture.ppt

CPU/GPU interaction (cont)

If this command buffer is drained empty, we are CPU limited and the GPU will spin around waiting for new input. All the GPU power in the universe isn’t going to make your application faster!

If the command buffer fills up, the CPU will spin around waiting for the GPU to consume it, and we are effectively GPU limited

Page 14: Modern GPU Architecture.ppt

CPU/GPU interaction (cont)

Another important point to consider is that programs that use the GPU do not follow the traditional sequential execution model

In the CPU program below, the object is not drawn after statement A and before statement B:

Instead, all the API call does, is to add the command

to draw the object to the GPU command buffer

•Statement A•API call to draw object•Statement B

Page 15: Modern GPU Architecture.ppt

Synchronization issues

This leads to a number of synchronization considerations

In the figure below, the CPU must not overwrite the data in the “yellow” block until the GPU is done with the “black” command, which references that data:

CPU writes commands here

GPU reads commands from here

data

Page 16: Modern GPU Architecture.ppt

Syncronization issues (cont)

Modern APIs implement semaphore style operations to keep this from causing problems

If the CPU attempts to modify a piece of data that is being referenced by a pending GPU command, it will have to spin around waiting, until the GPU is finished with that command

While this ensures correct operation it is not good for performance since there are a million other things we’d rather do with the CPU instead of spinning

The GPU will also drain a big part of the command buffer thereby reducing its ability to run in parallel with the CPU

Page 17: Modern GPU Architecture.ppt

Inlining data

One way to avoid these problems is to inline all data to the command buffer and avoid references to separate data:

However, this is also bad for performance, since we may need to copy several Mbytes of data instead of merely passing around a pointer

CPU writes commands here

GPU reads commands from here

data

Page 18: Modern GPU Architecture.ppt

Renaming data

A better solution is to allocate a new data block and initialize that one instead, the old block will be deleted once the GPU is done with it

Modern APIs do this automatically, provided you initialize the entire block (if you only change a part of the block, renaming cannot occur)

Better yet, allocate all your data at startup and don’t change them for the duration of execution (not always possible, however)

data datadata data

Page 19: Modern GPU Architecture.ppt

GPU readbacks

The output of a GPU is a rendered image on the screen, what will happen if the CPU tries to read it?

The GPU must be syncronized with the CPU, ie it must drain its entire command buffer, and the CPU must wait while this happens

CPU writes commands here

GPU reads commands from here

Pending GPU commands

Page 20: Modern GPU Architecture.ppt

GPU readbacks (cont)

We lose all parallelism, since first the CPU waits for the GPU, then the GPU waits for the CPU (because the command buffer has been drained)

Both CPU and GPU performance take a nosedive

Bottom line: the image the GPU produces is for your eyes, not for the CPU (treat the CPU -> GPU highway as a one way street)

Page 21: Modern GPU Architecture.ppt

Some more GPU tips

Since the GPU is highly parallel and deeply pipelined, try to dispatch large batches with each drawing call

Sending just one triangle at a time will not occupy all of the GPU’s several vertex/pixel processors, nor will it fill its deep pipelines

Since all GPUs today use the zbuffer algorithm to do hidden surface removal, rendering objects front-to-back is faster than back-to-front (painters algorithm), or random ordering

Of course, there is no point in front-to-back sorting if you are already CPU limited

Page 22: Modern GPU Architecture.ppt

Graphics Hardware Abstraction

OpenGL and DirectX provide an abstraction of the hardware.

Page 23: Modern GPU Architecture.ppt

CS248 Lecture 14 Kurt Akeley, Fall 2007

Trend from pipeline to data parallelism

Command Processor

Round-robin Aggregation

Coord, normalTransform

Lighting

Clip testingClipping state

Divide by w(clipping)

ViewportPrim. Assy.Backface cull

CoordinateTransform

6-planeFrustumClipping

Divide by wViewport

Clark “Geometry Engine”(1983)

SGI 4D/GTX(1988)

SGI RealityEngine(1992)

Page 24: Modern GPU Architecture.ppt

CS248 Lecture 14 Kurt Akeley, Fall 2007

Queueing

FIFO buffering (first-in, first-out) is provided between task stages Accommodates variation in

execution time Provides elasticity to allow

unified load balancing to workFIFOs can also be unified

Share a single large memory with multiple head-tail pairs

Allocate as required

Vertex assembly

Primitive assembly

Vertex operations

Application

FIFO

FIFO

FIFO

Page 25: Modern GPU Architecture.ppt

CS248 Lecture 14 Kurt Akeley, Fall 2007

Data localityPrior to texture mapping:

Vertex pipeline was a stream processor

Each work element (vertex, primitive, fragment) carried all the state it needed

Modal state was local to the pipeline stage

Assembly stages operated on adjacent work elements

Data locality was inherent in this model

Post texture mapping: All application-programmable stages

have memory access (and use them) So the vertex pipeline is no longer a

stream processor Data locality must be fought for …

Vertex assembly

Primitive assembly

Rasterization

Fragment operations

Display

Vertex operations

Application

Primitive operations

Framebuffer

Page 26: Modern GPU Architecture.ppt

CS248 Lecture 14 Kurt Akeley, Fall 2007

Post-texture mapping data locality

(simplified)Modern memory (DRAM) operates in

large blocks Memory is a 2-D array Access is to an entire row

To make efficient use of memory bandwidth all the data in a block must be used

Two things can be done: Aggregate read and write

requests Memory controller and cache Complex part of GPU design

Organize memory contents coherently (blocking)

Page 27: Modern GPU Architecture.ppt

The nVidia G80 GPUThe nVidia G80 GPU► 128 streaming floating point processors @1.5Ghz► 1.5 Gb Shared RAM with 86Gb/s bandwidth► 500 Gflop on one chip (single precision)

Page 28: Modern GPU Architecture.ppt

Entertainment Industry has driven the economy of these chips? Males age 15-35 buy

$10B in video games / yearMoore’s Law ++Simplified design (stream processing)Single-chip designs.

Why are GPU’s so fast?

Page 29: Modern GPU Architecture.ppt

Modern GPU has more ALU’s

Page 30: Modern GPU Architecture.ppt
Page 31: Modern GPU Architecture.ppt

nVidia G80 GPU Architecture Overview

•16 Multiprocessors Blocks•Each MP Block Has:

•8 Streaming Processors (IEEE 754 spfp compliant)•16K Shared Memory•64K Constant Cache•8K Texture Cache

•Each processor can access all of the memory at 86Gb/s, but with different latencies:•Shared – 2 cycle latency•Device – 300 cycle latency

Page 32: Modern GPU Architecture.ppt

A Specialized Processor

Very Efficient For Fast Parallel Floating Point Processing Single Instruction Multiple Data Operations High Computation per Memory Access

Not As Efficient For Double Precision Logical Operations on Integer Data Branching-Intensive Operations Random Access, Memory-Intensive Operations

Page 33: Modern GPU Architecture.ppt

CS248 Lecture 14 Kurt Akeley, Fall 2007

Implementation = abstraction (from lecture 2)

L2

FB

SP SP

L1

TF

Thre

ad P

roce

ssor

Vtx Thread Issue

Setup / Rstr / ZCull

Prim Thread Issue Frag Thread Issue

Data Assembler

Application

SP SP

L1

TF

SP SP

L1

TF

SP SP

L1

TF

SP SP

L1

TF

SP SP

L1

TF

SP SP

L1

TF

SP SP

L1

TF

L2

FB

L2

FB

L2

FB

L2

FB

L2

FB

Vertex assembly

Primitive assembly

Rasterization

Fragment operations

Vertex operations

Application

Primitive operations

NVIDIA GeForce 8800

OpenGL Pipeline

Framebuffer

Source : NVIDIA

Page 34: Modern GPU Architecture.ppt

CS248 Lecture 14 Kurt Akeley, Fall 2007

Correspondence (by color)

L2

FB

SP SP

L1

TF

Thre

ad P

roce

ssor

Vtx Thread Issue

Setup / Rstr / ZCull

Prim Thread Issue Frag Thread Issue

Data Assembler

Application

SP SP

L1

TF

SP SP

L1

TF

SP SP

L1

TF

SP SP

L1

TF

SP SP

L1

TF

SP SP

L1

TF

SP SP

L1

TF

L2

FB

L2

FB

L2

FB

L2

FB

L2

FB

Vertex assembly

Primitive assembly

Rasterization(fragment assembly)

Fragment operations

Vertex operations

Application

Primitive operations

NVIDIA GeForce 8800

OpenGL Pipeline

Framebuffer

this was missing

Application-programmable parallel processor

Fixed-function assembly

processors

Fixed-function framebuffer operations

Page 35: Modern GPU Architecture.ppt
Page 36: Modern GPU Architecture.ppt

CS248 Lecture 14 Kurt Akeley, Fall 2007

Texture Blocking

4x4 texelsCache Line SizeCache Size6D Organization

(s2,t2)(s1,t1) (s3,t3)

s1 t1 s2 t2 s3 t3baseAddress

4x4 blocks

Source: Pat Hanrahan

Page 37: Modern GPU Architecture.ppt

Direct3D 10 SystemDirect3D 10 Systemand and

NVIDIA GeForce 8800 GPUNVIDIA GeForce 8800 GPU

Page 38: Modern GPU Architecture.ppt

OverviewOverview Before graphics-programming APIs were introduced, 3D

applications issued their commands directly to the graphics hardware Fast Became infeasible with increasing graphics hardware

Graphics APIs like DirectX and OpenGL act as a middle layer between the application and the graphics hardware

Using this model, applications write one set of code and the API does the job of translating this code to instructions that can be understood by the underlying hardware

A product of detailed collaboration among A product of detailed collaboration among Application developersApplication developers Hardware designersHardware designers API/runtime architectsAPI/runtime architects

Page 39: Modern GPU Architecture.ppt

Problems with Earlier Problems with Earlier VersionsVersions

High state-change overheadHigh state-change overhead Changing state (in terms of vertex formats, textures, shaders,

shader parameters, blending modes etc.) incurs a high overhead Excessive variation in hardware accelerator capabilities Frequent CPU and GPU synchronization

Generating new vertex data or building a cube map requires more communication, reducing efficiency

Instruction type and data type limitations Neither vertex nor pixel shader supports integer instructions Pixel shader accuracy for FP arithmetic can be improved

Resource Limitations The resources sizes were modest Algorithms had to be scaled back or broken into several passes

Page 40: Modern GPU Architecture.ppt

Main Features of DirectX Main Features of DirectX 1010

Main objective is to reduce CPU overheadMain objective is to reduce CPU overhead Some of the key changes are:Some of the key changes are:

Faster and cleaner runtimeFaster and cleaner runtime Programmable pipeline is directed using a low-level Programmable pipeline is directed using a low-level

abstraction layerabstraction layercalled Runtime. It hides the differences between varying called Runtime. It hides the differences between varying applications and provides device-independent resource applications and provides device-independent resource managementmanagement

The runtime of DirectX 10 has been redesigned to work The runtime of DirectX 10 has been redesigned to work more closely with the graphics hardwaremore closely with the graphics hardware

The GeForce 8800 architecture has been designed The GeForce 8800 architecture has been designed keeping in mind the changes in Runtimekeeping in mind the changes in Runtime

Treatment of Treatment of validationvalidation enhances performance enhances performance

Page 41: Modern GPU Architecture.ppt

Main Features of DirectX Main Features of DirectX 1010

New Data Structure for TextureNew Data Structure for Texture Switching between multiple textures causes high state-change Switching between multiple textures causes high state-change

costcost DirectX 9 used to use texture atlas : but the approach was DirectX 9 used to use texture atlas : but the approach was

limited to 4096x4096 and resulted in incorrect filtering at limited to 4096x4096 and resulted in incorrect filtering at texture boundariestexture boundaries

DirectX 10 uses texture array : up to 512 textures can be stored DirectX 10 uses texture array : up to 512 textures can be stored sequentiallysequentially

Texture resolution extended to 8192x8192Texture resolution extended to 8192x8192 Maximum number of textures a shader can use is 128 (was 16)Maximum number of textures a shader can use is 128 (was 16) The instructions handling this array are executed by GPUThe instructions handling this array are executed by GPU

Predicted DrawPredicted Draw Complex objects are first drawn using a simple box

approximation. If drawing the box has no effect on the final image, the complex object is not drawn at all. This is also known as an occlusion query

With DirectX 10, this process is done entirely on the GPU, eliminating all CPU intervention

Page 42: Modern GPU Architecture.ppt

Main Features of DirectX Main Features of DirectX 1010

Stream OutStream Out The vertex or geometry shader can output their

results directly into graphics memory, bypassing the pixel shader

Result can be iteratively processed in the GPU only

State Object State management must be done in low cost Huge range of states in DirectX 9 is consolidated

into 5 state objects: InputLayout, Sampler, Rasterizer, DepthStencil, Blend

State changes that previously required multiple commands now need a single call

Page 43: Modern GPU Architecture.ppt

Main Features of DirectX Main Features of DirectX 1010

Constant BuffersConstant Buffers Constants are pre-defined values used as parameters in Constants are pre-defined values used as parameters in

all shader programsall shader programs Constants often require updating to reflect world changesConstants often require updating to reflect world changes Constant update produce significant API overheadConstant update produce significant API overhead DirectX 10 updates constants in DirectX 10 updates constants in batchbatch mode mode

New HDR FormatsNew HDR Formats R11G11B10R11G11B10 RGBERGBE Offer same dymamic range as FP16, but takes half Offer same dymamic range as FP16, but takes half

storagestorage Max limit is 32 bits per color component : 8800 supports Max limit is 32 bits per color component : 8800 supports

this high-precision renderingthis high-precision rendering

Page 44: Modern GPU Architecture.ppt

Quick Comparison to Quick Comparison to DirectX 9DirectX 9

Page 45: Modern GPU Architecture.ppt

The PipelineThe Pipeline Input AssemblerInput Assembler Vertex ShaderVertex Shader Geometry Geometry

ShaderShader Stream OutputStream Output Set-up and Set-up and

Rasterization Rasterization stagestage

Pixel ShaderPixel Shader Output MergerOutput Merger

Page 46: Modern GPU Architecture.ppt

A Simplified DiagramA Simplified Diagram

Page 47: Modern GPU Architecture.ppt

Relation to 8800 GPURelation to 8800 GPU The pipeline can make efficient use The pipeline can make efficient use

of Unified Shader Architecture of of Unified Shader Architecture of 8800 GPU8800 GPU

Page 48: Modern GPU Architecture.ppt

8800 GPU Architecture8800 GPU Architecture

Page 49: Modern GPU Architecture.ppt

Unified Shader Unified Shader ArchitectureArchitecture

Page 50: Modern GPU Architecture.ppt

Unified Shader Unified Shader ArchitectureArchitecture

Fixed Shader Unified ShaderFixed Shader Unified Shader

Page 51: Modern GPU Architecture.ppt

Back to Pipeline : Input Back to Pipeline : Input AssemblerAssembler

Takes in 1D vertex data Takes in 1D vertex data from up to 8 input from up to 8 input streamsstreams

Converts data to a Converts data to a canonical formatcanonical format

supports a mechanism that allows the IA to effectively replicate an object n times - instancing

Page 52: Modern GPU Architecture.ppt

Vertex ShaderVertex Shader Used to transform vertices

from object space to clip space.

Reads a single vertex and produces a single vertex as output

VS and other programmable stages share a common feature set that includes an expanded set of floating-point, integer, control, and memory read instructions allowing access to up to 128 memory buffers (textures) and 16 parameter (constant) buffers - common core

Page 53: Modern GPU Architecture.ppt

Geometry ShaderGeometry Shader Takes the vertices of a single

primi-tive (point, line segment, or triangle) as input and generates the vertices of zero or more primitives

Triangles and lines are output as connected strips of vertices

Additional vertices can be generated on-the-fly , allowing displacement mapping

Geometry shader has the ability to access the adjacency information

This enables implementation of some new powerful algorithms : Realistic fur rendering NPR rendering

Page 54: Modern GPU Architecture.ppt

Stream OutputStream Output Copies a subset of the vertex

informa-tion to up to 4 1D output buffers in sequential order

Ideally the output data format of SO should be identical to the input data format of IA

But practically SO writes 32 bit data type while IA reads 8 or 16 bit

Data conversion and packing can be implemented by a GS program

Page 55: Modern GPU Architecture.ppt

Relation to 8800 GPURelation to 8800 GPU Key to the GeForce 8800 architecture is

the use of numerous scalar stream processors (SPs)

Stream processors are highly efficient computing engines that perform calculations on an input stream and produces an output stream that can be used by other stream processors

Stream processors can be grouped in close proximity, and in large numbers, to provide immense parallel processing power.

Page 56: Modern GPU Architecture.ppt

Stream Processing Stream Processing ArchitectureArchitecture

Page 57: Modern GPU Architecture.ppt

Unified FP ProcessorUnified FP Processor

Page 58: Modern GPU Architecture.ppt

Set-up and Rasterization Set-up and Rasterization StageStage

Input to this stage is verticesInput to this stage is vertices Output from this stage is a Output from this stage is a

series of pixel fragmentsseries of pixel fragments Handles following operations:Handles following operations:

ClippingClipping CullingCulling Perspective dividePerspective divide View port transformView port transform Primitive set-upPrimitive set-up ScissoringScissoring Depth offsetDepth offset Depth processing like Depth processing like

hierarchical-zhierarchical-z Fragment generationFragment generation

Page 59: Modern GPU Architecture.ppt

Pixel ShaderPixel Shader Input is a single pixel Input is a single pixel

fragmentfragment Produces a single Produces a single

output fragment output fragment consisting of 1-8 consisting of 1-8 attribute values and an attribute values and an optional depth valueoptional depth value

If the fragment is If the fragment is supposed to be supposed to be rendered, its output to 8 rendered, its output to 8 render targetsrender targets

Each target represent a Each target represent a different representation different representation of the sceneof the scene

Page 60: Modern GPU Architecture.ppt

Output MergerOutput Merger Input is a fragment from Input is a fragment from

the pixel shaderthe pixel shader Performs traditional Performs traditional

stencil and depth testingstencil and depth testing Uses a single unified Uses a single unified

depth/stencil buffer to depth/stencil buffer to specify the bind points specify the bind points for this buffer and 8 for this buffer and 8 other render targetsother render targets

Degree of multiple Degree of multiple rendering enhanced to 8rendering enhanced to 8

Page 61: Modern GPU Architecture.ppt

Shader Model 4.0Shader Model 4.0

Page 62: Modern GPU Architecture.ppt

Architectural Changes in Architectural Changes in Shader Model 4.0Shader Model 4.0

In previous models, each programmable In previous models, each programmable stage of the pipeline used separate stage of the pipeline used separate virtual machinesvirtual machines

Each VM had its own Each VM had its own Instruction setInstruction set General purpose registersGeneral purpose registers I/O registers for inter-stage communicationI/O registers for inter-stage communication Resource binding points for attaching Resource binding points for attaching

memory resourcesmemory resources

Page 63: Modern GPU Architecture.ppt

Architectural Changes in Architectural Changes in Shader Model 4.0Shader Model 4.0

Direct3D 10 defines a single common core virtual machine as the base for each of the programmable stages

In addition to the previous resources, it also has: 32-bit integer (arithmetic, bitwise, and conversion)

instructions Unified pool of general purpose and indexable

registers (4096x4) Separate unfiltered and filtered memory read

instructions (load and sample instructions) Decoupled texture bind points (128) and sampler state

(16) Shadow map sampling support • multiple banks (16)

of constant (parameter) buffers (4096x4)

Page 64: Modern GPU Architecture.ppt

DiagramDiagram

Page 65: Modern GPU Architecture.ppt

Advantages of Shader Advantages of Shader Model 4.0Model 4.0

VM is close to providing all of the arithmetic, logic and flow VM is close to providing all of the arithmetic, logic and flow control constructs available on a CPUcontrol constructs available on a CPU

Resources have been substantially increased to meet the market Resources have been substantially increased to meet the market demand for several yearsdemand for several years

With increasing resource consumption, hardware With increasing resource consumption, hardware implementations are expected to degrade linearly, not fall rapidlyimplementations are expected to degrade linearly, not fall rapidly

Can handle increase in constant storage as well as efficient Can handle increase in constant storage as well as efficient update of constantsupdate of constants The observation that groups of constants are updated at different The observation that groups of constants are updated at different

frequenciesfrequencies So they partition the constant store into different buffersSo they partition the constant store into different buffers

The data representation, arithmetic accuracy and behavior is The data representation, arithmetic accuracy and behavior is more rigorously specified – they follow IEEE 754 single precision more rigorously specified – they follow IEEE 754 single precision floating point representation where it is possible floating point representation where it is possible

Page 66: Modern GPU Architecture.ppt

Power of DirectX 10Power of DirectX 10 Next Generation EffectsNext Generation Effects

Next-Generation InstancingNext-Generation Instancing Per-pixel Displacement MappingPer-pixel Displacement Mapping Procedural Growth SimulationProcedural Growth Simulation

Page 67: Modern GPU Architecture.ppt

ConclusionsConclusions A large step forwardA large step forward Particularly geometry shader and Particularly geometry shader and

stream output should become rich stream output should become rich source of new ideassource of new ideas

Future work is directed to handle Future work is directed to handle the growing bottleneck in content the growing bottleneck in content productionproduction

Page 68: Modern GPU Architecture.ppt

Introduction to the graphics pipeline of the PS3

: : Cedric Perthuis

Page 69: Modern GPU Architecture.ppt

Introduction An overview of the hardware architecture with a

focus on the graphics pipeline, and an introduction to the related software APIs

Aimed to be a high level overview for academics and game developers

No announcement and no sneak previews of PS3 games in this presentation

Page 70: Modern GPU Architecture.ppt

Outline Platform Overview Graphics Pipeline APIs and tools Cell Computing example Conclusion

Page 71: Modern GPU Architecture.ppt

Platform overview Processing

3.2Ghz Cell: PPU and 7 SPUs PPU: PowerPC based, 2 hardware threads SPUs: dedicated vector processing units

RSX®: high end GPU Data flow

IO: BluRay, HDD, USB, Memory Cards, GigaBit ethernet

Memory: main 256 MB, video 256 MB SPUs, PPU and RSX® access main via shared bus RSX® pulls from main to video

Page 72: Modern GPU Architecture.ppt

Cell3.2 GHz RSX®XDRAM

256 MB

I/O Bridge

HD/HDSD

AV out

20GB/s

15GB/s

25.6GB/s

2.5GB/s

2.5GB/s

BD/DVD/CD ROM Drive

54GB USB 2.0 x 6

Gbit Ether/WiFi Removable StorageMemoryStick,SD,CF

BT Controller

GDDR3256 MB

22.4GB/s

PS3 Architecture

Page 73: Modern GPU Architecture.ppt

Focus on the Cell SPUs The key strength of the PS3

Similar to PS2 Vector Units, but order of magnitude more powerful

Main Memory Access via DMA: needs software cache to do generic processing

Programmable in C/C++ or assembly Programs: standalone executables or jobs

Ideal for sound, physics, graphics data preprocessing, or simply to offload the PPU

Page 74: Modern GPU Architecture.ppt

SPE0

LS(256KB)

DMA

SPE1

LS(256KB)

DMA

MICMemoryInterfaceController

XIO

SPE2

LS(256KB)

DMA

SPE3

LS(256KB)

DMA

SPE4

LS(256KB)

DMA

SPE5

LS(256KB)

DMA

SPE6

LS(256KB)

DMA

PPEL1 (32 KB I/D)

L2(512 KB)

Flex-IO1

Flex-IO0

I/O

I/O

I/O

The Cell Processor

Page 75: Modern GPU Architecture.ppt

The RSX® Graphics Processor Based on a high end NVidia chip

Fully programmable pipeline: shader model 3.0 Floating point render targets Hardware anti-aliasing ( 2x, 4x ) 256 MB of dedicated video memory

PULL from the main memory at 20 GB/s HD Ready (720p/1080p)

720p = 921 600 pixels 1080p = 2 073 600 pixels a high end GPU adapted to work with the Cell

Processor and HD displays

Page 76: Modern GPU Architecture.ppt

The RSX® parallel pipeline Command processing

Fifo of commands, flip and sync Texture management

System or video memory storage mode, compression

Vertex Processing Attribute fetch, vertex program

Fragment Processing Zcull, Fragment program, ROP

Page 77: Modern GPU Architecture.ppt

Xbox 360512 MB system memoryIBM 3-way symmetric core processorATI GPU with embedded EDRAM12x DVDOptional Hard disk

Page 78: Modern GPU Architecture.ppt

The Xbox 360 GPUCustom silicon designed by ATi Technologies Inc.500 MHz, 338 million transistors, 90nm processSupports vertex and pixel shader version 3.0+

Includes some Xbox 360 extensions

Page 79: Modern GPU Architecture.ppt

The Xbox 360 GPU10 MB embedded DRAM (EDRAM) for extremely high-bandwidth render targets

Alpha blending, Z testing, multisample antialiasing are all free (even when combined)

Hierarchical Z logic and dedicated memory for early Z/stencil rejectionGPU is also the memory hub for the whole system

22.4 GB/sec to/from system memory

Page 80: Modern GPU Architecture.ppt

More About the Xbox 360 GPU48 shader ALUs shared between pixel and vertex shading (unified shaders)

Each ALU can co-issue one float4 op and one scalar op each cycleNon-traditional architecture

16 texture samplersDedicated Branch instruction execution

Page 81: Modern GPU Architecture.ppt

More About the Xbox 360 GPU2x and 4x hardware multi-sample anti-aliasing (MSAA)Hardware tessellator

N-patches, triangular patches, and rectangular patches

Can render to 4 render targets and a depth/stencil buffer simultaneously

Page 82: Modern GPU Architecture.ppt

GPU: Work FlowConsumes instructions and data from a command buffer

Ring buffer in system memoryManaged by Direct3D, user configurable size (default 2 MB)Supports indirection for vertex data, index data, shaders, textures, render state, and command buffers

Up to 8 simultaneous contexts in-flight at once

Changing shaders or render state is inexpensive, since a new context can be started up easily

Page 83: Modern GPU Architecture.ppt

GPU: Work FlowThreads work on units of 64 vertices or pixels at onceDedicated triangle setup, clipping, etc.Pixels processed in 2x2 quadsBack buffers/render targets stored in EDRAM

Alpha, Z, stencil test, and MSAA expansion done in EDRAM module

EDRAM contents copied to system memory by “resolve” hardware

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GPU: Operations Per ClockWrite 8 pixels or 16 Z-only pixels to EDRAM

With MSAA, up to 32 samples or 64 Z-only samples

Reject up to 64 pixels that fail Hierarchical Z testingVertex fetch sixteen 32-bit words from up to two different vertex streams

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GPU: Operations Per Clock16 bilinear texture fetches48 vector and scalar ALU operationsInterpolate 16 float4 shader interpolants32 control flow operationsProcess one vertex, one triangleResolve 8 pixels to system memory from EDRAM

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GPU: Hierarchical ZRough, low-resolution representation of Z/stencil buffer contentsProvides early Z/stencil rejection for pixel quads11 bits of Z and 1 bit of stencil per block

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GPU: Hierarchical ZNOT tied to compression

EDRAM BW advantageSeparate memory buffer on GPU

Enough memory for 1280x720 2x MSAA

Provides a big performance boost when drawing complex scenes

Draw opaque objects front to back

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GPU: Textures16 bilinear texture samples per clock

64bpp runs at half rate, 128bpp at quarter rateTrilinear at half rate

Unlimited dependent texture fetchingDXT decompression has 32 bit precision

Better than Xbox (16-bit precision)

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GPU: ResolveCopies surface data from EDRAM to a texture in system memoryRequired for render-to-texture and presentation to the screenCan perform MSAA sample averaging or resolve individual samplesCan perform format conversions and biasing

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Direct3D 9+ on Xbox 360Similar API to PC Direct3D 9.0Optimized for Xbox 360 hardware

No abstraction layers or drivers—it’s direct to the metalExposes all Xbox 360 custom hardware features

New state enumsNew APIs for finer-grained control and completely new features

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Direct3D 9+ on Xbox 360Communicates with GPU via a command buffer

Ring buffer in system memoryDirect Command Buffer Playback support

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Direct3D: Command Buffer

Ring buffer that allows the CPU to safely send commands to the GPUBuffer is filled by CPU, and the GPU consumes the data

CPU Write Pointer

GPU Read Pointer

Code Execution

DrawDrawDrawDraw

Rendering

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ShadersTwo options for writing shaders

HLSL (with Xbox 360 extensions)GPU microcode (specific to the Xbox 360 GPU, similar to assembly but direct to hardware)

Recommendation: Use HLSLEasy to write and maintainReplace individual shaders with microcode if performance analysis warrants it