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DX12 & Vulkan: Dawn of a New Generation of Graphics APIs

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Vulkan and DirectX12 share many common concepts, but differ vastly from the APIs most game developers are used to. As a result, developing for DX12 or Vulkan requires a new approach to graphics programming and in many cases a redesign of the Game Engine. This lecture will teach the basic concepts common to Vulkan and DX12 and help developers overcome the main problems that often appear when switching to one of the new APIs. It will explain how those new concepts will help games utilize the hardware more efficiently and discuss best practices for game engine development.

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DX12 & Vulkan: Dawn of a New Generation of Graphics APIs

  1. 1. DX12 & Vulkan Dawn of a New Generation of Graphics APIs Stephan Hodes Developer Technology Engineer, AMD
  2. 2. Agenda Why do we need new APIs? What‘s new? • Parallelism • Explicit Memory Management • PSOs and Descriptor Sets Best Practices
  3. 3. Evolution of 3D Graphics APIs • Software rasterization • 1996 Glide: Bilinear filtering + Transparency • 1998 DirectX 6: IHV independent + Multitexturing • 1999 DirectX 7: Hardware Texturing&Lighting + Cube Maps • 2000 DirectX 8: Programmable shaders + Tessellation • 2002 DirectX 9: More complex shaders • 2006 DirectX 10: Unified shader Model • 2009 DirectX 11: Compute
  4. 4. 0 1000 2000 3000 4000 5000 6000 7000 8000 9000 10000 2006200720082009201020112012201320142015 GPU (GFLOPS) CPU (10 MIPS single Core) GPU performance increasing faster than single core CPU performance
  5. 5. • Allow multi-threaded command buffer recording • Reduce workload of runtime/driver • Reduce runtime validation • Move work to init/load time (e.g. Pipeline setup) • More explicit control over the hardware • Reduce convenience functions How to get GPU bound • Optimize API usage (e.g. state caching & sorting) • Batch, Batch, Batch!!! • ~10k draw calls max New APIs
  6. 6. Convenience function: Resource renaming Examples: • Backbuffer • Dynamic vertex buffer • Dynamic constant buffer • Descriptor sets • Command buffer Frame N Frame N+1 Frame N Frame N+1 Frame N CPU: GPU: Res Lifetime: Frame N+1 Track usage by End-Of-Frame-Fence • Fences are expensive • Use less than 10 fences per frame Best practice for constant buffers: • Use system memory (DX12: UPLOAD) • Keep it mapped
  7. 7. Adopted by several developers & titles • Developers are willing do the additional work • Significant performance improvements in games • Good ISVs don‘t need runtime validation Only available on AMD GCN hardware Needed standardization 2013: AMD Mantle „Mantle is not for everyone“
  8. 8. • It‘s a „just the right level API“ • Support different HW configurations • Discreet GPU vs. Integrated • Shaders & command buffer are HW specific • Support different HW generations • Think about future hardware • On PC, your title is never alone 2013: AMD Mantle „Mantle is not a low level API “
  9. 9. Next Generation API features DirectX12 & Vulkan share the Mantle philosophy: • Minimize overhead • Minimize runtime validation • Allow multithreaded command buffer recording • Provide low level memory management • Support multiple asynchronous queues • Provide explicit access to multiple devices
  10. 10. The big question: „How much performance will I gain from porting my code to new APIs?“ No magic involved! Depends on the current bottlenecks Depends a lot on engine design • Need to utilize new possibilities • It might „just work“ (esp. if heavily CPU limited) • Might need redesign of engine (and asset pipeline)
  11. 11. Particle Update Post Processing Transparent Object Rendering Game Engine 1.0 (Designed around API commands) DirectX 11 Runtime (A lot of validation) DirectX 11 Driver (A lot of optimization) Hardware AOGI Lighting And Shading Shadowmaps Gbuffer
  12. 12. Particle Update Post Processing Game Engine 1.0 (Designed around API commands) DirectX 11 Runtime (A lot of validation) DirectX 11 Driver (A lot of optimization) Hardware AOGI Direct access DX12 Runtime DX12 Driver API Abstraction Layer Shadowmaps Gbuffer Lighting And Shading Transparent Object Rendering
  13. 13. Particle Update Game Engine 1.0 DirectX 11 Runtime (A lot of validation) DirectX 11 Driver (A lot of convenience) Hardware AOGI DX12 Runtime DX12 Driver Game Engine 2.0 Direct access Direct access DirectX 11 Runtime (A lot of validation) DirectX 11 Driver Shadowmaps Gbuffer Lighting And Shading Post Processing Transparent Object Rendering
  14. 14. Think Parallel! Keep the GPU busy
  15. 15. CPU side multithreading • Multi threaded command buffer building • Submission to queue is not thread safe • Split frame into macro render jobs • Offload shader compilation from main thread • Batch command buffer submission • Don‘t stall during submit/present
  16. 16. Radeon Fury X Radeon Fury Compute Units 64 56 Core 1050 Mhz 1000 Mhz Memory size 4 GB 4 GB Memory BW 512 GB/s 512 GB/s ALU 8.6 TFlops 7.17 TFlops 64 CU x 4 SIMD per CU x 10 Wavefronts per SIMD x 64 Threads per Wavefront ______________________ Up to 163840 threads Batch, Batch, Batch!!! GPU side multithreading
  17. 17. IA VS Rasterizer PS Output GPU: Single graphics queue Multiple commands can execute in parallel • Pipeline (usually) must maintain pixel order • Load balancing is the main problem Culling Draw N+1 Draw N+1 Draw N+1 Draw N+1 Draw N+1 Draw N+1 Draw N Draw N Draw N Draw N Draw N Draw N Draw N+2 Draw N+2 Draw N+2 Draw N+2 N+2 … N+2 … Time Query
  18. 18. • Indicate RaW/WaW Hazards • Switch resource state between RO/RW/WO • Decompress DepthStencil/RTs • May cause a stall or cache flush • Batch them! • Split Barriers may help in the future • Always execute them on the last queue that wrote the resource Most common cause for bugs! Explicit Barriers & Transitions
  19. 19. IA VS Rasterizer PS Output GPU: Barriers • Hard to detect Barriers in DX11 • Explicit in DX12 Culling Draw N Draw N Draw N Draw N Draw N Draw N Barrier Draw N+2 Draw N+2 Draw N+2 Draw N+2 Draw N+2 Draw N+2 Time Query Draw N+1 Draw N+1 Draw N+1 Draw N+1 Draw N+1 Draw N+1Barrier
  20. 20. IA VS Rasterizer PS Output GPU: Barriers • Batch them! • [DX12] In the future split barriers may help Culling Draw N Draw N Draw N Draw N Draw N Draw N Time Query Draw N+2 Draw N+2 Draw N+2 Draw N+2 Draw N+2 Draw N+2DoubleBarrier Draw N+1 Draw N+1 Draw N+1 Draw N+1 Draw N+1 Draw N+1
  21. 21. IA VS Rasterizer PS Output GPU underutilization Culling can cause bubbles of inactivity. Fetch latency is a common cause for underutilization Culling Time Query Draw N Draw N
  22. 22. Graphics Compute Copy Multiple Queues • Let driver know about independent workloads • Each queue type a superset • Multiple queues per type • Specify type at record time • Parallel execution • Sync using fences • Shared GPU resources
  23. 23. Multiple queues allow to specify tasks to execute in parallel Schedule different bottlenecks together to improve efficiency Asynchronous Compute Bus dominated Shader throughput Geometry dominated Shadow mapping ROP heavy workloads G buffer operations DMA operations - Texture upload - Heap defrag Deferred lighting Postprocessing effects Most compute tasks - Texture compression - Physics - Simulations Rendering highly detailed models
  24. 24. DirectX 11 only supports one device • CF/SLI support essentially a driver hack • Increases latency Explicit MGPU allows • Split Frame Rendering • Master/Slave configurations • Split frame rendering • 3D/VR rendering using 2 dGPUs Explicit MGPU
  25. 25. Take Control! Explicit Memory Managagement
  26. 26. Explicit Memory Management • Control over heaps and residency • Abstraction for different architectures • VMM still exists • Use Evict/MakeResident to page out unused resources • Avoid oversubscribing resident memory!
  27. 27. DEFAULT UPLOAD READBACK Memory Pool Local (dGPU) System(iGPU) System System CPU Properties No CPU access Write Combine Write Back Usage Frequent GPU Read/Write Max GPU Bandwidth CPU Write Once, GPU Read Once Max CPU Write Bandwidth GPU Write Once, CPU Read Max CPU Read Bandwidth
  28. 28. Explicit Memory Management Rendertargets & UAVs • Create in DEFAULT Textures • Write to UPLOAD • Use copy queue to copy to DEFAULT • Copy swizzles: required on iGPU! Buffers (CB/VB/IB) • Placement dependent on usage: • Write once/Read once => UPLOAD • Write once/Read many => Copy to DEFAULT
  29. 29. Direct3D 12 Resource Creation APIs Physical Pages Physical Pages GPU VA Resource Heap Texture3DBuffer Physical Pages GPU VA Resource Heap Texture2D Committed Placed Reserved
  30. 30. Don‘t over-allocate committed memory • Share L1 with windows and other processes • Don‘t allocate more than 80% • Reduce memory footprint • Use placed resources to reduce overhead • Use reserved resources as PRT Allocate most important resources first Group resources used together in same heap • Use MakeResident/Evict Explicit Memory Management
  31. 31. Avoid Redundancy! Organize your pipelines
  32. 32. Full pipeline optimization ● Simplifies optimization Additional information at startup ● Shaders ● Raster states ● Static constants Build a pipeline cache ● No pre-warming Most engines not designed for monolithic pipelines IA Pipeline RS DBCB PS GS VS DS HS State State RTRT IB ResResResResResResResRes ResResResResResResResRes ResResResResResResResRes RTDS State Descriptor Set Descriptor Set Descriptor Set Root State PipelineStateObjects
  33. 33. Old APIs: • Single resource binding • A lot of work for the driver to track, validate and manage resource bindings • Data management scripting language style New APIs: • Group resources in descriptor sets • Pipelines contain „pointers“ • Data management C/C++ style Descriptor Sets
  34. 34. Table driven Shared across all shader stages Two-level table – Root Signature describes a top-level layout • Pointers to descriptor tables • Direct pointers to constant buffers • Inline constants Changing which table is pointed to is cheap – It’s just writing a pointer – no synchronisation cost Changing contents of table is harder – Can’t change table in flight on the hardware – No automatic renaming Table Pointer Root Signature Root Constant Buffer View 32-bit constant Table pointer Table pointer CB view CB view SR view UA view Descriptor Table SR viewSR view SR view SR view Descriptor Table Table pointer Resource Binding
  35. 35. PIPELINE_STATE_DESC Pipeline PS VS DS HS Root Descriptor Table Pointer Root Constant Buffer View 32-bit constant Table pointer SR view SR view SR view CB view CB view SR view UA view CB0 CB1 CB0 CB0 SR0 CB1 CB0 SR0 SR1 UA0
  36. 36. Use Shader and Pipeline cache • Avoid duplication Sort draw calls by PSO used • Sort by Tessellation/GS enabled/disabled Keep Root Descriptor small • Group DescriptorSets by update pattern Sort Root entries by frequency of update • Most frequently changed entries first PSO: Best Practices
  37. 37. Top 5 Performance Advice #5. Avoid allocation/release at runtime #4. Don‘t oversubscribe! Manage your Memory efficiently #3. Batch, Batch, Batch! Group Barriers, group command buffer submissions #2. Think Parallel! On CPU as well as GPU #1. Old optimization recommendations still apply
  38. 38. Thank you! Contact: Stephan.Hodes@amd.com @Highflz

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