Emergent Game Technologies
Gamebryo Element Engine
Thread for Performance
Goals for Cross-Platform Threading
•Play well with others
•Take advantage of platform-specific
performance features
•For engines/middleware, be adaptable to
the needs of customers
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Write Once, Use Everywhere
•Underlying multi-threaded primitives are
replicated on all platforms
– Define cross-platform wrappers for these
•Processing models can be applied on
different architectures
– Define cross-platform systems for these
•Typical developer writes once, yet code
performs well on all platforms
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Emergent's Gamebryo Element
•A foundation for easing cross-platform and
multi-core development
–Modular, customizable
–Suite of content pipeline tools
–Supports PC, Xbox, PS3 and Wii
•Booth # 5716 - North Hall
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Cross-Platform Threading Requires
Common Primitives
•Threads
– Something that executes code
– Sub issues: local storage, priorities
•Data Locks / Critical sections
– Manage contention for a resource
•Atomic operations
– An operation that is guaranteed to complete
without interruption from another thread
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Choosing a Processing Model
•Architectural features drive choice
– Cache coherence
– Prefetch on Xbox
– SPUs on PS3
– Many processing units
– General purpose GPU
•Stream Processing fits these properties
– Provide infrastructure to compute this way
– Shift engine work to this model
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Stream Processing (Formal)
Wikipedia: Given a set of input and output
data (streams), the principle essentially
defines a series of computer-intensive
operations (kernel functions) to be applied
for each element in the stream.
Input 1
Kernel 1
Kernel 2
Output
Input 2
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Generalized Stream Processing
•Improve for general purpose computing
– Partition streams into chunks
– Kernels have access to entire chunk
– Parameters for kernels (fixed inputs)
•Advantages
– Reduce need for strict data locality
– Enables loops, non-SIMD processing
– Maps better onto hardware
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Morphing+Skinning Example
Morph Kernel
(MK)
Skin Vertices
Bone Matrices
Skinning Kernel (SK)
Vertex Locations
Morph Target 2 Vertices
Morph Target 1 Vertices
Morph Weights
Blend Weights
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Morphing+Skinning Example
MT 1 V Part 1
MK
Instance 1
Weights Fixed
SK
Instance 1
MW Fixed
Matrices Fixed
MT 1 V Part 2
MT 2 V Part 2
MK
Instance 2
Skin V Part 2
SK
Instance 2
Verts Part 1 Verts Part 2
MT 2 V Part 1
Skin V Part 1
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Floodgate
•Cross platform stream processing library
•Optimized per-platform implementation
•Documented API for customer use
•Engine uses the same API for built in
functionality
– Skinning, Morphing, Particles, Instance Culling,
...
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Floodgate Basics
•Stream: A buffer of varying or fixed data
– A pointer, length, stride, locking
•Kernel: An operation to perform on streams
of data
– Code implementing “Execute” function
•Task: Wrapper a kernel and IO streams
•Workflow: A collection of Tasks processed as
a unit
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Kernel Example: Times2
// Include Kernel Definition macros
#include <NiSPKernelMacros.h>
// Declare the Timer2Kernel
NiSPDeclareKernel(Times2Kernel)
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Kernel Example: Times2
#include "Times2Kernel.h"
NiSPBeginKernelImpl(Times2Kernel)
{
// Get the input stream
float *pInput = kWorkload.GetInput<float>(0);
// Get the output stream
float *pOutput = kWorkload.GetOutput<float>(0);
// Process data
NiUInt32 uiBlockCount = kWorkload.GetBlockCount();
for (NiUInt32 ui = 0; ui < uiBlockCount; ui++)
{
pOutput[ui] = pInput[ui] * 2;
}
}
NiSPEndKernelImpl(Times2Kernel)
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Life of a Workflow
•1. Obtain Workflow from Floodgate
•2. Add Task(s) to Workflow
•3. Set Kernel
•4. Add Input Streams
•5. Add Output Streams
•6. Submit Workflow
•… Do something else …
•7. Wait or Poll when results are needed
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Example Workflow
// Setup input and output streams from existing buffers
NiTSPStream<float> inputStream(SomeInputBuffer, MAX_BLOCKS);
NiTSPStream<float> outputStream(SomeOutputBuffer, MAX_BLOCKS);
// Get a Workflow and setup a new task for it
NiSPWorkflow* pWorkflow = NiStreamProcessor::Get()>GetFreeWorkflow();
NiSPTask* pTask = pWorkflow->AddNewTask();
// Set the kernel and streams
pTask->SetKernel(&Times2Kernel);
pTask->AddInput(&inputStream);
pTask->AddOutput(&outputStream);
// Submit workflow for execution
NiStreamProcessor::Get()->Submit(pWorkflow);
// Do other operations...
// Wait for workflow to complete
NiStreamProcessor::Get()->Wait(pWorkflow);
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Floodgate Internals
•Partitioning streams for Tasks
•Task Dependency Analysis
•Platform specific Workflow preparation
•Platform specific execution
•Platform specific synchronization
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Overview of Workflow Analysis
•Task dependencies defined by streams
•Sort tasks into stages of execution
– Tasks that use results from other tasks run in
later stages
– Stage N+1 tasks depend on output of Stage N
tasks
•Tasks in a given stage can run concurrent
•Once a stage has completed, the next stage
can run
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Analysis: Workflow with many
Tasks
Stream A
Task 1
Task 4
Stream B
Stream C
Task 2
Stream D
Stream G
Task 5
Stream H
Stream G
Task 7
Stream E
Task 3
Stream F
Task 6
Stream I
Sync
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Analysis: Dependency Graph
Stage 0
Stream A
Stage 1
Stream E
Stage 3
Task 1
Task 4
Stream C
Stage 2
Stream G
Task 5
Stream H
Task 2
Task 3
Sync
Task
Stream F
Task 6
Sync
Stream I
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Performance Notes
•Data is broken into blocks -> Locality
– Good cache performance
– Optimize size for prefetch or DMA transfers
– Fits in limited local storage (PS3)
•Easily adapt to #cores
– Can manage interplay with other systems
•Kernels encapsulate processing
– Good target for optimization, platform-specific
– Clean solution without #if
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Usability Notes
•Automatically manage data dependency and
simplify synchronization
•Hide nasty platform-specific details
– Prefetch, DMA transfers, processor detection, ...
•Learn one API, use it across platforms
– Productivity gains
–Helps us produce quality documentation and
samples
– Eases debugging
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Exploiting Floodgate in the Engine
•Find tasks that operate on a single object
– Skinning, morphing, particle systems, ...
• Move these to Floodgate: Mesh Modifiers
– Launch at some point during execution
–After updating animation and bounds
–After determining visibility
–After physics finishes ...
– Finish them when needed
–Culling
–Render
–etc
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Same applications, new
performance ...
Before
After
Skinning Objects
42fps
62fps
Morphing Objects
12fps
38fps
•The big win is out-of-the-box
performance
– Same results could be achieved
with much developer time
– Hides details on different
platforms (esp. PS3)
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Example CPU Utilization, Morphing
Before
After
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Thread profiling, Morphing Before
•Some parallelization through hand-coded
parallel update
– Note high overhead and 85% or so in serial
execution
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Thread profiling, Morphing After
•Automatic parallelism in engine
–4 threads for Floodgate (4 CPUs)
–Roughly, 50% of old serial time replaced
with 4x parallelism
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New Issues
•Within the engine, resource usage peaks at
certain times
– e.g. Between visibility culling and rendering
– Application-level work might fill in the empty
spaces
–Physics, global illumination, ...
•What about single processor machines?
•What about variable sized output?
– Instance culling, for example
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Ongoing Improvements
•Improved workflow scheduling
– Mechanisms to enhance application control
•Optimizing when tasks change
– Stream lengths change
– Inputs/outputs are changed
•More platform specific improvements
•Off-loading more engine work
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Using Floodgate in a game
•Identify stream processing opportunities
– Places where lots of data is processed with local
access patterns
– Places where work can be prepared early but
results are not needed until later
•Re-factor to use Floodgate
– Depending on task, could be as little as a few
hours.
– Hard part is enforcing locality
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Future proofed?
•Both CPUs and GPUs can function as stream
processors
•Easily extends to more processing units
•Potential snags are in application changes
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Questions?
•Ask Stephen!
•Visit Emergent's booth at the show.
– Booth 5716, North Hall, opposite Intel on the
central aisle
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