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NITROUS AND MANTLE: Combining efficient engine design with a modern API Dan Baker, Partner, Oxide Games

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Nitrous and Mantle :. Combining efficient engine design with a modern API. Dan Baker, Partner, Oxide Games. Pre-REQUISITE Motivational SLIDE. MODERN APIS are starting to feel rather Dated But how much better can we be?. Pre-REQUISITE Motivational SLIDE. Turns out… a whole lot faster. - PowerPoint PPT Presentation

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NITROUS AND MANTLE:Combining efficient engine design with a modern API

Dan Baker, Partner, Oxide Games

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PRE-REQUISITE MOTIVATIONAL SLIDE

MODERN APIS ARE STARTING TO FEEL RATHER DATED

BUT HOW MUCH BETTER CAN WE BE?

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PRE-REQUISITE MOTIVATIONAL SLIDE

TURNS OUT… A WHOLE LOT FASTER

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HONEY, DOES THIS DRESS MAKE ME LOOK FAT?

=

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STATE OF THE ART TODAY: WHAT’S GOING ON?

Lots of little things add up2 major problems require rearchitecture

–Functional threading model throws a wrench into task based systems

–Implicit Hazard tracking and synchronizationAPI tries to hide the async nature of GPU

Lots of little things, memory model, binding model, etcAnalysis of features like instancing indicate that it is unreliable and tends to speed up only the fastest frames, correlation between batches and driver perf is casual

Can’t RETRO fit old APIS

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DIVING INTO NITROUS

Nitrous = Oxide’s custom engineSpecifically designed for high throughputCore neutral. Main thread acts only as lightweight sequencerAll work divided up into small jobs, which are in the microsecond rangeCan produce lots of jobs, 10,000+ range per frame

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STAR SWARM

Nitrous Engine demo Free to download,

experiment Proof of concept for

modern API design Represents 2 AI

opponents, thus application CPU load is realistic

10,000 units possible 100,000+ batches

possible

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SECRETS BEHIND STAR SWARM

Much of what is required for high performance isn’t specific to Mantle

Star Swarm originally not based on MantleIf engine is structured in certain ways, Mantle support is straight-forward and intuitive. Maybe even fun.

Work done to restructure engine will have benefits outside of Mantle support

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ADDING NITROUS TO THE ENGINE

Rendering broken into jobs which generate autonomous command buffers CPU to GPU data streamlined – constants, texture updates go into GPU frame memory Shader bindings standardized Shaders, state, bundled into blocks Resources grouped into sets Graphics commands streamlined, restricted bind points Stateless command format Expensive state transitioned rarely Much attention paid to cache usage, lockless data structures All hazards detangled, all buffers considered non persistent

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MULTI-CORE CPU BASICS

Be Wary, There Is A Lot Of Very Bad Advice In The WildSpawning threads to handle tasksRelying OS preemptive scheduler, heavy weight OS synchronization primitives Functional threading in general

Your Survival GuideOK: Multi-thread read of same locationOK: Multi-thread write to different locationsOK: Multi-thread write to same location in ‘stamp’ modeCAUTION: Atomic instructions STOP: Multi-thread read/write to same locationSTOP: Multi-thread write to same CACHE line

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NITROUS AND MANTLE

Nitrous is NOT built around MantleReverse is more true, Mantle adapts well to Nitrous internal conceptsThe concepts are what make engine fastResults are astounding, driver time reduced up to 50xMantle is the harbinger of future API design, Not just in Graphics

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TASK BASED SYSTEM

Idea is that work load is a constructed graph of much smaller nuggets

Many advantages

– Scales well, 32+ cores

– Easy to balance workload

– More power efficient – more slower cores just as good Already seeing CPUs dynamically slowing clock speed

– If enough similar work items queued, can execute same code on cores Cache hit rate much higher

– End up generating a larger number of command buffers to prevent thread serialization

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HOW NITROUS GENERATES COMMANDS

Core 0 Core 1 Core 2

Cmd Buffer 0

Cmd Buffer 1

Cmd Buffer 2

Cmd Buffer 3

Frame Data

Cmd Buffer 2

Cmd Buffer 0

Cmd Buffer 1

Cmd Buffer 3

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NITROUS COMMAND FORMATS

In reality, diagram is over simplified Nitrous has it’s own internal command format

– Small, efficient commands

– Stateless, each command contains references to all needed state

– Inheritance unneeded

– Separates internal graphics system from any particular API Being Stateless, can be generated completely out of order Entire Frame is queued up in internal command format Frame is translated to GPU commands via Mantle

– Nitrous Command buffers are translated into Mantle Command Buffers at one section Get’s more optimal use out of instruction cache and data cache

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BUILDING AROUND ASYNCRONISITY: HOW NITROUS THINKS OF A FRAME

Entire app should be exposed to concept of asyncronisity The concept of a frame:

– A set of commands which will be executed on the GPU

– A set of data which will be read by the GPU

– This concept is fundamental in Nitrous, regardless of API

Frame

CMD CMD CMD CMD

Frame Data

Persistent

Textures Big Transfer Buffers

Resource Sets

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CREATING A FRAME, USING FRAME DATA

Create 2 copies of our frame data One will be read by GPU, while

other is being written to by the CPU Must use fence to make sure CPU

doesn’t get ahead More complex situations could be

explored Frame data includes

– Constant Data

– Small texture updates

Even Frame

Odd Frame

GPU

CPU

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STARTING OUR FRAME

g_fTotalFrameTime = System::Time::TimeAsSeconds( System::Time::PeekTime()) - g_StartTotalFrameTime ;g_uFrameBuffer = (g_uFrame % TransferMemory::BUFFERS);

if(g_bProtectMemory) ProtectMemory(g_CmdTransferMemory.PerFrameMemory[g_uFrameBuffer].pData, g_CmdTransferMemory.Capacity, PO_READWRITE);

gr = grWaitForFences(g_Device, 1, &g_FrameFences[g_uFrameBuffer], true, MAX_FRAME_WAIT_TIME_SECONDS);if(gr == GR_TIMEOUT) // Throw the frame out return false;

g_StartTotalFrameTime = System::Time::TimeAsSeconds( System::Time::PeekTime());

//Reset our allocation and map the current GPU memoryHeapAndChunk HeapChunk = g_GPUTransferMemory.PerFrameMemory[g_uFrameBuffer].Memory;MarkMemoryChunk(HeapChunk);GR_GPU_MEMORY DynamicMemory = g_MemoryHeap.MemoryChunk[HeapChunk.Heap][HeapChunk.SubChunk].Memory; gr = grMapMemory(DynamicMemory, 0, (GR_VOID**) &g_GPUTransferMemory.PerFrameMemory[g_uFrameBuffer].pData); g_CmdTransferMemory.PerFrameMemory[g_uFrameBuffer ].Offset = 0;g_GPUTransferMemory.PerFrameMemory[g_uFrameBuffer ].Offset = 0;

g_GPUTransferMemory.pCurrentMantleMemoryBase = g_GPUTransferMemory.PerFrameMemory[g_uFrameBuffer].pData;g_GPUTransferMemory.pCurrentMantleMemoryEnd = g_GPUTransferMemory.PerFrameMemory[g_uFrameBuffer].pData + g_GPUTransferMemory.Capacity;g_GPUTransferMemory.CurrentMantleMemory = DynamicMemory;g_GPUTransferMemory.TempHeapMemory = 0;

return true;

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HINT

Use memory heap that has highest cpuWritePerfRatingIn Debug, rather then copying directly to GPU memory, allocate CPU memory–Or use pinned Mantle memory

Then, use OS call Virtual Protect with PAGE_NOACCESS for any data that effects the frame, while the frame is being accessed by GPU, or could be being translated by the CPU

If any part of system inadvertently writes to the memory, will throw exception

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SOME EXTRA STUFF WE WILL NEED

Because we track hazards, we will want a few more buffersA delete queue – objects are not deleted, but placed in the delete queue

–One queue per frame, once that frame is complete, items will be deleted

A state transition queue–Used only when a resource is created, to transition it to the desired

initial stateAn Unordered Command Queue

–Gets flushed before main frames command queue–Useful for preparing resources for first time use (e.g. initialization)

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INTERNAL COMMAND FORMAT

Nitrous has it’s own internal command format Persistent state:

– Resource Sets

– Shader Blocks

– Various pipeline state Frame State, primary construct is a batch set

– Contains primitives, batches and shader sets

– Batches which reference Primitives Shader Sets

– Constant references are made into our frame memory Each one of these has a different, natural change frequency

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NITROUS MEMORY POOLS

Resources used together, created togetherMultiple resource sets are often pooledSimplifies memory management, less then

1000 total allocations

Orange Team Unit’s MemoryFIGHTER 1 CAR. REAR

CAR. FOR CARRIER MAIN

(0) Albiedo(1) Material Mask(2) Ambient Occlusion(3) Normal Map(4) Weathering Map

(0) Albiedo(1) Material Mask(2) Ambient Occlusion(3) Normal Map(4) Weathering Map

(0) Albiedo(1) Material Mask(2) Ambient Occlusion(3) Normal Map(4) Weathering Map

(0) Albiedo(1) Material Mask(2) Ambient Occlusion(3) Normal Map(4) Weathering Map

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NITROUS MEMORY POOLS

GPU resource allocation a little tricky – we don’t know ahead of time how big something might be

2 step process, first calculate size of resource, then allocate pool based on that size

Does not map 1:1 to Mantle memory allocations Instead, Pool is created with default page size When a new resource is added, either it places

inside current allocation, or if resource is bigger then the page size, creates a new allocation that fits the resource

A memory pool in Nitrous = a list of allocations in Mantle

If able to size ahead of time, only 1 allocation

Unit TexturesDiffuse

Specular

Mask

AO

Normal

Mantle Alloc

Mantle Alloc

Mantle Alloc

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CREATING A RESOURCE

//Setup our resource decriptionsResourceDesc RedLUTDesc, BlueLUTDesc, GreenLUTDesc;RedLUTDesc.Init(OX_FORMAT_R32_FLOAT, 1, 1, RT_TEXTURE_1D, v3ui(1024,1,1), pfRedData, 0);BlueLUTDesc.Init(OX_FORMAT_R32_FLOAT, 1, 1, RT_TEXTURE_1D, v3ui(1024,1,1), pfBlueData, 0);GreenLUTDesc.Init(OX_FORMAT_R32_FLOAT, 1, 1, RT_TEXTURE_1D, v3ui(1024,1,1), pfGreenData, 0);

//Calculate Sizeuint64 uSize = 0;uSize += GetResourceMemorySize(RedLUTDesc, Graphics::RF_SHADERRESOURCE, Graphics::HT_GPU);uSize += GetResourceMemorySize(BlueLUTDesc, Graphics::RF_SHADERRESOURCE, Graphics::HT_GPU);uSize += GetResourceMemorySize(GreenLUTDesc, Graphics::RF_SHADERRESOURCE, Graphics::HT_GPU);

//Create a GPU heap, sized to what we wantg_GPUMemory = AllocateHeap(uSize, Graphics::HT_GPU);

//Create the ResourcesColorLuts.RedLUT.Resource = CreateResource(RedLUTDesc, RF_SHADERRESOURCE, RSTATE_DEFAULT, g_GPUMemory);ColorLuts.BlueLUT.Resource = CreateResource(BlueLUTDesc, RF_SHADERRESOURCE, RSTATE_DEFAULT, g_GPUMemory);ColorLuts.GreenLUT.Resource = CreateResource(GreenLUTDesc, RF_SHADERRESOURCE, RSTATE_DEFAULT, g_GPUMemory);

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SOME EXTRA MANAGEMENT REQUIRED

Creating a Resource slightly more involved When a resource creation call occurs, check to see if we are a GPU heap If so, no way to directly map memory and upload resource so

– 1) Allocate, or recycle a CPU visible heap object

– 2) Create Resource and map into this heap

– 3) Create Resource on the GPU in the specified heap, (it will be uninitialized)

– 4) Issue a copy command in our Unordered Command Queue

– 5) Place temp resource in a deletion queue For any resource, we allow a default state to be specified

– At beginning of frame, before we execute main comands, issue any state transition queues to place resources from default state into desired state

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RESOURCE SETS

In real world, textures are grouped Nitrous has 5 bind points

– 2 for batch

– 2 for shader

– 1 for primitive VB is just a resource set Nitrous does not allow binding of individual

textures Clearly, maps 1:1 to a descriptor

Space Fighter 1(0) Albiedo

(1) Material Mask

(2) Ambient Occlusion

(3) Normal Map

(4) Weathering Map

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VERTEX BUFFERS

Nitrous does not use Vertex Buffers Instead, Resource Set acts as VB, but with more programmatic control Vastly simplifies engine side management

– VBs can be saved as DDS files

– Do not require a huge amount of loading code for slightly different Vertex Formats

– Can fold Displacement maps and other geometry modifiers into Primitive Resource Set Not seen strong evidence on any hardware that this causes a performance issue

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CONSTANT BUFFERS

Nitrous does not have concept of constant buffers Instead, all constant data is thrown out every frame

– When we render an object, CPU will generate the constants needed for that frame

– Grab a piece of the Frame Memory and write to it Constant bindings are just references into our frame memory But… be careful! CPU is writing straight to GPU memory. Do NOT read it back! Evidence suggests no performance advantage of persisting constants across frames, regenerating every

frame is ample fast. 100k+ batches not a problem

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A BATCH IN NITROUS CONSISTS OF 4 PARTS

Batch Set

Prim 0 Prim 1 Prim 2

Shader 0 Shader 1

Batch 0

Batch 1

Batch 2

Batch 3

Batch 4

PrimitiveIBResources

Tri info

ShaderResources (2)

Constants (2)

Shader Block

BatchPrimitiveShaderResources (2)

Constants (2)Batch SetBatchesPrimitivesShadersRTsBlend State

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DESCRIPTOR TABLE LAYOUT FOR NITROUS

Descriptor 0*Batch Resource Set 0

*Batch Resource Set 1

Batch Constants 1

Batch Constants 2

*Shader Resource Set 0

*Shader Resource Set 1

Shader Constants 0

Shader Constants 1

*UAV

*Samplers (only 1 global bank)

Descriptor 1*Primitive VB

Dynamic ConstBatch Constants 0

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DESCRIPTOR BINDING STRATEGY

Remember: Descriptors are just structures on GPU memory, so need to double buffer as well Create 1 giant descriptor table, start update at beginning of frame Recognize that we have a resource bind vector of only 9 items Each bind vector can be built into a descriptor table, but don’t need unique one Check to see if this bind vector has been built before(During this frame), e.g. resident in a small cache, if

so, just reference it If not, build a new descriptor table, and place in cache Dynamic constants, batch constant 0, uses grCmdBindDynamicMemoryView

– Usually, this will change every call (e.g. some part of the batch is changing or else it’s the same batch) Using grCmdBindDynamicMemoryView, for 100k batches, about 5-10k descriptors actually need to get

built per frame

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TRACKING RESOURCE USAGE

Apps responsibility to track what resources get used Simple strategy: Stamp a frame number on each

memory pool anytime it is bound Traverse the complete resource list, anything which

matches current frame must be resident Quick as long as we keep # of heaps reasonable Important: Frame # should be padded into a cache

line to avoid serialization

Heap description Last Frame Used

UI Textures intro 2401

UI Textures in Game 17204

Orange Faction Units 17204

Purple Faction Units 17204

Weapon effects 16392

Post Process RTs 17204

Terrain Heightmap 17204

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DEALING WITH STATE TRANSITIONS

Most important, difficult part of Mantle Must understand anytime a resource is getting used in a different way, Read After Write Write After Write

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SHADER BLOCKS

Shader Blocks

– Group of shaders with identical resources

– Key point : all shader stages grouped together

– All resources are bound to all stages

– For mantle, need add some extra data Can we blend? What back buffer formats might be used?

What z buffer formats might be used?

– Create a matrix of pipeline objects based on specified modes The right pipeline objet is selected based on current RT state

RTs and blendstate already chunked, no extra state changes introduced

ShaderGroup SimpleShader{ ResourceSetPrimitive = VertexData; ConstantSetDynamic[0] = DynamicData; ResourceSetBatch[1] = UserTS; ConstantSetShader[0] = Globals;

RenderTargetFormats = R16G16B16A16_FLOAT, R11G11B10_FLOAT; BlendStates = BlendOff; DepthTargetFormats = D32_FLOAT;

Methods {main: CodeBlocks = SimpleShaders; VertexShader = SimpleVSShader; PixelShader = SimplePSShader;zprime: CodeBlocks = SimpleShaders; VertexShader = SimpleVSShader; PixelShader = BlankSimplePSShader;

}}

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CREATING SHADER BLOCKS IN MANTLE

Translate HLSL Byte code to Mantle IC

– All done at compile time, have a Mantle speific executable Creating a Mapping Table

– Batch has 5 bind points

– Shader has 4 bind points

– Batch Set has 1 bind point

– Primitive has 1 bind point

– Global Samplers have 1 bind point Set up our IC so all pipeline objects use exactly the same top level desciptor

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WHAT ABOUT THAT PRESENT?

Unlike other APIS, we do not need, or should, block on the present on the main thread Instead we spawn a job, which we block against on the next present

Void PresentJob(){…result = grQueueSubmit(g_UniversalQueue, g_cCommandBuffers, g_CommandBuffers,

cMemRefs, MemRef, g_FrameFences[g_uSubmittingFrameBuffer]);

uint32 PresentFlags = 0; if(g_bVSync) PresentFlags = GR_WSI_WIN_PRESENT_FLIP_DONOTWAIT;

// instruct the GPU to present the backbuffer in the applications windowGR_WSI_WIN_PRESENT_INFO presentInfo ={ g_hWnd, g_MasterResourceList.Images[DR_BACKBUFFER], GR_WSI_WIN_PRESENT_MODE_BLT, 0, PresentFlags};

result = grWsiWinQueuePresent(g_UniversalQueue, &presentInfo);

SignalProcessAndPresentDone(pInfo);}}

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WHAT OUR FRAME SUBMISSION LOOKS LIKE

1) Block on last frames present’s job (e.g. NOT the fence, the actual job we spawned)

2) Process and pending resource transitions from newly created resources

3) Generate all pending unordered commands, by generating into 1 or more cmd buffers

4) Send signals to the issuers of unordered commands, to notify them the commands are submiitted

5) Begin translation of Nitrous cmds into Mantle cmds – usually 100-500 jobs across all cores

6) Flush the deletion queues for this frame (likely a few frames old at this point)

7) Any item in our master deletion queue, add to the now empty deletion queue for this frame

8) Handle memory readbacks

9) Spawn Present job

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FUTURE WORK

Now have explicit control over Multi GPU Can write better MGPU solutions, like split screen which will not increase latency

– We just got rid of a bunch of latency, don’t want to add it back! Asymetric GPU use situations are doable – e.g. using integrated graphics in tandem with Discrete GPU

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RESULTS

Star Swarm surprised both Oxide and AMD

– We were not expecting to see cases where application was 300-400% faster, still room for optimizations

– Right now, we are clearly GPU bound, will release an update soon that increases CPU utilization a little bit to optimize GPU, expecting 10-20% more performance out of Mantle on high end GPUs

Driver overhead very consistent, well correlated to number of calls made About 2 man months of work

– For an Alpha API, likely 1 month if final version Especially telling on slower CPUs, surprising number of cases with high end GPUS with old CPUs Try for yourself: Star Swarm is free to download on Steam!