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Tail-PASS: Resource-Based Cache Management for Tiled Graphics Rendering Hardware

机译:Tail-PASS:用于平铺图形呈现硬件的基于资源的缓存管理

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摘要

Modern graphics rendering is a very expensive process and can account for 60% of the battery consumption on current games. Much of the cost comes from the high memory bandwidth of rendering complex graphics. To render a frame, multiple smaller rendering passes called scenes are executed, with each one tiled for parallel execution. The data for each scene comes from hundreds of software resources (textures). We observe that each frame can consume up to 1000s of MB of data, but that over 75% of the graphics memory accesses are to the top-10 resources, and that bypassing the remaining infrequently accessed (tail) resources reduces cache pollution. Bypassing the tail can save up to 35% of the main memory traffic over resource-oblivious replacement policies and cache management techniques. In this paper, we propose Tail-PASS, a cache management technique that detects the most accessed resources at runtime, learns if it is worth bypassing the least accessed ones, and then dynamically enables/disables bypassing to reduce cache pollution on a per-scene basis. Overall, we see an average reduction in bandwidth-per-frame of 22% (up to 46%) by bypassing all but the top-10 resources and an 11% (up to 44%) reduction if only the top-2 resources are cached.
机译:现代图形渲染是一个非常昂贵的过程,可占当前游戏的电池消耗的60%。大部分成本来自渲染复杂图形的高内存带宽。要渲染一帧,将执行称为场景的多个较小的渲染过程,每个过程都会平铺以并行执行。每个场景的数据来自数百个软件资源(纹理)。我们观察到,每个帧最多可能消耗1000s MB的数据,但是图形内存访问的75%以上是对前10个资源的访问,而绕过其余的不经常访问的(尾部)资源可以减少缓存污染。绕过尾巴可以通过对资源不敏感的替换策略和缓存管理技术节省多达35%的主内存流量。在本文中,我们提出了Tail-PASS,这是一种缓存管理技术,可在运行时检测访问最多的资源,了解是否值得绕过访问最少的资源,然后动态启用/禁用旁路以减少每个场景的缓存污染基础。总体而言,通过绕过前十大资源之外的所有资源,我们看到每帧带宽的平均减少量为22%(最多46%),减少了11%(最多为44%)。如果仅缓存前2个资源。

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