• DocumentCode
    177300
  • Title

    Eliminating redundant fragment shader executions on a mobile GPU via hardware memoization

  • Author

    Arnau, Jose-Maria ; Parcerisa, Joan-Manuel ; Xekalakis, Polychronis

  • Author_Institution
    Univ. Politec. de Catalunya, Barcelona, Spain
  • fYear
    2014
  • fDate
    14-18 June 2014
  • Firstpage
    529
  • Lastpage
    540
  • Abstract
    Redundancy is at the heart of graphical applications. In fact, generating an animation typically involves the succession of extremely similar images. In terms of rendering these images, this behavior translates into the creation of many fragment programs with the exact same input data. We have measured this fragment redundancy for a set of commercial Android applications, and found that more than 40% of the fragments used in a frame have been already computed in a prior frame. In this paper we try to exploit this redundancy, using fragment memoization. Unfortunately, this is not an easy task as most of the redundancy exists across frames, rendering most HW based schemes unfeasible. We thus first take a step back and try to analyze the temporal locality of the redundant fragments, their complexity, and the number of inputs typically seen in fragment programs. The result of our analysis is a task level memoization scheme, that easily outperforms the current state-of-the-art in low power GPUs. More specifically, our experimental results show that our scheme is able to remove 59.7% of the redundant fragment computations on average. This materializes to a significant speedup of 17.6% on average, while also improving the overall energy efficiency by 8.9% on average.
  • Keywords
    graphics processing units; rendering (computer graphics); Android applications; energy efficiency; fragment memoization; fragment programs; fragment redundancy; graphical applications; hardware memorization; image rendering; mobile GPU; redundant fragment computations; redundant fragment shader executions; task level memoization scheme; temporal locality; Abstracts; Complexity theory; Graphics processing units; Hardware; Rendering (computer graphics);
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computer Architecture (ISCA), 2014 ACM/IEEE 41st International Symposium on
  • Conference_Location
    Minneapolis, MN
  • Print_ISBN
    978-1-4799-4396-8
  • Type

    conf

  • DOI
    10.1109/ISCA.2014.6853207
  • Filename
    6853207