Tutorial on GPU Programming. Joong-Youn Lee Supercomputing Center, KISTI

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1 Tutorial on GPU Programming Joong-Youn Lee Supercomputing Center, KISTI

2 GPU? Graphics Processing Unit Microprocessor that has been designed specifically for the processing of 3D graphics High Performance Many Restrictions Branching, Control Flow : guarantee Sync. Memory Access if (a>=b) c=d; else c=e; SGE r0, a, b ADD r1, d, -e MAD c, r0, r1, e r0 = (a>=b)?1:0 r1 = d-e c = r0*r1+e

3 CPU & GPU CPU does Application-specific algorithmic code Physics Scene management GPU does T&L Rasterization Texturing / Shading Drawing

4 Graphics Pipeline

5 What is Programming? transform & lighting Program setup rasterizer texture blending frame buffer anti aliasing glenable( GL_VERTEX_PROGRAM_NV ); Bypass the fixed function T&L path and do your own thing in HW.

6 Programming Conceptual Overview Attributes Program Output

7 Programming Conceptual Overview Attributes 16x4 registers Sixteen 4 component vector floating point registers Position, colors, normal User defined vertex parameters: densities, velocities, weights, etc. Program Output

8 Programming Conceptual Overview Attributes 16x4 registers Program 128 instructions Up to 128 program instructions (SIMD) (i.e. add, multiply, etc.) Read vertex attribute registers Write vertex output registers Output

9 Programming Conceptual Overview Attributes 16x4 registers Program 128 instructions Output Program Parameters 96x4 registers Temporary Registers 12x4 registers Modifiable only outside of glbegin/glend pair Read only Read/Write able

10 Programming Conceptual Overview Attributes 16x4 registers Program Parameters Program 128 instructions Output 15x4 registers 96x4 registers Temporary Registers 12x4 registers Fifteen 4 component floating vectors Homogeneous clip space position Primary, secondary colors Fog coord, point size, texture coords.

11 Problems Programming interfaces are low-level Functionality varies between chipsets User Must Support : NV vertex programs NV register combiners ATI vertex shaders ATI fragment shaders Next-generation hardware... DP4 o[hpos].x, v[opos], c[0]; DP4 o[hpos].y, v[opos], c[1]; DP4 o[hpos].z, v[opos], c[2]; DP4 o[hpos].w, v[opos], c[3]; DP3 R0.x, v[nrml], c[4]; DP3 R0,y, v[nrml], c[5]; DP3 R0.z, v[nrml], c[6]; RSQ R0.w, R0.w; MUL R0, R0, R0.w; LIT R0, R0; MUL o[col0].xyz, R0.y, c[8];

12 Low-Level Languages DX8 and DX9 OpenGL ARB ARB_vertex_program ARB_fragment_program NVIDIA OpenGL NV_vertex_program NV_fragment_program Powerful, but difficult to use

13 OpenGL Extensions GL_ARB_vertex_program 17 instructions (ADD, ARL, DP3, DP4 )!!ARBvp1.0 DP4 result.position.x, state.matrix.mvp.row[0], vertex.position; DP4 result.position.y, state.matrix.mvp.row[1], vertex.position; DP4 result.position.z, state.matrix.mvp.row[2], vertex.position; DP4 result.position.w, state.matrix.mvp.row[3], vertex.position; MOV result.color, vertex.color; MOV result.texcoord[0], vertex.texcoord[0]; END

14 OpenGL Extensions GL_NV_vertex_program2!!vp2.0 Up to 256 instructions 39 instr.s including SIN, COS, EX2, LG2 Condition Code Register hold values that reflect result of the most recent instruction (EQ, LT, GT, UN) Support control flow DP4 result.position.x, state.matrix.mvp.row[0], vertex.position; DP4 result.position.y, state.matrix.mvp.row[1], vertex.position;...

15 OpenGL Extensions GL_ARB_fragment_program 33 instructions!!arbfp1.0 ATTRIB texcoord = texcoord[0]; ATTRIB color = fragment.color; OUTPUT fragcolor = result.color; TEMP temp; TXP temp, texcoord, texture[0], 2D END

16 OpenGL Extensions GL_NV_fragment_program Up to 1024 instructions 45 instructions!!arbfp1.0 ATTRIB texcoord = texcoord[0]; ATTRIB color = fragment.color; OUTPUT fragcolor = result.color; TEMP temp; TXP temp, texcoord, texture[0], 2D END

17 NVIDIA Quadro FX 3000G Fully programmable GPU (OpenGL 1.5/DirectX 9.0 class) Long fragment programs (up to 2048 instructions) Long vertex programs (up to 65,536 instructions) Looping and subroutines (up to 256 loops per vertex program) Dynamic flow control Conditional execution

18 Shading Languages Solution: Shading languages provide an easy-touse abstraction of programmability e.g. RenderMan, Hanrahan and Lawson SIGGRAPH 90 Apply shading languages to real-time systems

19 Shading Languages Olano and Lastra, SIGGRPH 98 Shading language specialized for PixelFlow Id Software s Quake 3 shader scripts Scripting language for shading computations Peercy et al., SIGGRAPH 2000 SIMD processor abstraction for multipass rendering McCool s SMASH API API for specifying shading computations

20 Shading Languages RTSL (A Stanford Real-Time Shading Language) Part of DirectX 9 HLSL Cg C for Graphics By NVIDA OpenGL Shading Language Proposed by 3D Labs

21 Shading Languages HLSL Direct3D, Windows only Cg Language OpenGL, Java Linux, Mac OS X, Windows Essentially all GPUs OpenGL Shading Language OpenGL specific Broad OS support expected Broad GPU support expected

22 Recommendations By Kurt Akeley OpenGL Cg is usually the best answer ARB profiles for compatibility NV profiles for best NVIDIA performance Use low-level when Existing code (mix and match with Cg) Hand tuning Cg output Coding certain demanding algorithms

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