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Best Practices for Shader Model 3.0
Shader Model 3.0, Best Practices
Phil Scott
Technical Developer Relations, EMEA
Overview
Short Pipeline Overview
CPU Bound – new optimization opportunities
Obscure bits of the pipeline that can trip you up
Pixel Bound – new optimization opportunities
3.0 shader performance characteristics
Pipelined Architecture (simplified view)
Frame
buffer
Fragment
Processor
Texture
Storage +
Filtering
RasterizerGeometry Processor
Geometry
StorageCPU
Vertices Pixels
Bottlenecks
Frame
buffer
Fragment
Processor
Texture
Storage +
Filtering
RasterizerGeometry Processor
Geometry
StorageCPU
Limits the speed of the pipeline
CPU / Fragment – focus of this talk
CPU / Fragment Bound
Still the two most likely cases these days in
modern apps:
CPU bound
Becomes more and more likely the faster GPUs get
Fragment bound
Becomes more and more likely the longer shaders get
Neither of these trends are likely to change soon
Some new weapons for combating these
Instancing
HW Shadow Maps
Shader model 3.0
DirectX 9 Instancing API
What is it?
Allows you to avoid DIP calls and minimise batching
overhead
Allows a single draw call to draw multiple instances
of the same model
What is required to use it?
Microsoft DirectX 9.0c
VS/PS 3.0 hardware
Why use instancing?
Speed. Still the single most common performance
suck in most games today is draw calls
Yeah. Yeah. We all know draw calls are bad
But world matrices and other state often force us to
separate draw calls
The instancing API pushes the per instance draw
logic down into the driver
Saves DIP call overhead in both D3D and Driver
Allows the driver to ensure minimal state changes
between instances
When to use instancing?
Scene contains many instances of the same model
Forest of Trees, Particles, Sprites
If you can encode per instance data in 2nd streams.
I.e instance transforms, model color, indices to
textures/constants.
Less useful if your batch size is large
1k polygons per draw
There is some fixed overhead to using instancing
How does
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