AMD GPU Tools for games development

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1 AMD GPU Tools for games development Holger Gruen European Developer Relations AMD Graphics Products Group Material for many slides was provided by J. Zarge and S. Sowerby from the AMD graphics Performance Tools - group GCDC 2007, August 2007

2 Overview AMD CPU Tools CodeAnalyst, APL, ACML, AMD GPU Tools GPU PerfStudio + demo GPU ShaderAnalyzer + HD2000 code analysis Tootle AMD content creation tools Release dates 2 August 22, 2007

3 CPU Tools 3 August 22, 2007

4 CPU Tools AMD CodeAnalyst Performance Profiler Hotspot detection (various sampling methods) Call stack sampling Thread profiling, Pipeline simulation, etc. Performance Libraries APL (AMD performance library) Core functions ( e.g. query CPU configuration) Image and signal processing functions ACML (AMD core math library) BLAS (Basic Linear Algebra Subroutines) LAPACK, FFT suite, random number generators 4 August 22, 2007

5 GPU PerfStudio 5 August 22, 2007

6 GPU PerfStudio: Overview Monitors GPU in real-time API statistics Hardware/driver data Visualize data in real-time in plots in bar charts Client/Server architecture Local or remote apps Remote app launching Override rendering states in real-time Non-intrusive No driver instrumentation 6 August 22, 2007

7 GPU PerfStudio V1.0 Features: Hardware Counters % Hardware Utilization % Vertex wait for Pixel ALU:TEX instructions Primitive counts Pixel vs. vertex bound Still makes sense under DX10 etc 7 August 22, 2007

8 GPU PerfStudio V1.0 Features: API Statistics Per-frame API call data D3D9 D3D10 very soon Sorting of API call by call count call timing 8 August 22, 2007

9 GPU PerfStudio Features: Data Plotting Marker lines for API state changes Multiple data series on single plot Plot properties customizable 9 August 22, 2007

10 GPU PerfStudio Features: Bar Charts Customizable alarm level Customizable range Customizable Tick Labels Customizable Colors 10 August 22, 2007

11 GPU PerfStudio Features: State Overrides 11 August 22, 2007

12 GPU PerfStudio V1.1: Upcoming Features DX10/Vista/HD2000 support ability to analyze cutting edge applications on the newest hardware Render target and non-rt state overrides Especially useful for image-space effects (depth of field, glows, render to texture) Data filters average median, min, max, derivative For gaining additional insight into your data Plot lines for user defined markers Demonstrate the effect of state override on performance data 12 August 22, 2007

13 GPU PerfStudio V1.1: Upcoming Features (cont.) Even more flexible bar charts Control colors, sizes, alarm, range and more Flexible table cell formatting Control cell size, color, font Application remembers settings recent sessions, recent server machines, recent apps, etc. Selectable anti-aliasing Fine tune the look and performance of GPU PerfStudio 13 August 22, 2007

14 GPU PerfStudio demo: DX9 SDK samples 14 August 22, 2007

15 GPUPerfStudio on XP/DX9 15 August 22, 2007

16 GPU PerfStudio demo: DX10 SDK samples 16 August 22, 2007

17 GPU PerfStudio on Vista/DX10 17 August 22, 2007

18 GPU ShaderAnalyzer 18 August 22, 2007

19 GPU ShaderAnalyzer: Feature Overview Shader performance analysis tool Shader tuning environment Instant perf. feedback as you tune your shaders 19 August 22, 2007

20 GSA Features: Performance Analysis Predicts shader perf. on range of AMD GPUs. Analyzes compiled hardware instruction stream Analysis is tied to specific Catalyst driver releases. Displays estimated cycle count & ALU:Texture ratio Color codes ALU:Tex ratio for shader for ALU bound, Texture bound, Interpolator bound 20 August 22, 2007

21 GSA Features: Performance Analysis (cont.) Considers static & dynamic flow control. Considers the cost of each side of a branch Calculate the minimum, maximum & average cycles Factors in the expected flow control coherence Currently only average cycles are displayed in GUI but min & max from command line and selectable in new versions Estimates cost of texturing for bi-, tri-linear & aniso Cost based on typical texture fetch cost, not theoretical maximum 21 August 22, 2007

22 GSA Features: Hardware Disassembly View the actual shader as executed by the hardware Shows the hardware shader optimized by the SC See where your shader performance is going Can also display D3D shader disassembly 22 August 22, 2007

23 GSA Features: Supported Shader Formats DX9 Pixel\Vertex Shaders SM 1.1 SM 3.0 Assembly Shaders SM 2.0 SM 3.0 HLSL Shaders DX10 Pixel\Vertex\Geometry Shaders GLSL Pixel\Vertex Shaders arb_fp\arb_vp programs 23 August 22, 2007

24 GSA Features: Other features Options dialog to configure HLSL compiler to use ATI Shader Compiler Version GPUs to analyze performance for Options that control code analysis Command line support performance analysis & hardware disassembly also available from command line as mentioned earlier Analyze a single shader or a directory tree Output analysis to.csv file for further analysis within MS Excel 24 August 22, 2007

25 GPU ShaderAnalyzer : HD2000 code analysis 25 August 22, 2007

26 Short introduction: Coding for scalar ALUs on HD2000 HD2000 has 5 scalar ALUs / shader core Common math can execute on all ALUs Only one ALU can do Integer multiplies Type conversions see HD2000_programming_guide 26 August 22, 2007

27 Why you should use GSA: decoding packed rgba float4 main( uint color : COLOR ): SV_Target { } uint r = (color ) & 0xFF; uint g = (color >> 8) & 0xFF; uint b = (color >> 16) & 0xFF; uint a = (color >> 24) & 0xFF; return float4(r, g, b, a) * (1.0 / 255.0); 27 August 22, 2007

28 Compiles to 8 instr. slots!!! 28 August 22, 2007

29 Why you should use GSA : decoding packed rgba - better float4 main( uint color : COLOR ): SV_Target { uint r = color & 0x000000FF; uint g = color & 0x0000FF00; uint b = color & 0x00FF0000; uint a = color & 0xFF000000; return float4(r, g, b, a) * (1.0 / (255 * float4(1, 256, } 65536, ))); 29 August 22, 2007

30 Compiles to 5 instr. slots 30 August 22, 2007

31 Why you should use GSA: Which code is optimal? int4 main(int4 a: TEXCOORD) : SV_Target{ return a + 1.0; } vs int4 main(int4 a: TEXCOORD) : SV_Target{ return a + 1; } 31 August 22, 2007

32 Compiles to 8 slots vs 1 slot 32 August 22, 2007

33 Tootle 33 August 22, 2007

34 Tootle: Overview A Triangle Order Optimization Tool Improves vertex-cache hit rate Reduces overdraw View independent Library to integrate into your tool-chain Simple to use and free 34 August 22, 2007

35 Tootle: Background Based on I3D 06 paper by Nehab\Barczak\Sander Uses D3DXOptimizeMesh for vtx cache optim. Uses D3D for overdraw measurement Example Scene: 70k polygons, 10 materials Reduced overdraw by factor of two. 3-7% performance increase compared to D3DXOptimizeMesh 35 August 22, 2007

36 Tootle: Overdraw Reduction 36 August 22, 2007

37 AMD Content Creation Tools 37 August 22, 2007

38 AMD Content Creation Tools RenderMonkey Shader development environment Supports HLSL, D3D asm and GLSL The Compressonator Tool for compressing textures Creates mip-map levels DX10 supported CubeMapGen Creates filtered seamless cube maps via angular extent filtering Lots of import/export and cube map assembly options NormalMapper Automatic normal map generation tool 38 August 22, 2007

39 Tool Release Dates 39 August 22, 2007

40 Tools and Release Dates GPU PerfStudio v1.1 (8/31) GPU ShaderAnalyzer v1.30 (8/21) Compressonator v1.4 (8/21) RenderMonkey v1.71 (last week) of course dates may change 40 August 22, 2007

41 Questions? Holger Gruen European Developer Relations AMD Graphics Products Group 41 August 22, 2007

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