graphics performance balancing the rendering pipeline
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Graphics Performance: Balancing the Rendering Pipeline Cem Cebenoyan and Matthias Wloka Introduction At a minimum, PC is a 2 processor system CPU GPU Maximum efficiency IFF All processors are busy All the time GPU CPU AGP Bus Actually, It’s Worse GPU Vertex Processing CPU AGP Bus

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introduction
Introduction
  • At a minimum, PC is a 2 processor system
    • CPU
    • GPU
  • Maximum efficiency IFF
    • All processors are busy
    • All the time

GPU

CPU

AGP Bus

actually it s worse
Actually, It’s Worse

GPU

Vertex Processing

CPU

AGP Bus

Application

Triangle Setup

API

Large Cache

Fragment Shading

Framebuffer Access

multi processor system
Multi-Processor System
  • Conceptually, 5 processors
    • CPU
    • Vertex-processor(s)
    • Setup processor(s)
    • Fragment processor(s)
    • Blending processor(s)
  • All connected via some form of cache
    • To smooth data flow
    • To keep things humming
mp systems become inefficient if
MP Systems Become Inefficient If…
  • One or more processors sync to each other
  • For example, frame-buffer lock
    • Insures that all caches drain
    • Insures that all processors idle (CPU and GPU!)
    • Overhead in restarting the processors
  • A single processor bottlenecks all others
overview
Overview
  • CPU
  • AGP Bus
  • Vertex Processing
  • Triangle Setup
  • Rasterization
  • Memory bandwidth
    • Writing to and blending with video memory
overview for each stage
Overview: For Each Stage
  • What are its characteristics?
    • How does it behave?
  • How to measure whether it is the bottleneck
  • How to influence it
cpu characteristics
CPU Characteristics
  • Stay within on-chip cache for maximum performance
  • Use CPU for
    • Collision detection
    • Physics
    • AI
    • Etc.
cpu characteristics cont
CPU Characteristics (cont.)
  • Note that graphics is capable of
    • 20+ MTri/s (2 year old high-end)
    • 20+ MTri/s (integrated graphics)
    • 100+ MTri/s (current high-end)
  • CPU also responsible for pushing data to GPU
    • Cannot look at every triangle
    • Don’t limit graphics with CPU processing
cpu measurement
CPU Measurement
  • Use VTune
    • Or any other profiler
  • Most games are CPU-limited
  • Little to no time in the graphics driver:
    • CPU is the bottleneck
    • Faster GPU will NOT result in faster graphics
    • Use VTune to track where you spend your time
      • Optimize those places
cpu measurement cont
CPU Measurement (cont.)
  • But even if most time is spent in graphics driver:
    • CPU might still be the bottleneck
    • Faster GPU will NOT result in faster graphics
    • Use Nvidia Stats-driver (NVTune) to trace into the GPU
  • Timing graphics calls is pointless
    • Remember the large cache between CPU/GPU
    • Use Nvidia Stats-driver (NVTune) instead
    • NVTune available from Nvidia’s registered developer site
cpu common problems
CPU Common Problems
  • Small batches of geometry being sent to the GPU
  • 100 triangles per batch should be your minimum
    • Would like to see ~500 triangles/batch
    • Up to 10,000 triangles/batch
  • Combination of causes kill your performance
    • Runtime
    • Driver
    • Hardware
cpu batching solutions
CPU: Batching Solutions
  • Sort by render-state
  • Texture switches
    • Combine textures into one large (4kx4k) texture
    • Modify uv-coordinates accordingly
    • Tessellate geometry to overcome mirroring and wrapping
    • Mip-mapping works just fine
  • Transform switches
    • Pre-transform on the CPU into world-space
    • Replicate data into VBs (costs AGP memory)
other common cpu problems
Other Common CPU Problems
  • Specify vertex buffers as WRITEONLY
  • Minimize state changes
    • consider using a PURE device, iff you are optimal
  • Do not lock and read data from GPU
    • Multi-processor sync!
agp bus characteristics
AGP Bus Characteristics
  • AGP 4x supports 20+ MTri/s
    • Even if all vertices and indices are dynamic
    • BenMark5 does just that
    • http://developer.nvidia.com/view.asp?IO=BenMark5
  • Too often AGP 4x support is busted
    • Use BenMark5 to test for AGP 4x support
  • AGP Bus through-put influenced by
    • Size of vertex format of dynamically written vertices
    • How many vertices are dynamically written
agp bus characteristics cont
AGP Bus Characteristics (cont.)
  • But if frame-buffer and textures exceed video-memory, AGP is also used
    • to transfer STATIC vertices to GPU every frame
    • to transfer textures to GPU every frame
  • Make sure you avoid partial writes
    • See “Fast AGP Writes for Dynamic Vertex Data” by Dean Macri for details
    • Always modify all vertex-data,
      • even if only some data changes
    • Pentium 3: write in 32 byte chunks
    • Pentium 4: write in 64 byte chunks
agp bus characteristics cont18
AGP Bus Characteristics (cont.)
  • GPU caches vertex fetches
    • Hitting this cache causes no data to cross the bus
  • Cache has 32-byte lines
    • Vertex sizes that are multiples of 32 are beneficial
    • See also http://developer.nvidia.com/view.asp?IO=Vertex_Buffer_Statistics
agp bus measurement
AGP Bus Measurement
  • You can tell you’re bound by the bus if:
    • Increasing/decreasing vertex format size significantly impacts performance
    • Best to increase vertex format size using components not needed by rasterizer
      • for example, normals
increasing agp bus performance
Increasing AGP Bus Performance
  • Make sure frame buffer and textures fit into video-memory
  • Decrease number of dynamic objects (vertices)
    • Use vertex-shaders to animate static VBs!
  • Decrease vertex size
    • Let vertex-shader generate vertex-components!
    • Compress components and use vertex shader to decompress
      • For example, use 16bit short normals
  • Reorder vertices in VB to be sequential in use
    • Can use NVTriStrip to do this
    • Pad to multiples of 32-bytes
vertex processing characteristics
Vertex Processing Characteristics
  • Each vertex is transformed and lit
  • Performance correlates directly to
    • Number of vertices processed
    • Length of vertex shader or
    • Fixed-function factors, such as
      • Number of active lights
      • Type of lights
      • Specular on/off
      • LOCALVIEWER on/off
      • Texgen on/off
    • GPU core clock frequency
vertex processing characteristics24
Vertex Processing Characteristics
  • After processing, vertices land in post-TnL FIFO
    • GeForce1/2/4 MX: effectively 10 entries
    • GeForce3/4 Ti: effectively 18 entries
  • Cache-hit saves:
    • all TnL work!
    • Everything before TnL in the pipeline
  • Only works with indexed primitives
vertex processing performance
Vertex Processing Performance
  • Do not be afraid to use triangles
    • Rarely the bottleneck
      • Even if it is, it would make us happy
    • A lot of vertex processing power available
      • 6 * 6 pixel-quad with 2 tris is not vertex bound
    • If you can tell an object is made from triangles, you are not using enough triangles
  • ~10k triangles/frame is off by 2 (two!) orders of magnitude
code creatures demo
Code Creatures Demo
  • Grass scenes are NOT vertex-bound
  • In excess of 1,000,000 tris/frame for opening scene
    • ~250k tris/frame minimum
  • CodeCreatures demo available from: http://www.codecult.de/
vertex processing measurement
Vertex Processing Measurement
  • You are bound by vertex processing if:
    • Increasing/decreasing vertex shader length significantly influences performance
      • Adding unnecessary instructions may be optimized out by driver, though
      • Instead, use instructions that access constant memory to add zero to a result, for example
    • Fixed-function TnL performance improves when
      • Reducing number of lights
      • Turning off texgen
      • Simplifying light types
improving vertex processing
Improving Vertex Processing
  • Optimize for the post-TnL vertex cache
    • Use indexed primitives
    • Access vertices mostly sequentially, revisiting only recently accessed vertices
    • Let NVTriStrip or ID3DXMesh do the work
  • Turn off unnecessary calculations
    • LOCALVIEWER often unnecessary for specular
    • Prefer cheap approximations for lighting and other math when using vertex shaders
improving vertex processing cont
Improving Vertex Processing (cont.)
  • Optimize your vertex shaders
    • Use swizzling/masking extensively
    • Question all MOV instructions
    • Storing lookup tables in constant memory
      • for example, to compute sin/cos
  • See “Implementation of ‘Missing’ Vertex Shader Instructions” for more ideas
    • http://developer.nvidia.com/view.asp?IO=Implementation_Missing_Instructions
improving vertex processing cont30
Improving Vertex Processing (cont.)
  • Consider moving per-vertex work to per-pixel
  • Consider using ‘shader-LODing’
    • Do far-away objects really need 4-bone skinning?
  • Can always increase screen-res/use AA to NOT be vertex-processing bound!
triangle setup characteristics
Triangle Setup Characteristics
  • Triangle setup is never the bottleneck
    • Except when rating the GPU
    • Since it is the fastest stage
  • Setup speed influenced by:
    • Number of triangles
    • Vertex attributes needed by rasterization
  • Extremely small triangles running very simple TnL
    • i.e., degenerate triangles!
      • No TnL cost, since most likely hits post-TnL cache
      • No fill-cost, since rejected in setup
measuring improving triangle setup
Measuring/Improving Triangle Setup
  • Has never come up
  • Reduce ratio of degenerate triangles to real triangles
  • Reduce unnecessary components written out from the vertex shader
rasterization characteristics
Rasterization Characteristics
  • Prefer the term “fragment” to “pixel”
    • May not correspond to any pixel in framebuffer, for example, due to z/stencil/alpha tests
    • May correspond to more than one pixel due to multisampling
  • Commonly referred to as “fill-rate”
fill rate characteristics
Fill-Rate Characteristics
  • Fill-rate is function of
    • number of fragments filled
    • cost of each fragment
    • GPU’s core clock
  • Parallel SIMD operation, processes
    • Up to 4 pixels per clock on GeForce1/2/3/4 Ti
    • Up to 2 pixels per clock on GeForce2 MX / 4 MX
  • Broken into a number of parts:
    • Texture fetching
    • Texture addressing operations
    • Color blending operations
texture fetching characteristics
Texture Fetching Characteristics
  • Texture fetches are
    • From AGP to local video-memory, only if frame-buffer and textures exceed video-memory (to be avoided), then
    • From local video-memory to on-chip cache
texture fetching characteristics cont
Texture Fetching Characteristics (cont.)
  • Minimize cache-misses:
    • Use mip-mapping!
      • Avoid LOD bias to sharpen: it hurts caching and adds aliasing
        • Prefer anisotropic filtering for sharpening
    • Use DXT everywhere you can
    • Texture size as big as needed and no bigger
    • Texture format as small as possible
      • 16 vs. 32 bit
    • Localize texture access
      • E.g., normal texture reads
      • Dependent texture reads are less local
        • Per-pixel reflection potentially really bad
texture fetching characteristics cont37
Texture Fetching Characteristics (cont.)
  • Number of samples taken also affects performance:
    • Trilinear filtering cuts fillrate in half
    • Anisotropic even worse
      • Depending on level of anisotropy
      • The hardware is intelligent in this regard, you only pay for the anisotropy you use
texture addressing characteristics
Texture Addressing Characteristics
  • Different texture addressing operations have wildly different performance characteristics
    • But texture cache hits/misses more significant
texture addressing characteristics39
Texture Addressing Characteristics
  • Also, every two textures cuts fill-rate in half:
    • 1 or 2 textures runs at full speed
    • 3 or 4 textures runs at half speed (two clocks)
color blending characteristics
Color Blending Characteristics
  • Color blending operations also called ‘Register Combiners’
    • 1 or 2 instructions (combiners) – full speed
    • 3 or 4 instructions (combiners) – half speed
    • 5 or 6 instructions (combiners) – one third speed
    • 7 or 8 instructions (combiners) – one quarter speed
      • These numbers are for GF3 / 4 Ti
  • But if using 4 textures
    • Already at half-speed or less
    • Using up to 4 combiners is free
fill rate measurement
Fill-Rate Measurement
  • You are bound by fill-rate, if
    • Reducing texture sizes
      • Or better turning off texturing
    • Increases performance significantly
    • Turning on / off trilinear affects performance
    • Increasing texture units used to 4, but not actually fetching from any textures (using pixel shader instructions like texcoord), causes you to slow down
improving fill rate
Improving Fill-Rate
  • Render z-only pass first
    • Because z-optimizations happen before rasterization
    • Helps with memory bandwidth as well
      • Even for older chips without z-optimizations
  • Do everything to reduce texture cache misses
  • Turn on anisotropic, but turn off trilinear filtering
    • Mip-map transitions are less visible with anisotropic filtering on
improving fill rate cont
Improving Fill-Rate (cont.)
  • Consider palletized normal maps for compression
  • Consider moving per-pixel work to per-vertex
  • Consider ‘shader LODing’
    • Turn off detail map computations in the distance
memory bandwidth characteristics
Memory Bandwidth Characteristics
  • Memory bandwidth is often the bottleneck
    • especially at high resolutions
  • Memory bandwidth influenced by:
    • Screen and render-target resolutions
    • Render-target color / z bit depth
    • FSAA
    • Texture sizes and formats (texture fetching)
    • Overdraw complexity
    • Alpha blending
    • GPU’s memory-interface width
    • Memory clock
memory bandwidth characteristics45
Memory Bandwidth Characteristics
  • FSAA hits memory bandwidth exclusively
    • no fill-rate hit with multi-sample
  • Failing the z/stencil/alpha test means
    • Pixel color is not written
    • Z is not written
measuring memory bandwidth
Measuring Memory Bandwidth
  • Switch frame-buffer format to 16bit
  • Switch all render-targets to 16bit
  • If performance doubles
    • App was 100% memory-bandwidth bound
  • If performance unchanged
    • App is not memory-bandwidth bound
improving memory bandwidth
Improving Memory Bandwidth
  • Overdraw
    • Reduce as much as possible
    • Lightly sort objects front to back
      • All architectures benefit, since z-test fails
    • Reduce blending as much as possible
      • Always enable alpha-test when blending
        • Tweak test-value as much as possible
      • Consider using 2-pass alpha-test/-blend technique
  • Always clear z/stencil (using clear())
    • Do not clear color if not necessary
    • Writing z from shader destroys early z
improving memory bandwidth cont
Improving Memory Bandwidth (cont.)
  • Prefer FSAA over high resolution
  • Consider using z-only pass
    • Turn off z-writing for all subsequent passes
conclusion
Conclusion
  • A lot of different performance bottle-necks
    • Know which one to tweak
    • Use suggestions here to
      • make things faster w/o making it visibly worse
      • Make things prettier for free!
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