Shader optimization and specialization
dc.contributor.advisor
O'Boyle, Michael
dc.contributor.advisor
Komura, Taku
dc.contributor.advisor
Franke, Bjoern
dc.contributor.author
Crawford, Lewis
dc.date.accessioned
2022-10-11T14:38:10Z
dc.date.available
2022-10-11T14:38:10Z
dc.date.issued
2022-10-11
dc.description.abstract
In the field of real-time graphics for computer games, performance has a significant effect on the player’s enjoyment and immersion. Graphics processing units (GPUs) are
hardware accelerators that run small parallelized shader programs to speed up computationally expensive rendering calculations. This thesis examines optimizing shader
programs and explores ways in which data patterns on both the CPU and GPU can be
analyzed to automatically speed up rendering in games.
Initially, the effect of traditional compiler optimizations on shader source-code
was explored. Techniques such as loop unrolling or arithmetic reassociation provided
speed-ups on several devices, but different GPU hardware responded differently to
each set of optimizations. Analyzing execution traces from numerous popular PC
games revealed that much of the data passed from CPU-based API calls to GPU-based
shaders is either unused, or remains constant. A system was developed to capture this
constant data and fold it into the shaders’ source-code. Re-running the game’s rendering code using these specialized shader variants resulted in performance improvements
in several commercial games without impacting their visual quality.
en
dc.identifier.uri
https://hdl.handle.net/1842/39423
dc.identifier.uri
http://dx.doi.org/10.7488/era/2673
dc.language.iso
en
en
dc.publisher
The University of Edinburgh
en
dc.relation.hasversion
Lewis Crawford and Michael O’Boyle. A cross-platform evaluation of graphics shader compiler optimization. In Performance Analysis of Systems and Software (ISPASS), 2018 IEEE International Symposium on, pages 219–228. IEEE, 2018.
en
dc.relation.hasversion
Lewis Crawford and Michael O’Boyle. Specialization opportunities in graphical workloads. In 2019 28th International Conference on Parallel Architectures and Compilation Techniques (PACT), pages 272–283. IEEE, 2019.
en
dc.subject
compiler optimization
en
dc.subject
graphics
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dc.subject
shaders
en
dc.subject
GPU
en
dc.title
Shader optimization and specialization
en
dc.type
Thesis or Dissertation
en
dc.type.qualificationlevel
Doctoral
en
dc.type.qualificationname
PhD Doctor of Philosophy
en
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