PowerVR Performance Recommendations The Golden Rules. October 2015

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1 PowerVR Performance Recommendations The Golden Rules October 2015

2 Paul Ly Developer Technology Engineer, PowerVR Graphics

3 Understanding Your Bottlenecks Based on our experience 3

4 The Golden Rules 1. The Principle of Good Enough 2. Understand Your Target Device 3. Promote Calculations Up the Chain 4. Use Vertex Buffers and Indexed Geometry 5. Batch Render State 6. Use Texture Compression 7. Avoid Read/Write of In-Use Buffer Objects 8. Avoid Alpha Test/Discard 9. Prevent Redundant Framebuffer Memory Transfers 4

5 The Principle of Good Enough Golden rule 1 Don t waste graphics core time If the user won't notice the difference, favour the cheap option Keep an eye on polygon count Use suitable texture resolutions Consider reducing the complexity of your shaders 5

6 Understand Your Target Device Golden rule 2 No two devices are the same Different SoCs will have different bottlenecks The graphics core isn t necessarily your bottleneck Graphics driver, OS, CPU/graphics core synchronization, etc. 6

7 Promote Calculations up the Chain Golden rule 3 Avoid unnecessary calculations Some computation can be done offline e.g. lighting If you can t, try to do it per vertex Generally fewer vertices per scene than fragments Remember, Good Enough Pre-Baked Calculation On CPU Calculation Vertex Shader Improved Graphics Core Performance Fragment Shader 7

8 Use Vertex Buffers and Indexed Geometry Golden rule 4 Vertex Buffer Vertex buffers Benefit from driver level optimizations Index buffers Vertex buffer elements referenced repeatedly Geometry sorting Sort vertex and index buffers for better vertex cache efficiency PVRGeoPOD will do this for you! Index Buffer 8

9 Batch Render State Golden rule 5 Group static objects and draw once When objects are static relative to each other e.g. seat on a train Sort objects by render state Emphasis on texture and program state changes Try using texture atlases or texture arrays when available Setup Draw Call Setup Draw Call Setup Draw Call Setup Draw Call Versus Setup Batch Your Draw Calls 9

10 Use Texture Compression Golden rule 6 Lower bitrate = Less bandwidth consumed Use PVRTC (down to 2 bits per pixel!) PVRTexTool will handle this Don t confuse this file compression e.g. PNG or JPEG These are decompressed before going to the hardware PVRTC is read directly from compressed form It stays in memory at 2bpp or 4bpp Remember Good Enough Original PVRTC1 4bpp DXT PVRTC1 2bpp 10

11 Avoid Read/Write of In-Use Buffer Objects Golden rule 7 Buffer data might still be in-flight i.e. the graphics core hasn t read it yet Series5: Modification operations stall until outstanding graphics core tasks complete Solution: Use a circular array of buffers Series6: Geometry Submission Vertex Processing Fragment Processing Frame 0 Frame 1 Frame 2 In Progress In Progress In Progress Lifespan Driver uses circular buffer array transparently Note: Both solutions increase memory usage! 11

12 Avoid Alpha Test/Discard Golden rule 8 Alpha test negates advantages of Hidden Surface Removal (HSR) or Early-Z Fragment visibility isn t known until fragment shader is run Prefer blending and render in the order: Opaque, Alpha Tested, Blended Makes best use of HSR ISP TSP Shader - Discard ISP x x x x x x 12

13 Avoid Redundant Frame Buffer Transfers Golden rule 9 Redundant transfers waste bandwidth Uploads from previous frame that will be overwritten (e.g. colour buffer) Data resolves that doesn t need to be preserved (e.g. depth and stencil buffers) Tell the graphics core what you don't need! Clear at the start of a frame Discard/invalidate at the end of a frame 13

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