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The design of LLVM-based shader compiler for embedded architecture

机译:用于嵌入式体系结构的基于LLVM的着色器编译器的设计

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The increasing hand-held devices has resulted in widespread use of Apps. To sustain the Apps performance, most developers use Graphic Processing Units (GPUs) as hardware accelerator recently. As a result, GPUs become the basic system requirement in the smart hand-held devices. With the improvement of GPUs techniques, the rendering pipeline has become programmable by using the shading language proposed from DirectX and OpenGL. A shader compiler is essential to compile the shading language into GPU assembly in order to run on programmable rendering pipelines. In this thesis, we describe a case study for the process to implement an OpenGL-ES 2.0 shader compiler for new GPU designed by an ITRI team. The compiler is based on LLVM and OpenGL framework Mesa. We use the front-end from Mesa that translates the OpenGL-ES shading language (GLSL ES) 2.0 to TGSI intermediate form and the Gallium3D device driver framework in Mesa will translate the TGSI to LLVM bitcode. Finally, we use the LLVM as backend to compile the bitcode to assembly NV gpu program4. In our preliminary experimental results, we use the gpu simulator provided from ITRI and GLES benchmark to show that our LLVM based shader compiler is able to generate reliable codes for basic OpenGL-ES programs.
机译:越来越多的手持设备已导致Apps的广泛使用。为了维持Apps的性能,大多数开发人员最近都将图形处理单元(GPU)用作硬件加速器。结果,GPU成为智能手持设备中的基本系统要求。随着GPU技术的改进,通过使用DirectX和OpenGL提出的着色语言,渲染管线已变得可编程。着色器编译器对于将着色语言编译为GPU程序集以便在可编程渲染管线上运行至关重要。在这篇论文中,我们描述了一个案例研究,该过程针对由工研院团队设计的针对新GPU的OpenGL-ES 2.0着色器编译器的实现。该编译器基于LLVM和OpenGL框架Mesa。我们使用来自Mesa的前端,该前端将OpenGL-ES阴影语言(GLSL ES)2.0转换为TGSI中间形式,而Mesa中的Gallium3D设备驱动程序框架会将TGSI转换为LLVM位代码。最后,我们使用LLVM作为后端来编译位代码以汇编NV gpu程序4。在我们的初步实验结果中,我们使用了ITRI和GLES基准测试提供的gpu仿真器,以表明我们基于LLVM的着色器编译器能够为基本的OpenGL-ES程序生成可靠的代码。

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