渲染消除:在图形管道中尽早丢弃多余的贴图

Martí Anglada, Enrique de Lucas, Joan-Manuel Parcerisa, Juan L. Aragón, P. Marcuello, Antonio González
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引用次数: 8

摘要

gpu是实时渲染应用程序中最耗能的组件之一,因为涉及到大量的片段着色计算和内存访问。主内存带宽对智能手机等电池供电设备的消耗尤其大。基于Tile-Based Rendering gpu将屏幕空间划分为多个tile,这些tile在片上缓冲区中独立渲染,从而减少内存带宽和能耗。我们观察到,在许多动画图形工作负载中,大量屏幕块在相邻帧之间具有相同的颜色。在本文中,我们提出了渲染消除(RE),这是一种新的微架构技术,可以通过比较签名来准确地确定光栅化之前的图像是否与前一帧中的相同图像相同。由于RE在图形管道的早期识别了冗余的tile,它完全避免了管道中最耗电阶段的计算和内存访问,这大大减少了GPU的执行时间和能耗。对于广泛使用的Android应用程序,我们表明,RE实现了1.74倍的平均加速和43%的GPU/内存系统能耗减少,远远超过了事务消除的好处,这是一种最先进的内存带宽减少技术,可用于一些商业的基于磁贴的渲染GPU。
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Rendering Elimination: Early Discard of Redundant Tiles in the Graphics Pipeline
GPUs are one of the most energy-consuming components for real-time rendering applications, since a large number of fragment shading computations and memory accesses are involved. Main memory bandwidth is especially taxing battery-operated devices such as smartphones. Tile-Based Rendering GPUs divide the screen space into multiple tiles that are independently rendered in on-chip buffers, thus reducing memory bandwidth and energy consumption. We have observed that, in many animated graphics workloads, a large number of screen tiles have the same color across adjacent frames. In this paper, we propose Rendering Elimination (RE), a novel micro-architectural technique that accurately determines if a tile will be identical to the same tile in the preceding frame before rasterization by means of comparing signatures. Since RE identifies redundant tiles early in the graphics pipeline, it completely avoids the computation and memory accesses of the most power consuming stages of the pipeline, which substantially reduces the execution time and the energy consumption of the GPU. For widely used Android applications, we show that RE achieves an average speedup of 1.74x and energy reduction of 43% for the GPU/Memory system, surpassing by far the benefits of Transaction Elimination, a state-of-the-art memory bandwidth reduction technique available in some commercial Tile-Based Rendering GPUs.
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