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PLAYSTATION®Edge
PLAYSTATION®Edge
Mark Cerny
Jon Olick
Vince Diesi
ICE Team
WWS America
Advanced Technology Group
WWS Europe
Tools and Technology
WWS America
Mark Cerny
Jon Olick
Vince Diesi
GCM Replay
 March release
 RSX Performance Analysis
 Speculative Performance Analysis
PLAYSTATION®Edge Philosophy
 Discrete pieces of technology
 Targeted for easy adoption
 Show first party best practices
PLAYSTATION®Edge
Component Overview
 Animation System
 Geometry Processing
 Compression
 GCM Replay
PLAYSTATION®Edge
Component Overview
 Animation System
 Blend trees of arbitrary depth
 Several layers of compression
 High performance
 Very flexible
PLAYSTATION®Edge
Component Overview
 Geometry Processing
 Skinning on SPUs
 Offload the RSX
 Triangle Culling on SPUs
 Remove unnecessary RSX processing
 Blend Shapes on SPUs
 Offload the PPU
 Compressed Data formats
 SPUs can use better data compression than the RSX
PLAYSTATION®Edge
Component Overview
 Compression
 Fast zlib decompression implemented for the
SPUs
 Increases effective bandwidth
from BD-ROM
 Useful for high speed streaming
 40MB/sec with ~25% of an SPU
PLAYSTATION®Edge
Component Overview
 GCM Replay
 New tool for use with the RSX
 Analysis
 Debugging
 Profiling
 Full source code available
PLAYSTATION®Edge
Component Overview
 SPU code
 Runs as SPURS jobs
 C with Intrinsics
 PPU and tools code written in C with some C++
 libGCM used as RSX interface
PLAYSTATION®Edge
Component Overview
 Offline Tools Pipeline
 Generates binary data used by animation and
geometry runtime
 Collada compatible pipeline
 Multi-layered approach
 Will be released as part of the PlayStation 3
SDK to all licensed developers
PLAYSTATION®Edge
Component Overview
PLAYSTATION®Edge
Animation
Animation Processing
Game
Logic
Animation Processing
Blending Tree
Generation
Game
Logic
Animation Processing
Low Level Operation
List Generation
Blending Tree
Generation
Game
Logic
Animation Processing
Low Level Operation Execution
Low Level Operation
List Generation
Blending Tree
Generation
Game
Logic
Animation Processing
Low Level Operation Execution
Low Level Operation
List Generation
Blending Tree
Generation
Game
Logic
SPU
PPU
Animation Processing
Low Level Operation Execution
Low Level Operation
List Generation
Blending Tree
Generation
Game
Logic
PPU
SPU
SPU Capture
no significant
DMA stall
Low Level
Functions
Blend Tree Parsing,
Flow Control
Additional Features
 Additive Blending
 Partial Animations
 Per-joint weight
 Compression
 Static joint parameters removed
 Varying joint parameters expressed as
sparse keyframes
Varying parameter treatment
Varying parameter treatment
Varying parameter treatment
Offline Tools Layout
Offline Tools Layout
 Tools generate
 Joint hierarchy
 Compressed animation data
Offline Tools Layout
High Level
Standalone Executable
 Tools generate
 Joint hierarchy
 Compressed animation data
Offline Tools Layout
High Level
Standalone Executable
Mid Level
Utility Functions
Collada Framework
 Tools generate
 Joint hierarchy
 Compressed animation data
Offline Tools Layout
High Level
Standalone Executable
Mid Level
Utility Functions
Collada Framework
Low Level
Animation Partitioner
Compression Tools
 Tools generate
 Joint hierarchy
 Compressed animation data
PLAYSTATION®Edge
Geometry
Two modes of usage
 Primary mode
 Use PLAYSTATION®Edge offline tools
 Partition into vertex sets
 Use indexed triangles
 All features of pipeline can be used
SPU
Two modes of usage (cont)
 Secondary mode
 Data generated by other tools
 Formats other than indexed triangles
 Non-partitioned objects
 Subset of pipeline features can be used
SPU
SPU Geometry Pipeline Stages
Index Decompress
Blend Shapes
Skinning
Triangle Culling
Compression
Vertex Decompress
Output
SPU Pipeline
Vertex Decompression
Index Decompress
Blend Shapes
Skinning
Triangle Culling
Compression
Vertex Decompress
Output
SPU Pipeline
Vertex attributes can be input into the
SPUs in multiple arrays
Unique Vertex
Array 0
Instance Vertex
Array 1
Vertex information is decompressed
into tables of floats
Float TablesUnique Vertex
Array 0
Instance Vertex
Array 1
24bit Unit Vector
 Smallest 2 compression
 Two smallest components with 10 bits each
 Encoded from –sqrt(2)/2 to +sqrt(2)/2
 Largest component reconstructed via
 Largest = sqrt(1 – smallestA2 – smallestB2)
24bit Unit Vector
 Smallest 2 compression
 Two smallest components with 10 bits each
 Encoded from –sqrt(2)/2 to +sqrt(2)/2
 Largest component reconstructed via
 Largest = sqrt(1 – smallestA2 – smallestB2)
 One additional bit to represent W as +1 or -1
 For constructing bi-normal from normal and
tangent.
N-bit Fixed Point
with integer offsets
 Simple n.x fixed point values
 Per-segment integer offset
 Bit count may vary from attribute to
attribute
Index Decompression
Index Decompress
Blend Shapes
Skinning
Triangle Culling
Compression
Vertex Decompress
Output
SPU Pipeline
Index Table Construction
 Index table is created by a vertex cache
optimizer
RSX Best Practices
Thursday 2:30 pm – 3:30 pm
Room 3001, West Hall
 Supplied in PlayStation 3 SDK
 First party research
 Importance of mini-cache
Index Buffer Cache Optimizer
Index Decompression
Index Decompress
Blend Shapes
Skinning
Triangle Culling
Compression
Vertex Decompress
Output
SPU Pipeline
Index Decompression
 Provided vertex cache optimizer
produces very regular index data
 Index patterns are easily compressed
Index Decompression
0
1
2
Triangle Indexes
0 21
Index Decompression
2
0
1
Triangle Indexes
2 10
Index Decompression
85% compression
6.5x more triangles
Index Decompression
Blend Shapes
Index Decompress
Blend Shapes
Skinning
Triangle Culling
Compression
Vertex Decompress
Output
SPU Pipeline
Skinning
Index Decompress
Blend Shapes
Skinning
Triangle Culling
Compression
Vertex Decompress
Output
SPU Pipeline
Skinning on SPUs
void SkinVs(float4 inPosition : ATTR0, float4 weights : ATTR3,
float4 matrixIndex : ATTR4,
out float4 position : POSITION,
uniform float4 joints[72], uniform float4x4 modelViewProj)
{
position = 0;
for (int i = 0; i < 4; i++)
{
float idx = matrixIndex[i];
float3x4 joint = float3x4(joints[idx+0], joints[idx+1],
joints[idx+2]);
position += weights[i] * mul(joint, inPosition);
}
position = mul(modelViewProj, position);
}
Skinning on SPUs
30% Performance Improvement
Skinning on SPUs
30% Performance Improvement
Shadow map generation.... 70%!
Triangle Culling
Index Decompress
Blend Shapes
Skinning
Triangle Culling
Compression
Vertex Decompress
Output
SPU Pipeline
Up to 70% of triangles do not contribute to
final image.
Off Screen Triangles
Back Facing Triangles
Zero Area Triangles
Zero Area Triangles
No Pixel Triangles
Triangle Culling
Multisampling adds some complications…
Culled
Triangle Culling
10% to 20%
Performance Improvement
Compression for Output
Index Decompress
Blend Shapes
Skinning
Triangle Culling
Compression
Vertex Decompress
Output
SPU Pipeline
Float Tables
When done, the vertex attributes are
compressed into one output stream
Output
Vertex Array
Float Tables
Offline Tools Layout
High Level
Standalone Executable
Mid Level
Utility Functions
Collada Framework
Low Level
Geometry Partitioner
Cache-Optimizer
Geometry Runtime Details
“Just in Time” Single Buffer Strategy
 SPUs generate data in same frame as
RSX consumes it
 System tuned so that the RSX rarely
waits on SPUs
 SPU  RSX synchronization in place
to handle rare cases
Geometry System
Rendering Sequence
 On the PPU
 Create a SPURS job
 Place most RSX commands in the command
buffer
 Leave space in the RSX command buffer for the
SPU to fill in later
 On the SPU
 Process geometry
 Write final commands to RSX command buffer
Synchronization Techniques
RSX  SPU synchronization
by manipulation of put pointer
RSX Best Practices
Thursday 2:30 pm – 3:30 pm
Room 3001, West Hall
RSX  SPU synchronization
through “local stalls”
void cellSpursJobMain(CellSpursJobContext* stInfo,
CellSpursJob256 *job)
{
edgeInitialize(...);
edgeDecompressVertexes(...);
edgeProcessBlendShapes(...);
edgeSkinVertexes(...);
edgeDecompressIndexes(...);
edgeTransformVertexesForCull(...);
edgeCullTriangles(...);
if(!edgeAllocateOutputSpace(...))
return;
edgeOutputIndexes();
edgeCompressVertexes();
edgeOutputVertexes();
edgeFillPushBufferHole(...);
}
void WaveVertexes(float *positions, unsigned numVertexes,
float t)
{
for(unsigned i = 0; i < numVertexes; ++i)
positions[i*4+0] +=
sinf(t + positions[i*4+0] +
positions[i*4+1]) * 10.f;
}
void cellSpursJobMain(CellSpursJobContext* stInfo,
CellSpursJob256 *job)
{
edgeInitialize(...);
edgeDecompressVertexes(...);
edgeProcessBlendShapes(...);
edgeSkinVertexes(...);
WaveVertexes(…);
edgeDecompressIndexes(...);
edgeTransformVertexesForCull(...);
edgeCullTriangles(...);
if(!edgeAllocateOutputSpace(...))
return;
edgeOutputIndexes();
edgeCompressVertexes();
edgeOutputVertexes();
edgeFillPushBufferHole(...);
}
Software Pipelined C with
SPU Intrinsicsdo
{
m1 = in1;
in1 = si_lqx(pIn1, offset);
m2 = in2;
in2 = si_lqx(pIn2, offset);
m3 = in3;
in3 = si_lqx(pIn3, offset);
temp2 = si_selb(m3, m1, mask_0X00);
si_stqx(out1, pOut1, offset);
temp3 = si_selb(m2, m1, mask_00X0);
si_stqx(out2, pOut2, offset);
temp1 = si_selb(m1, m2, mask_0X00);
si_stqx(out3, pOut3, offset);
offset = si_ai(offset, 0x30);
out2 = si_shufb(m2, temp2, qs_bCaD);
out1 = si_selb(temp1, m3, mask_00X0);
out3 = si_shufb(m3, temp3, qs_caBD);
} while(si_to_int(offset) != 0);
Software Pipelined C with
SPU Intrinsics
20x faster than
straight C/C++
do
{
m1 = in1;
in1 = si_lqx(pIn1, offset);
m2 = in2;
in2 = si_lqx(pIn2, offset);
m3 = in3;
in3 = si_lqx(pIn3, offset);
temp2 = si_selb(m3, m1, mask_0X00);
si_stqx(out1, pOut1, offset);
temp3 = si_selb(m2, m1, mask_00X0);
si_stqx(out2, pOut2, offset);
temp1 = si_selb(m1, m2, mask_0X00);
si_stqx(out3, pOut3, offset);
offset = si_ai(offset, 0x30);
out2 = si_shufb(m2, temp2, qs_bCaD);
out1 = si_selb(temp1, m3, mask_00X0);
out3 = si_shufb(m3, temp3, qs_caBD);
} while(si_to_int(offset) != 0);
EDGE_DECOMPRESS_INIT_GLOBAL(...);
EDGE_DECOMPRESS_INIT_F32(EDGE_ATTRIBUTE_USAGE_POSITION,...);
EDGE_DECOMPRESS_INIT_F16(EDGE_ATTRIBUTE_USAGE_GENERIC,...);
EDGE_DECOMPRESS_LOAD_COMMON();
do
{
EDGE_DECOMPRESS_LOOP_START();
EDGE_DECOMPRESS_LOOP_F32(...);
EDGE_DECOMPRESS_LOOP_F16(...);
EDGE_DECOMPRESS_LOOP_END();
} while (! EDGE_DECOMPRESS_LOOP_DONE());
EDGE_DECOMPRESS_FINALIZE_F32(...);
EDGE_DECOMPRESS_FINALIZE_F16(...);
PLAYSTATION®Edge
Geometry Performance
1 SPU
1 SPU
800,000+
Triangles Per Frame
at 60 Frames per Second
1 SPU
800,000+
Triangles Per Frame
at 60 Frames per Second
60% of which are culled!
PLAYSTATION®Edge
Beta Release
MARCH 2007
GCM Replay
SCE World Wide Studios
GCM Replay
 GCM Replay is a new tool for RSX
Analysis
Debugging
Profiling
GCM Replay - Overview
 GCM Replay consists of two parts
 Small PS3 runtime library
 Main Application - runs on a Windows PC + PS3 Dev-Tool
Host PC
GCM Replay
Game + libgcmReplay.a
PS3 Dev-ToolGCM Replay
PS3 Dev-Tool
GCM Replay - Overview
 Uses RSX rather than simulation
 Supports highly detailed analysis
 Far greater than a typical real-time profiler would allow
 Supporting scene-wide analysis
 To the analysis of individual draw calls, vertices and pixels
 Focus on off-line performance analysis features
 Many of which have never been available before
GCM Replay
Workflow and Behind the Scenes
GCM Replay - Overview
 Run your game with the GCM Replay runtime linked in
 Once you reach a point of interest…
Hit Capture
Capturing the Command Buffer
 GCM Replay will traverse the Command Buffer
 Transfer Command Buffer Memory to the PC
 Each command is analysed
Command Buffer
Host PC
GCM Replay
Command Buffer
Memory
Command Buffer
Host PC
GCM Replay
Render Targets
Textures
Graphics Resource
Memory
Capturing the Command Buffer
Geometry
Vertex & Fragment
Programs
Capturing the Command Buffer
 Once the process is complete - GCM Replay
has all the data it needs to
REPLAY your Command Buffer
Capturing the Command Buffer
Command Buffer
Ring Buffer
Character 0
Character 1
Character 2
Character 3
Character 4
Character 5
Character 6
Character 7
Character 8
Character 9
Character 10
Character 11
Character 12
Character 13
 Capturing the Command Buffer can be very complex
Capturing the Command Buffer
 All RSX usage models can be captured with GCM Replay
Command Buffer
Ring Buffer
GCM Replay Integration
 Only takes a few minutes
 At initialisation
// Initialise the capture API
cellGcmReplay::Network::Init();
cellGcmReplay::Capture::Init();
GCM Replay Integration
 Then every frame…
// Call a single heartbeat function
cellGcmReplay::Heartbeat(&yourContext);
 Add optional annotations
// Useful for adding semantics
cellGcmReplay::InsertDebugString(“Bloom Pass”);
GCM Replay Captures
Analyse it immediately
OR
Save for analysis later
GCM Replay Application
GCM Replay
Analysis and Debugging Views
Draw Context View
 Provides primary means of
Command Buffer navigation
 Lists all Draw / Clear calls
 Plus their associated setup
state
Draw Context View
 Expand to see your original
Gcm API calls
 Full source-level disassembly
 Parameter Annotations
 User Annotations
Raw Command Buffer View
 Displays full Command Buffer disassembly
Errors
highlighted
in RED
Problems View
 Summarises all warnings and errors
 Click on problem - jump to offending Draw Context
Render State View
 See all Resources referenced by current Draw Context
 Click on Link Label to select that Resource for previewing
Render Targets View
Render Targets View
Render Targets View
 Puts internal analysis results at your finger tips
 So you can instantly answer…
Render Targets View
 What Draw Contexts write to this Render Target?
 Is this Render Target aliased as a Texture?
 Is this Render Target setup for
 Double-Speed rendering?
 Early-Z optimisation?
Render Target Refresh
Hit Refresh!
Render Target Refresh
1. Transfer Command Buffer and Resources
2. Kick Command Buffer up to the current Draw Context
Allows you to single step your rendering process
Both forwards and backwards in time
Render Target Refresh
Render Target Refresh
Render Target Refresh
Render Target Refresh
Render Target Refresh
Render Target Refresh
Render Target Refresh
Render Target Refresh
Render Target Pixel Analysis
Actual pixel
values written
by RSX
Render Target Memory Dump
Preview Render Target
Modify the Command Buffer before
its kicked
Preview Render Target as Wireframe
Preview Render Target Overdraw
Render State View
 What other Resource types can we select
for analysis?
Textures View
 View referenced Textures
 Including
 State
 Complete Mip-chain
 Cube Faces
 Volume Slices
Vertex Arrays View
Index Arrays View
Draw Data View
 See vertices kicked by current Draw Context
 Each element of each referenced attribute
Vertex Programs View
 Full disassembly
 Stalls highlighted in Red
 Optionally show
 Instruction latencies
 Dual issue
Vertex Program Constants View
 See Vertex Program Constants
 Used by current Draw Context
 Colour-coded by analysis passes
 Blue - newly modified
 Green - inherited from previous
 Red – redundant sets
Fragment Programs View
Fragment Program Debugging
Fragment Program Debugging
Fragment Program Debugging
Fragment Program Debugging
GPU Registers View
 Brief Mode - registers set
in current Draw Context
 Descriptive Mode -
entire register state
 Verify RSX state is what
you expect
Preview Resource Views
 Exist for all Resource types
 Analyse
 Draw Context
 Entire Scene
 All Preview Views have unique features
 Share common functionality - including
 Cross-referencing
 Search
 Memory Dump
 Export
Memory Layout View
 See your Memory map
 Resource locations in
 Local Memory
 Host Memory
Command Buffer Overview
 Command Buffer
breakdown
 Categorised by
Command type
GCM Replay
Profiling Features
GCM Replay Profiling
 Supports a number of flavours
 RSX executes your Command Buffer many times
 Use of RSX hardware counters and timing facilities
Ensures timings and event counts are accurate
Sub-Unit Utilisation
 See % utilisation of each major pipeline unit
Sub-Unit Utilisation
 On a Draw Context basis
 Each utilisation is drawn overlapped
(not stacked)
 Result - a sorted list of optimisation
targets
 Clear indication of the bottleneck
Smallest
utilisation
Biggest
utilisation -
Bottleneck!
Sub-Unit Utilisation
User annotations
mark intervals
Draw Contexts –
selectable for
further analysis
Sub-Unit Utilisation
Zoom into areas
of interest
Performance Counters
 Provide more detail
 Profile additional events
 GCM Replay exposes
 Hardware counters
 Derived counters
 Workflow
 Select counters
 Hit Profile
 Analyse results
Performance Counters
 Multiple counters graphed simultaneously
Highlight counters of interest
Performance Counters
 Raw counters in tabulated form
 Sort on individual keys
 Select Draw Contexts of
interest
Story so far…
 Using GCM Replay you can
Capture
Analyse and Debug
Modify and Replay
Profile
What’s the next BIG question?
How do I make it run faster?
RSX
 Deep and complex pipeline
 Large array of rendering options
 Difficult to predict
 Effects of your engine changes?
 What optimisations matter most?
What-If… I change the anisotropic
filtering level on my race track?
 How much time would that buy back?
 What would it look like?
 What’s the best compromise?
What-If… I re-optimise my meshes?
For example
 Convert triangle strips to triangle lists
 Interleave all attribute streams
 Optimise index tables for all vertex caches
 How would these effect RSX performance?
What-If… If I write a near perfect
visibility culler?
 That culls on a per triangle basis
 Removes all triangles outside the viewport
 All back-facing triangles
 Zero-area degenerate triangles
 Micro-triangles that miss all pixel centres
And…
It runs on the SPUs and removes all triangles
before they hit the RSX
How much time would that buy back?
With GCM Replay you can answer all these
questions…
Without touching a single line of code
GCM Replay What-Ifs
 A new form of Conditional Profiling
 Make fundamental changes to your
 Command Buffer
 Resources
 All from within GCM Replay
 Measure observed performance difference
 See % Gain or Loss
What-if… Example
 Through analysis I realise…
 Not all my textures are
compressed
 Not all my textures have a
mip-chain
My Scene
?
What-If… Workflow
 Apply to
 A Draw Context OR all Draw Contexts
 A Resource OR all Resources of that type
Define scope
What-If… Workflow
 Select What-Ifs from a filtered set
Select
What-If
Hit Add
What-If… Workflow
 Optionally tweak What-If parameters
List of What-Ifs
to apply
Hit Profile
What-Ifs – Behind the Scenes
 Profile baseline
 For each What-If condition
 Make modifications
 Profile
 Save results
 In this example
 Generate mip-chains
 Compress Textures
 Modify Texture state in Command Buffer
What-If… Results
 Summarise
 % gain for each What-If
 Comments on actual modifications made
 Total % gain for all What-Ifs
Instantly see the change in performance
What-If… Workflow
 Two options
 Profile – with new What-Ifs, same baseline
 Commit – make new baseline
 Iterate Process
 Performance target reached
 We’re as close as we can get
Incorporate the optimisations into your game
What-If… Remove Redundancy
 What if we remove all redundant commands?
What-If… Optimise FP Constant Patching
 What if all constants are set externally?
 Directly patched by PPU or SPUs
Moroccan Scene Results
 Applying all four What-Ifs…
Complete Texture Mip-chains +11.39%
Compress Textures +0.82%
Remove Global Redundancy +4.09%
Optimise Fragment Constant Patching +4.73%
 Total Performance Gain
~21%
faster than original scene
PLAYSTATION®Edge Demo
What-If… Trim Triangles
 What if we trim all triangles
 Off-screen
 Back facing
 Degenerate
 Don’t hit any pixel centres
 Set scope to all Draw Contexts
 Enable all triangle tests
 Hit Profile
What-If… Trim Triangles
 19% performance gain from Triangle Culling alone
GCM Replay What-Ifs
 Evaluate fundamental engine changes
 Without actually having to make them
 Provide rapid feedback
 See What-If… results within minutes
 Help you make informed decisions
 What optimisations matter most?
 How close are we to theoretical maximums?
 Help avoid wasting time on fruitless changes
 Save precious development time
The What-Ifs
 Global
 Remove Redundancy
 For each Draw Context
 Optimise all Triangle Lists
 Convert Strips to Lists
 Change Stream Interleaving
 Trim Triangles
 Trim Batches
 Depth-only Pass
 Disable unused Attributes
 Disable unused Interpolators
 Sort Batches Front to Back
 Replace with Single Colour FP
 Non-disclosed x3
 Perfect Early-Z Settings
 Convert to Indexed Drawing
 Disable unused Clear Components
 Remove redundant Clears
 Remove completely filled Clears
 Remove non-varying Attributes
 For each Render Target
 Remove redundancy
 Non-disclosed
 For each Texture
 Switch Memory Context
 Remove redundancy
 Convert to DXT1
 Convert to DXT5
 Complete mip-chain
 Override filtering modes
 Override LOD bias
 For each Vertex Program
 Remove redundancy
 Non-disclosed
 For each Fragment Program
 Optimise Constant Patching
 Remove redundancy
 Non-disclosed x2
GCM Replay Experiments
 Extend the What-If concept
 Experiments – automatically replay selected
What-Ifs with many times
 Finds the optimal settings for your game
 Example – Texture Placement Experiment
GCM Replay – The Future
 More What-Ifs
 More Experiments
 Extend Edit-and-Continue
 Modify all Resource types
 Hot-load replacement Resources
 Vertex and Fragment Program Debugging
GCM Replay
BETA Release - March 2007

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