OpenGL ESSL optimizing compiler for embedded 3D graphic processor

Soojun Im, Dongkun Shin
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Abstract

Recently, graphic processing unit (GPU) becomes a mandatory component in mobile consumer devices such mobile phones. The vertex and fragment shader programs in embedded GPU are programmed with embedded system shading language(ESSL). The shader compiler for ESSL should be designed considering several distinct features of ESSL and GPU. In this paper, we present ESSL compiler techniques for embedded GPU. The compiler can optimize the code and data memory size as well as improve the performance of shader code by fully exploiting the special architecture of target GPU. Experiments show that the proposed optimization techniques can reduce the code size by up to 10.3% and the execution cycles by up to 16.8%.
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嵌入式3D图形处理器的OpenGL ESSL优化编译器
最近,图形处理单元(GPU)成为手机等移动消费设备的必备组件。采用嵌入式系统着色语言(ESSL)编写了嵌入式GPU中的顶点着色器和片段着色器程序。ESSL的着色器编译器的设计应该考虑到ESSL和GPU的几个不同的特性。在本文中,我们提出了嵌入式GPU的ESSL编译技术。编译器可以充分利用目标GPU的特殊架构,优化代码和数据内存大小,提高着色器代码的性能。实验表明,所提出的优化技术可以将代码大小减少10.3%,执行周期减少16.8%。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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