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Unreal Engine 4: Mobile Graphics on ARM CPU and GPU ... · PDF fileMali GPU High-Level...

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1 Unreal Engine 4: Mobile Graphics on ARM CPU and GPU Architecture Jesse Barker, Principal Software Engineer, ARM Marius Bjørge, Graphics Research Engineer, ARM Niklas “Smedis” Smedberg, Senior Engine Programmer, Epic Games Brad Grantham, Principal Software Engineer, ARM Graham Hazel, Senior Product Manager, Geomerics
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Page 1: Unreal Engine 4: Mobile Graphics on ARM CPU and GPU ... · PDF fileMali GPU High-Level Architecture ... Not limited to OpenGL® ES 3.x framebuffer formats . 24 ...

1

Unreal Engine 4: Mobile Graphics on ARM

CPU and GPU Architecture

Jesse Barker, Principal Software Engineer, ARM

Marius Bjørge, Graphics Research Engineer, ARM

Niklas “Smedis” Smedberg, Senior Engine Programmer, Epic Games

Brad Grantham, Principal Software Engineer, ARM

Graham Hazel, Senior Product Manager, Geomerics

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2

Programming for ARM®v8-A Technology

ARM Mali™ GPU Architecture

Hardware evolution

The tri-pipe architecture

Exposing the tile

Unreal Engine 4 Case Study: Moon Temple

Enlighten in Unreal Engine 4

Agenda

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3

Programming for ARMv8-A Technology

Jesse Barker

Principal Software Engineer, ARM

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4

ARM Architecture Evolution

ARM7TDMI ARM1176 Cortex®-A9 Cortex-A57 ARM926EJ

ARMv4

1995 2005 2015

Virtualization

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5

AArch32 maintains full-compatibility with

ARMv7 while addressing emerging

software trends

AArch32: evolution of 32-bit

Enhanced floating point support (IEE754-2008)

Ideal for concurrent programming

C11, C++ 11, Java5

More efficient, high-performance thread-safe

software

Cryptography support (AES, Sha-1, Sha-256)

ARMv8-A AArch32

Maintaining compatibility

ARMv8-A ARMv7-A

ARMv7-A Compatible

A32+T32 A64

CRYPTO

Scalar FP

Advanced SIMD

AArch32 AArch64

Applications

and software

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6

Design Why it Matters

64-bit architecture Efficient access to large datasets

Increased number and size of general

purpose registers Gains in performance and code efficiency

Large Virtual Address Space 1. Applications not limited to 4GB memory

2. Large memory mapped files handled efficiently

Efficient 32-bit/64-bit architecture 1. Common software architecture (phone, tablet, clamshell)

2. A single software model across the entire portfolio

Double the number and size of

NEON™ registers Enhanced capacity of SIMD multimedia engine

Cryptography support 1. Over10x software encryption performance

2. New security models for consumer and enterprise

ARMv8-A Architecture Designed for efficiency

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7

AArch64 Performance Over AArch32

>20% increase on several key

workloads

Most workloads increase,

some slow down Slowdowns are often outliers like

mcf in spec2k with unrealistic data

access patterns

Overall trend is increasing

performance with 64b Will increase further as compilers

mature

-10%

0%

10%

20%

30%

40%

50%

60%

70%

80%

ARMv8 AArch64 performance vs. AArch32

Cortex-A53

Cortex-A57

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8

In the core

ARM NEON tech/SIMD

API-level parallelization

OpenMP®, Renderscript,

OpenCL™, etc.

Multi-thread programming

Never easy, but increasingly necessary

Multi-core ARM big.LITTLE™ Technology Taking advantage of parallelism

Platform trending toward multi-cores

Single thread performance improvements diminishing

Thermally constrained use cases are now commonplace

Production differentiation via different CPU combinations

Modern OSs are supporting multi-core

How to exploit parallelism….

Page 9: Unreal Engine 4: Mobile Graphics on ARM CPU and GPU ... · PDF fileMali GPU High-Level Architecture ... Not limited to OpenGL® ES 3.x framebuffer formats . 24 ...

9

Low cost development platforms available from 96boards.org

Huge growth in share of 64-bit platforms in smartphone and

tablets in 2015

ARMv8-A and 64-bit Everywhere Mega trend is the move to ARMv8-A and AARCH64

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10

Mali GPU Architecture

Marius Bjørge

Graphics Research Engineer, ARM

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11

HARDWARE EVOLUTION The Midgard Architecture

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12

Driving for Efficiency

The Mali GPU roadmap

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13

ARM® Mali™-T880 GPU

Memory Management Unit

Inter-Core Task Management

L2 Cache L2 Cache

AMBA®4 ACE-Lite AMBA®4 ACE-Lite

Advanced Tiling Unit

L2 Cache

AMBA®4 ACE

MMem

Load/StorePipeline

Thread Issue

Thread Completion

ArithmeticPipeline

TexturePipeline

ArithmeticPipeline

ArithmeticPipeline

SC

SC

SC

SC

SC

SC

SC

SC

SC

SC

SC

SC

SC

SC

SC

SC

Mali GPU High-Level Architecture A breakdown of the Mali-T880

Addresses

translation and

protection

Configurable

cache shared

among all

shader cores

Up to sixteen

shader cores

Distributes

tasks to shader

cores

Maintains

cache

coherency

between

different

processors

Efficient

mapping of

geometry to tiles

Page 14: Unreal Engine 4: Mobile Graphics on ARM CPU and GPU ... · PDF fileMali GPU High-Level Architecture ... Not limited to OpenGL® ES 3.x framebuffer formats . 24 ...

14

THE TRI-PIPE ARCHITECTURE The Midgard Architecture

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15

Blender Tile Buffers

Thread Execution – “Tri Pipe”

Shader Core Architecture

Texturing

Arith / LUT /

Branch

Load / Store /

Varying

Thread Issue

Thread Completion

Arith / LUT /

Branch

Re

g f

ile

Re

g f

ile

Compute

Thread

Creator

Rasterizer

Early Z

Triangle

Setup Unit

Tiler Data

Structures

Tile Buffers Frame

Buffer

Late Z

Compute

Data and Results

Z/Stencil

Buffer

Textures

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16

Tri-pipe Architecture

Unified shader architecture

Fragment and vertex shaders

Compute shaders

Very high throughput graphics

Multiple parallel pipelines

Two low-latency arithmetic pipes

256 simultaneous threads

Low-latency for computation

Texturing

Arith / LUT /

Branch

Load / Store /

Varying

Thread Issue

Thread Completion

Arith / LUT /

Branch

Re

g f

ile

Re

g f

ile

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17

EXPOSING THE TILE The Midgard Architecture

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18

The Tilebuffer

Mali-T600/T700/T800 Series GPU

Tile-based rendering

16x16 tile size

Fast on-chip memory

16 bytes of per-pixel color data

Raw bit access

More recent GPU architectures allow

more flexible tile sizes and open up

more per-pixel color data

Tilebuffer pixel

Depth Stencil

128-bit pixel data

Sample Sample

Sample Sample

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19

Shader Framebuffer Fetch

Access previous fragment color, depth and stencil

Programmable blending, soft particles, etc.

Shader Pixel Local Storage (PLS)

Exposing the Tilebuffer

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20

Pixel Local Storage (PLS)

Exposed as EXT_shader_pixel_local_storage

Per-pixel scratch memory available to fragment shaders

Automatically discarded once a tile is fully processed

No impact on external memory bandwidth

Shader declares an interface block of PLS memory

Re-interpret PLS between different passes

Can have separate input and output views

Independent of framebuffer format

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21

Pixel Local Storage

__pixel_localEXT FragDataLocal

{

layout(r32f) highp float_value;

layout(r11f_g11f_b10f) mediump vec3 normal;

layout(rgb10_a2) highp vec4 color;

layout(rgba8ui) mediump uvec4 flags;

} pls;

See the extension spec for more information!

https://www.khronos.org/registry/gles/extensions/EXT/EXT_shader_pixel_local_storage.txt

http://malideveloper.arm.com

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22

Pixel Local Storage

Rendering pipeline changes slightly when

PLS is enabled

Writing to PLS bypasses blending

Note

Fragment order

Fragment tests still apply

PLS and color share the same memory

location

Memory

Position data

Varyings

Textures

Uniforms

Framebuffer

Tile execution

Primitive Setup

Rasterization

Fragment shading

Blending

Tilebuffer

PLS/color

Writeback

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23

Why Pixel Local Storage?

An alternative approach is to use multiple render targets (MRT) with framebuffer fetch

…if the driver can prove that render targets are not used later, it can avoid the write-back

PLS is more explicit than MRT

Harder for the application to get it wrong

Driver doesn’t have to make guesses

PLS is more flexible

Re-interpret PLS data between fragment shader invocations

Not limited to OpenGL® ES 3.x framebuffer formats

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24

Deferred Shading

Popular technique in PC and console games

Very memory bandwidth intensive

Traditionally not a good fit for mobile

Diffuse (RGBA8) Depth (D32F) Normals (RGBA8)

Page 25: Unreal Engine 4: Mobile Graphics on ARM CPU and GPU ... · PDF fileMali GPU High-Level Architecture ... Not limited to OpenGL® ES 3.x framebuffer formats . 24 ...

25

Order Independent Transparency

“Unsolved” problem

Depth peeling

Approximate approaches

Multi-Layer Alpha Blending

[Salvi et al, 2014]

Adaptive Range

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26

Pixel Local Storage

Opaque phase OIT phase

Fill gbuffer Light

accumulation Resolve Init OIT

Transparent

rendering

Resolve +

Tonemap

Pixel Local Storage

RGB10A2 RGB10A2 RGB16F RGB16F R32UI R32UI R32UI R32UI Color

At this point we change the layout

of the PLS

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27

Performance Comparison of Approaches

100%

122%

100%

93%

0%

20%

40%

60%

80%

100%

120%

140%

MRT + AB PLS + AB PLS + Adaptive Range PLS + MLAB3

Relative performance

AB = Alpha Blending

MLAB3 = 3 layer Multi-Layer Alpha Blending

Page 28: Unreal Engine 4: Mobile Graphics on ARM CPU and GPU ... · PDF fileMali GPU High-Level Architecture ... Not limited to OpenGL® ES 3.x framebuffer formats . 24 ...

28

Unreal Engine 4

Niklas “Smedis” Smedberg

Senior Engine Programmer, Epic Games

Brad Grantham

Principal Software Engineer, ARM

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29

Compress, Compress, Compress!

25

30

35

40

45

50

8 5.12 3.56 2 1.28 0.89

PS

NR

(d

B)

Compression Rate (bpp)

ASTC = Adaptive Scalable Texture Compression

Texture compression standard developed by ARM, adopted by Khronos

KHR_texture_compression_astc_ldr for OpenGL ES and Open GL®

Increased quality and fidelity at low bit-rates

Expansive range of input formats offers complete flexibility

Choice of base format, 2D and 3D plus addition of HDR formats

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30

Compression in the Pre-ASTC World

L

LA

X+Y

HDR L

RGB

XY+Z

RBGA

RGB+A

HDR X+Y

HDR RGB

HDR XY+Z

HDR RGBA

HDR RGB+A

1 2 3 4 5 6 7 8 Compressed bits/pixel

Input

Colo

r Fo

rmat

s

8

16

16

16

24

24

32

32

32

48

48

64

Input

bits/

pix

el

ETC, BC5

ETC, BC4

BC7

All Major Players

PVRTC PVRTC

ETC, BC1

BC6

ETC, BC2

BC3, BC7

Page 31: Unreal Engine 4: Mobile Graphics on ARM CPU and GPU ... · PDF fileMali GPU High-Level Architecture ... Not limited to OpenGL® ES 3.x framebuffer formats . 24 ...

31

ASTC Choices

L

LA

X+Y

HDR L

RGB

XY+Z

RBGA

RGB+A

HDR X+Y

HDR RGB

HDR XY+Z

HDR RGBA

HDR RGB+A

1 2 3 4 5 6 7 8 Compressed bits/pixel

Input

Colo

r Fo

rmat

s

16

24

24

32

32

32

48

48

64

Input

bits/

pix

el

All ASTC

8

16

16

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32

ASTC for Mobile Games

ASTC is widely supported by all major hardware vendors

It’s free to use

Finally a good texture format that can work everywhere!

Avoids separate SKUs per hardware manufacturer: PVRTC, ATC, DXT, …

<supports-gl-texture android:name="GL_AMD_compressed_ATC_texture" />

Support for ASTC is also required by Google’s Android Extension Pack

GL_ANDROID_extension_pack_es31a

Page 33: Unreal Engine 4: Mobile Graphics on ARM CPU and GPU ... · PDF fileMali GPU High-Level Architecture ... Not limited to OpenGL® ES 3.x framebuffer formats . 24 ...

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ASTC Support in Unreal Engine 4

Page 34: Unreal Engine 4: Mobile Graphics on ARM CPU and GPU ... · PDF fileMali GPU High-Level Architecture ... Not limited to OpenGL® ES 3.x framebuffer formats . 24 ...

34

2048x2048 RGB Normal Map, with mips – 17 MB uncompressed

Game Texture Comparison

ETC: 3 MB Original: 17 MB ASTC 6x6: 2.5 MB

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35

Same texture – zoomed in for Truth

Game Texture Comparison

ETC: 3 MB Original: 17 MB ASTC 6x6: 2.5 MB

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36

Made specifically

for ARM

Unreal Engine 4

Goals:

64-bit Android

ASTC

PLS

Unreal Engine 4 Demo: Moon Temple

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37

Read & write custom data

for each pixel

E.g. Depth

Blend particles softly

against the background

Unreal Engine 4 – Pixel Local Storage

Page 38: Unreal Engine 4: Mobile Graphics on ARM CPU and GPU ... · PDF fileMali GPU High-Level Architecture ... Not limited to OpenGL® ES 3.x framebuffer formats . 24 ...

38

Unreal Engine 4 – Pixel Local Storage

Page 39: Unreal Engine 4: Mobile Graphics on ARM CPU and GPU ... · PDF fileMali GPU High-Level Architecture ... Not limited to OpenGL® ES 3.x framebuffer formats . 24 ...

39

Moon Temple Demo

Page 40: Unreal Engine 4: Mobile Graphics on ARM CPU and GPU ... · PDF fileMali GPU High-Level Architecture ... Not limited to OpenGL® ES 3.x framebuffer formats . 24 ...

40

Android NDK r10c

64-bit AArch64 compilers

Android SDK 21

Required for Lollipop, 64-bit

UE4 Engine changes – collaboration between ARM and Epic Games

Patches submitted

Available in future release – packaging considerations to resolve

New Android platform “arm64”, 64-bit libUE4.so

Results: 8% Sun Temple FPS uplift just from compiling 64-bit

Enabling 64-bit Android in Unreal Engine 4

Page 41: Unreal Engine 4: Mobile Graphics on ARM CPU and GPU ... · PDF fileMali GPU High-Level Architecture ... Not limited to OpenGL® ES 3.x framebuffer formats . 24 ...

41

Streamline tool, part of ARM® Development Studio 5 (DS-5)

to know more https://ds.arm.com

Capture CPU and GPU parameters during runtime for analysis

ASTC requires less memory, so bandwidth use should drop

We should see that reflected in L2 cache external R+W beats

Example image from Streamline

Measuring ASTC Benefit

Page 42: Unreal Engine 4: Mobile Graphics on ARM CPU and GPU ... · PDF fileMali GPU High-Level Architecture ... Not limited to OpenGL® ES 3.x framebuffer formats . 24 ...

42

Result of Streamline L2 counters:

ETC2 over 30s: 1.29 GB/s

ASTC 6x6 over same 30s: .98 GB/s

24.4% less bandwidth used per frame

… And ASTC OBB is 12% smaller than ETC2 OBB (179MB versus 203MB)

Measuring ASTC Benefit

Page 43: Unreal Engine 4: Mobile Graphics on ARM CPU and GPU ... · PDF fileMali GPU High-Level Architecture ... Not limited to OpenGL® ES 3.x framebuffer formats . 24 ...

43

Enlighten in Unreal Engine 4

Graham Hazel

Senior Product Manager

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44

Enlighten is global illumination middleware, available pre-integrated into UE4

Runtime is lightweight and optimised for a wide range of platforms, including

Android 64-bit

iOS 64-bit

Windows PC

Mac OS X

PlayStation 4

Xbox One

Find out more Thursday 10AM, West Hall 3014, and at the ARM Booth 1624

Enlighten in Unreal Engine 4

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Enlighten in Unreal Engine 4

Page 46: Unreal Engine 4: Mobile Graphics on ARM CPU and GPU ... · PDF fileMali GPU High-Level Architecture ... Not limited to OpenGL® ES 3.x framebuffer formats . 24 ...

46

ARM Booth #1624 on Expo Floor

Live demos

In-depth Q&A with ARM engineers

More tech talks at the ARM Lecture Theatre

Epic Games: Live Session with Unreal Engine 4 for Mobile Devices

Geomerics Enlighten session

ARM tools Live Sessions

http://malideveloper.arm.com/GDC2015

Revisit this talk in PDF and video format post GDC

Download the tools and resources

To Find Out More….

Page 47: Unreal Engine 4: Mobile Graphics on ARM CPU and GPU ... · PDF fileMali GPU High-Level Architecture ... Not limited to OpenGL® ES 3.x framebuffer formats . 24 ...

47

Unreal Engine 4 mobile graphics and the latest ARM CPU and GPU architecture - Weds 9:30AM; West Hall 3003

This talk introduces the latest advances in features and benefits of the ARMv8-A and tile-based Mali GPU architectures on Unreal Engine 4, allowing

mobile game developers to move to 64-bit’s improved instruction set.

Unleash the benefits of OpenGL ES 3.1 and Android Extension Pack (AEP) – Weds 2PM; West Hall 3003

OpenGL ES 3.1 provides a rich set of tools for creating stunning images. This talk will cover best practices for using advanced features of OpenGL ES

3.1 on ARM Mali GPUs using recently developed examples from the Mali SDK.

Making dreams come true – global illumination made easy – Thurs 10AM; West Hall 3014

In this talk, we present an overview of the Enlighten feature set and show through workflow examples and gameplay demonstrations how it enables

fast iteration and high visual quality on all gaming platforms.

How to optimize your mobile game with ARM Tools and practical examples – Thurs 11:30AM; West Hall 3014

This talk introduces you to the tools and skills needed to profile and debug your application by showing you optimization examples from popular

game titles.

Enhancing your Unity mobile game – Thurs 4PM; West Hall 3014

Learn how to get the most out of Unity when developing under the unique challenges of mobile platforms.

More Talks from ARM at GDC 2015 Available post-show online at Mali Developer Center

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48

Ask the best question and win a PiPO P4 tablet!

Rockchip RK3288 processor

ARM Cortex-A17 MP4 CPU

ARM Mali-T760 MP4 GPU

Any Questions?

Page 49: Unreal Engine 4: Mobile Graphics on ARM CPU and GPU ... · PDF fileMali GPU High-Level Architecture ... Not limited to OpenGL® ES 3.x framebuffer formats . 24 ...

49

Thank You

The trademarks featured in this presentation are registered and/or unregistered trademarks of ARM Limited (or its subsidiaries) in the EU

and/or elsewhere. All rights reserved. Any other marks featured may be trademarks of their respective owners


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