A common three-dimensional (3D) graphics processing pipeline accepts commands from a host (e.g., central processing unit (CPU)) and processes the commands to generate pixels for display on a display device. Graphics processing pipelines include a number of stages that perform individual tasks, such as transforming vertex positions and attributes, calculating pixel colors, and so on. Improvements and advances are continually being made to graphics processing pipelines.
The advantages of the methods and mechanisms described herein may be better understood by referring to the following description in conjunction with the accompanying drawings, in which:
In the following description, numerous specific details are set forth to provide a thorough understanding of the methods and mechanisms presented herein. However, one having ordinary skill in the art should recognize that the various implementations may be practiced without these specific details. In some instances, well-known structures, components, signals, computer program instructions, and techniques have not been shown in detail to avoid obscuring the approaches described herein. It will be appreciated that for simplicity and clarity of illustration, elements shown in the figures have not necessarily been drawn to scale. For example, the dimensions of some of the elements may be exaggerated relative to other elements.
Various systems, apparatuses, and methods for implementing graphics pipeline optimizations are disclosed herein. In one implementation, a user interface (UI) is generated to allow a user to compile shaders and state and determine resource utilization for the shaders on any of multiple different target graphic devices. The UI allows the user to manipulate the state associated with the target graphics device for a given graphics pipeline. After being edited by the user, the state of the graphics pipeline is converted into a textual representation format and provided as input into a meta-app. As used herein, the term “meta-app” is defined as a generic application that can create a graphics or compute pipeline based on instructions that are provided to the generic application. The graphics or compute pipeline created by the meta-app can be generated to be compatible with any of various graphics application programming interfaces (APIs). In one implementation, there is a separate meta-app for each different graphics API.
In one implementation, a given meta-app creates an API construct for a corresponding graphics API from the shader source code and textual representation of the state, and the API construct is compiled by a driver component into machine-level instructions. In one implementation, the textual representation of the state is a textual description file which provides the instructions for creating a valid API construct. Also, resource usage statistics are generated for a simulated execution of the graphics pipeline on the target graphics device using the machine-level instructions created by the driver component. It is noted that the execution of the graphics pipeline can be simulated on any target graphics device, even those graphic devices which are not physically installed on the machine. Then, the machine-level instructions and resource usage statistics are displayed in the UI for the user to analyze. The user can edit the state and then recompile the graphics pipeline and generate a new set of machine-level instructions and resource usage statistics. This iterative process can be repeated any number of times.
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In one implementation, processor 105A is a general purpose processor, such as a central processing unit (CPU), with any number of execution units 112A-N (i.e., processor cores) for executing program instructions. Processor 105A is coupled to bus 125 via interface 115. Processor 105A receives, via interface 115, various data and instructions, such as shader programs, a pipeline state specification, program instructions 145, and/or other data and instructions. In one implementation, processor 105A creates an application programming interface (API) construct based on one or more shader programs and the pipeline state specification. In one implementation, processor 105A compiles the API construct to create machine-level instructions for generating pixels to be displayed. More details describing how processor 105A creates and compiles the API construct are provided throughout the remainder of this disclosure.
In one implementation, processor 105A executes a driver 110 (e.g., graphics driver) for communicating with and/or controlling the operation of one or more of the other processors in system 100. It is noted that depending on the implementation, driver 110 can be implemented using any suitable combination of hardware, software, and/or firmware. In one implementation, processor 105N is a data parallel processor with a highly parallel architecture, such as a graphics processing unit (GPU) which renders pixels for display controller 150 to drive to display 155.
A GPU is a complex integrated circuit that performs graphics-processing tasks. For example, a GPU executes graphics-processing tasks required by an end-user application, such as a video-game application. GPUs are also increasingly being used to perform other tasks which are unrelated to graphics. The GPU can be a discrete device or can be included in the same device as another processor, such as a CPU. Other data parallel processors that can be included in system 100 include digital signal processors (DSPs), field programmable gate arrays (FPGAs), application specific integrated circuits (ASICs), and so forth. In some implementations, processors 105A-N include multiple data parallel processors.
Memory controller(s) 130 are representative of any number and type of memory controllers accessible by processors 105A-N. While memory controller(s) 130 are shown as being separate from processors 105A-N, it should be understood that this merely represents one possible implementation. In other implementations, a memory controller 130 can be embedded within one or more of processors 105A-N and/or a memory controller 130 can be located on the same semiconductor die as one or more of processors 105A-N. Memory controller(s) 130 are coupled to any number and type of memory devices(s) 140. Memory device(s) 140 are representative of any number and type of memory devices. For example, the type of memory in memory device(s) 140 includes Dynamic Random Access Memory (DRAM), Static Random Access Memory (SRAM), NAND Flash memory, NOR flash memory, Ferroelectric Random Access Memory (FeRAM), or others. Memory device(s) 140 store program instructions 145, which can include a first set of program instructions for a meta-app, a second set of program instructions for a driver component, and so on. Alternatively, program instructions 145 can be stored in a memory or cache device local to processor 105A and/or processor 105N.
I/O interfaces 120 are representative of any number and type of I/O interfaces (e.g., peripheral component interconnect (PCI) bus, PCI-Extended (PCI-X), PCIE (PCI Express) bus, gigabit Ethernet (GBE) bus, universal serial bus (USB)). Various types of peripheral devices (not shown) are coupled to I/O interfaces 120. Such peripheral devices include (but are not limited to) displays, keyboards, mice, printers, scanners, joysticks or other types of game controllers, media recording devices, external storage devices, and so forth. Network interface 135 is able to receive and send network messages across a network.
In various implementations, computing system 100 is a computer, laptop, mobile device, game console, server, streaming device, wearable device, or any of various other types of computing systems or devices. It is noted that the number of components of computing system 100 varies from implementation to implementation. For example, in other implementations, there are more or fewer of each component than the number shown in
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In various implementations, computing system 200 executes any of various types of software applications. As part of executing a given software application, a host CPU (not shown) of computing system 200 launches work to be performed on GPU 205. In one implementation, command processor 235 receives kernels from the host CPU, and command processor 235 uses dispatch unit 250 to issue corresponding wavefronts to compute units 255A-N. In one implementation, a wavefront launched on a given compute unit 255A-N includes a plurality of work-items executing on the single-instruction, multiple-data (SIMD) units of the given compute unit 255A-N. Wavefronts executing on compute units 255A-N can access vector general purpose registers (VGPRs) 257A-N and a corresponding local data share (LDS) 258A-N located on compute units 255A-N. It is noted that VGPRs 257A-N are representative of any number of VGPRs.
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When a data-parallel kernel is dispatched by the system to compute unit 300, corresponding tasks are enqueued in task queues 355A-N. Work-items (i.e., threads) of the kernel executing the same instructions are grouped into a fixed sized batch called a wavefront to execute on compute unit 300. Multiple wavefronts can execute concurrently on compute unit 300. The instructions of the threads of the wavefronts are stored in an instruction buffer (not shown) and scheduled for execution on SIMDs 310A-N by scheduling unit 345. When the wavefronts are scheduled for execution on SIMDs 310A-N, corresponding threads execute on the individual lanes 315A-N, 320A-N, and 325A-N in SIMDs 310A-N. Each lane 315A-N, 320A-N, and 325A-N of SIMDs 310A-N can also be referred to as an “execution unit” or an “execution lane”.
In one implementation, compute unit 300 receives a plurality of instructions for a wavefront with a number N of threads, where N is a positive integer which varies from processor to processor. When threads execute on SIMDs 310A-N, the instructions executed by threads can include store and load operations to/from scalar general purpose registers (SGPRs) 330A-N, VGPRs 335A-N, and LDS 360. Control units 340A-N in SIMDs 310A-N are representative of any number of control units which can be located in any suitable location(s) within compute unit 300. Control units 340A-N can be implemented using any suitable combination of circuitry and/or program instructions.
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In one implementation, shader source code 425 is compiled by API-specific compiler 427 into a shader intermediate representation (IR) 432 which is provided to meta-app 440. In one implementation, meta-app 440 is a generic software application executing on a computing device or computing system. In one implementation, meta-app 440 executes on the same computing device or system that generates and displays user interface 420. In another implementation, meta-app 440 executes on a different computing device or system from the device/system which generates and displays user interface 420. Additionally, depending on the implementation, meta-app 440 can be combined with application 410 or meta-app 440 can execute independently of application 410. Pipeline state spec 430 is provided to translation unit 435 which converts spec 430 into a pipeline state textual representation 437. In one implementation, pipeline state textual representation 437 is generated in a Javascript Object Notation (JSON) format. In one implementation, translation unit 435 is part of application 410. In another implementation, translation unit 435 is a separate component from application 410.
Pipeline state textual representation 437 is provided to meta-app 440. Meta-app 400 generates application programming interface (API) construct 445 from shader IR 432 and pipeline state textual representation 437. API construct 445 combines shader IR 432 and pipeline state textual representation 437 in a format that is compatible with a particular graphics pipeline API (e.g., Vulkan™, Metal, DirectX™ 12 (DX12)). API construct 445 is provided to driver component 450. As used herein, the term “API construct” is defined as a combination of one or more shader programs and a pipeline state specification, with the combination generated in a format which is compatible with a particular graphics pipeline API. In one implementation, the pipeline state specification is generated separately and independently from the shader programs prior to the pipeline state specification being combined with the shader programs to form the API construct.
In one implementation, driver component 450 includes driver layer 460 and virtual graphics device 470. Virtual graphics device 470 represents the target graphics device specified by the user. In one implementation, driver component 450 creates virtual graphics device 470 to simulate that the target graphics device is actually installed in system 400. Driver layer 460 generates machine level instructions 465 from API construct 445, and machine level instructions 465 are provided to virtual graphics device 470 in order to generate resource utilization statistics 475.
It is noted that virtual graphics device 470 allows resource utilization statistics 475 to be generated without requiring the specific target device to be installed as one of the physical components of system 400. This allows the user to target any potential graphics device and generate corresponding machine level instructions 465 and resource utilization statistics 475 which are specific to any potential graphics device. Machine level instructions 465 and resource utilization statistics 475 are presented to the user via user interface 420. Machine level instructions 465 and resource utilization statistics 475 can also be stored in a memory (not shown), sent over a network (not shown), executed by an actual graphics device, or processed in other manners.
It is noted that an iterative process can be used to make changes to shader source code 425 and/or pipeline state spec 430 to improve the results generated by system 400. For example, user 410 can interact with user interface 420 to incrementally update shader source code 425 and/or pipeline state spec 430. The user can view the resultant machine level instructions 465 and resource utilization statistics 475 in user interface 420 and decide to make one or more changes to shader source code 425 and/or pipeline state spec 430. Then, system 400 generates a new set of machine level instructions 465 and resource utilization statistics 475 based on the change(s). The user can view and analyze the new set of machine level instructions 465 and resource utilization statistics 475 and decide whether more changes are warranted. This process can continue through any number of iterations.
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Also, UI 500 includes pipeline state button 530 which allows the user to specify the state of the graphics pipeline. In one implementation, when the user clicks on pipeline state button 530, an editor is opened which allows the user to edit the state of the graphics pipeline. When the user is finishing editing the state, the user saves the state, which causes a textual representation of the state to be generated. Additionally, UI 500 includes build settings button 535 for specifying various build settings to be used when building the corresponding graphics pipeline. It is noted that in other implementations, UI 500 can include other graphical elements and/or be organized differently than is shown in
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After the shader source code is compiled, the machine-level instructions are generated and displayed in section 615. Section 615 provides a direct correlation back to the source code in section 610 to allow the user to identify how the source code file instructions are translated into machine-level instructions. Also, resource usage section 620 includes an identification of the resources that will be utilized in the target graphics device by the graphics pipeline as built. As shown in resource usage section 620, 4 out of 256 vector general purpose registers (VGPRs) are being used, 7 out of 104 scalar general purpose registers (SGPRs) are being used, 0 kilobytes (KB) out of 32 KB of local data share (LDS) are occupied, and 0 bytes (B) of scratch memory are being used by the graphics pipeline.
It is noted that resource usage section 620 is merely intended to serve as one example of the types of resources being tracked. In other implementations, the usage of other types of resources can be tracked by resource usage section 620. UI 600 also includes pipeline state button 625 for specifying the state associated with the graphics pipeline. The state can also be edited when the user selects pipeline state button 625. One example of a UI for editing the pipeline state is shown in
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For example, “pAttachments” component 710 is below the highlighted “pColorBlendState” row 705. The “pAttachments” component 710 refers to pipeline attachments, with “Pipeline ColorBlendAttachementState” component 715 a child component of the “pAttachments” component 710. The various components underneath the “Pipeline ColorBlendAttachmentState” component 715 include “blendEnable” component 720, “srcColorBlendFactor” component 725 for adjusting the source color blend factor, “dstColorBlendFactor” component 730 for adjusting the destination color blend factor, and so on.
The other portions of the pipeline state that can be displayed in UI 700 by scrolling up or down include various state variables. Examples of state variables include, but are not limited to, the following: compare operation, border color, texel buffer type, sample count flag bits, attachment load operation, attachment store operation, image layout, pipeline bind point, access flag bits, dependency flag bits, vertex input rate, primitive topology, polygon mode, cull mode flag bits, front fact rotation, stencil operation, logic operation, blend factor, blend operation, dynamic state, filter, sampler mip-map mode, sampler address mode, and pixel format. In other implementations, the state variables can include other variables and/or omit or more of the above variables.
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An application (e.g., application 410 of
Then, the application (e.g., meta-app 440) creates an API construct from the graphics pipeline state specification in the second format and the shader program(s) (block 820). Next, the application provides the API construct to a driver component (e.g., driver component 450) (block 825). Then, the driver component compiles the API construct for a specified target graphics device and generates results from the compilation (block 830). In one embodiment, the results include machine-level instructions and resource utilization statistics. The driver component can generate results for any of various types of graphics devices (e.g., GPUs) even if the actual physical device is not installed in the system. The results of the compilation are then presented to the user via the user interface (block 835). After block 835, method 800 ends. The user can then modify the shader program(s) and state using the user interface in response to reviewing the compilation results.
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The system detects actions by a user for editing the state in the UI (block 910). If the user makes a selection in the UI for saving the edited state (conditional block 915, “yes” leg), then the system saves a textual representation of the edited state (block 920). In one implementation, the textual representation is stored in a JSON format. In other implementations, other formats can be used for the textual representation. Next, the textual representation of the edited state, along with the necessary shaders, are compiled into an updated graphics pipeline (block 925). After block 925, method 900 ends. After block 925, the user can analyze and/or perform other actions with the updated graphics pipeline.
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After method 1200 is performed, the driver is in virtual graphics device mode with functionality limited to creating pipeline states for shader analysis and for generating shader statistics. Shader statistics include a variety of parameter data, such as, but not limited to, vertex shader statistics, hull shader statistics, domain shader statistics, geometry shader statistics, hardware register availability and utilization, memory usage, shader core size, number of threads per thread group in the X dimension, number of threads per thread group in the Y dimension, number of threads per thread group in the Z dimension, and other parameters. For example, in one implementation, the hardware register statistics include one or more of the number of used vector general purpose registers (VGPRs), the number of used scalar general purpose registers (SGPRs), the number of VGPRs made available to the shader, and the number of SGPRs made available to the shader.
In various implementations, program instructions of a software application are used to implement the methods and/or mechanisms described herein. For example, program instructions executable by a general or special purpose processor are contemplated. In various implementations, such program instructions are represented by a high level programming language. In other implementations, the program instructions are compiled from a high level programming language to a binary, intermediate, or other form. Alternatively, program instructions are written that describe the behavior or design of hardware. Such program instructions are represented by a high-level programming; language, such as C. Alternatively, a hardware design language (MIL) such as Verilog is used. In various implementations, the program instructions are stored on any of a variety of non-transitory computer readable storage mediums. The storage medium is accessible by a computing system during use to provide the program instructions to the computing system for program execution. Generally speaking, such a computing system includes at least one or more memories and one or more processors configured to execute program instructions.
It should be emphasized that the above-described implementations are only non-limiting examples of implementations. Numerous variations and modifications will become apparent to those skilled in the art once the above disclosure is fully appreciated. It is intended that the following claims be interpreted to embrace all such variations and modifications.
This application claims priority to the U.S. Provisional Patent Application Ser. No. 62/992,067, entitled “GPU Pipeline Optimization”, filed Mar. 19, 2020, the entirety of which is incorporated herein by reference.
Number | Date | Country | |
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62992067 | Mar 2020 | US |