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SPU-based Deferred Shading for Battlefield 3 on Playstation 3,[object Object],Christina Coffin,[object Object],Platform Specialist, Senior Engineer,[object Object],DICE,[object Object]
Agenda,[object Object],Introduction,[object Object],SPU lighting overview,[object Object],SPU lighting practicalities & algorithms,[object Object],Code optimizations & development practices,[object Object],Best practices,[object Object],Conclusions,[object Object],Q&A,[object Object]
Introduction,[object Object],Maxxing out mature consoles,[object Object]
Past: Frostbite 1,[object Object],Forward Rendered + Destruction + Limited Lighting,[object Object]
Precomputed + Static = ,[object Object]
Now: Frostbite 2 + Battlefield 3,[object Object],Indoor + Outdoor + Urban HDR lighting solution,[object Object],Complex lighting with Environment Destruction,[object Object],Deferred shaded,[object Object],Multiple Light types and materials,[object Object],Goal:,[object Object], ”Use SPUs to distribute shading work and offload the GPU so it can do other work in parallel”,[object Object]
Why SPU-based Deferred Shading?,[object Object],Want more interesting visual lighting + FX,[object Object],Offload GPU work to the SPUs ,[object Object],Having SPU+GPU work together on visuals raises the bar,[object Object],Already developed a tile-based DX 11 compute shader,[object Object],Good reference point for doing deferred work on SPU,[object Object],Lots of SPU compute power to take advantage of,[object Object],Simple sync model to get RSX + SPUs cooperating together,[object Object]
SPU Shading Overview,[object Object],Physically based specular shading model,[object Object],Energy Conserving specular , specular power from 2 to 2048,[object Object],Lighting performed in camera relative worldspace, float precision,[object Object],fp16 HDR Output,[object Object],Multiple Materials / Lighting models,[object Object],Runs on 5-6 SPUs,[object Object]
Multiple lighting models + materials,[object Object],Standard,[object Object],Metallic,[object Object],Skin,[object Object],Translucency,[object Object]
RSX,[object Object],Rendering Frame Timeline,[object Object],Note: Sizes not proportional to time taken!,[object Object],Geometry Pass,[object Object],Transfer  Gbuffer+Z to CELL memory,[object Object],SPU,[object Object],Job Kick,[object Object],Cascade Shadows + Particles,[object Object],+ SSAO,[object Object],JTS,[object Object],Barrier,[object Object],SPU 0,[object Object],SPU Shade Job,[object Object],SPU 1,[object Object],SPU Shade Job,[object Object],SPU 2,[object Object],SPU Shade Job,[object Object],SPU 3,[object Object],SPU Shade Job,[object Object],SPU 4,[object Object],SPU Shade Job,[object Object]
RSX,[object Object],Rendering Frame Timeline,[object Object],Note: Sizes not proportional to time taken!,[object Object],Geometry Pass,[object Object],Transfer  Gbuffer+Z to CELL memory,[object Object],SPU,[object Object],Job Kick,[object Object],Cascade Shadows + Particles,[object Object],+ SSAO,[object Object],JTS,[object Object],Barrier,[object Object],PostFx,[object Object],+ Finish,[object Object],SPU 0,[object Object],SPU that finishes last tile,[object Object],clears JTS in cmdBuffer,[object Object],by DMA,[object Object],SPU Shade Job,[object Object],SPU 1,[object Object],SPU Shade Job,[object Object],SPU 2,[object Object],SPU Shade Job,[object Object],SPU 3,[object Object],SPU Shade Job,[object Object],SPU 4,[object Object],SPU Shade Job,[object Object]
GPU Renders GBuffer,[object Object],RSX render to local memory GBuffer Data,[object Object],4x MRT    ARGB8888 + Z24S8,[object Object],Tiled Memory,[object Object]
RSX,[object Object],Setup Rendering Data Flow,[object Object],Local Memory,[object Object],Cell Memory,[object Object],Main Geometry Pass (6-10ms),[object Object],Z Buffer,[object Object],+,[object Object],4 MRT,[object Object],Z Buffer,[object Object],+,[object Object],3 MRT,[object Object],RSX Copy     Z+Gbuffers (1.3ms),[object Object],Inline DWORD Transfer (Spu job kick),[object Object]
Source data in CELL memory,[object Object],+ Stencil,[object Object],SPU,[object Object],SPU,[object Object],SPU,[object Object],Packed array of all lights visible in camera (1000+),[object Object],SPU,[object Object],SPU,[object Object],SPU,[object Object]
SPU Tile Based Shading work units,[object Object]
SPU Shading Flow Overview,[object Object],For each 64x64 pixel screen tile region:,[object Object],Reserve a tile,[object Object],Transfer & detile data,[object Object],Cull lights,[object Object],Unpack & Shade pixels,[object Object],Transfer shaded pixels to output framebuffer,[object Object]
SPU Tile Work Allocation,[object Object],SPUs determine their tile to process by atomically incrementing a shared tile index value,[object Object],Index value maps to fetch address of Z+Gbuffers per tile,[object Object],Simple sync model to keep SPUs working,[object Object],Auto Load balancing between SPUs,[object Object],Not all tiles take equal time = variable material+lighting complexity,[object Object]
Data transfer + De-TILING,[object Object],Getting the Tile Data onto SPUs....,[object Object]
FB Tile Data Fetch,[object Object],Get MRT 2,[object Object],DMA Traffic,[object Object],Get MRT 0,[object Object],Get MRT 1,[object Object],Get ZBuffer,[object Object],SPU Code,[object Object],Detile 0,[object Object],Detile 1,[object Object],Detile Z,[object Object],Detile 2,[object Object],SPU LS,[object Object],64x64 Pixels 32bpp (x4),[object Object],Output Linear Formatted,[object Object],Ready for Shading Work,[object Object]
SPU LIGHT TILE CULLING,[object Object]
SPU Cull lights,[object Object],Determine visible lights that intersect the tile volume in worldspace,[object Object],Tile frusta generation from min/max z-depth extents,[object Object],Ignores ’sky’ depth ( Z >= 0xFFFFFF00),[object Object],Each tile has a different near/far plane based on its pixels,[object Object],SPU code generates frusta bounding volume for culling,[object Object],Point-, Spot- & Line-light types supported,[object Object],specialized culling vs. tile volumes,[object Object]
SPU SHADING LOOP,[object Object]
SPU Shade pixels,[object Object],SPU Tile Based Shading,[object Object],We do the same things the GPU does in shaders, but written for SPU ISA,[object Object],Vectorize GPU .hlsl / compute shader to get started,[object Object],Negligable differences in float rounding RSX vs SPU,[object Object],Core Steps:,[object Object],Unpack Gbuffer+Z Data -> Shade -> Pack to fp16 -> DMA out,[object Object]
Core shading components,[object Object],3MRT + Z = 128 bits per pixel of source data,[object Object],Distance attenuation,[object Object],Diffuse  Lighting,[object Object],Mask on Stencil Data,[object Object],Texture Sampling (Limited),[object Object],Specular Lighting,[object Object],Light Volume Clipping,[object Object],Light Shape Attenuation,[object Object],Wraparound Lighting,[object Object],Attenuation by Surface Normal,[object Object],Fresnel,[object Object],Material Type Shading,[object Object],Blend in Diffuse Albedo,[object Object]
SPU Shading - 4x4 Pixel Quads,[object Object],Core shading loop,[object Object],Operates on 16 pixels at a time,[object Object],Float32 precison,[object Object],Spatially Coherent,[object Object],Lit in worldspace,[object Object],Unpack source data to Structure of Arrays (SoA) format,[object Object]
Gbuffer data expansion to SoA for shading,[object Object],Depth + Stencil,[object Object],Spec Albedo,[object Object],Diffuse Albedo,[object Object],Normals,[object Object],Smoothness,[object Object],Material ID,[object Object], = Lots shufb+ csfltinstructions for swizzle /mask / converting to float,[object Object]
SPU Light Tile Job Loop,[object Object],for (all pixels),[object Object],Unpack 16 Pixels of Z+Gbuffer data,[object Object],Apply all PointLights,[object Object],Apply all SpotLights,[object Object],Apply all LineLights,[object Object],Convert lighting output,[object Object],      to fp16 and store to LS,[object Object]
DMA output finished pixels,[object Object],Finished 32x16 pixel tiles output to RSX memory by DMA list,[object Object],1 List entry per 32x1 pixel scanline,[object Object],Required due to Linear buffer destination  !,[object Object],Once all tiles are done & transfered:,[object Object],SPU finishing the last tile, clears ’wait for SPUs’ JTS in cmdbuffer,[object Object],GPU is free to continue rendering for the frame,[object Object],Transparent objects,[object Object],Blend-In Particles,[object Object],Post-process,[object Object],Tonemapping,[object Object]
Meanwhile, back in RSX Land....,[object Object],RSX is busy doing something (useful) while the SPUs compute the fp16 radiance for tiles.,[object Object],Planar Reflections,[object Object],Cascade and Spotlight Shadow Rendering,[object Object],GPU Lighting that mixes texture projection/sampling,[object Object],Offscreen buffer Particle Rendering,[object Object],Z downsamples for postFX + SSAO,[object Object],Virtual Texturing / Compositing,[object Object],Occlusion queries,[object Object]
Algorithmic optimizations,[object Object]
Tile Light Culling,[object Object],Tile Based Culling System	,[object Object],Designed to handle extreme lighting loads,[object Object],Shading Budget,[object Object],40ms (split across 5 SPUs),[object Object],Culling system overhead,[object Object],1-4ms (1000+ lights),[object Object]
Tile Light Culling,[object Object],2 Light Culling passes:,[object Object],FB Tile Cull, 64x64 pixel tiles,[object Object],SubTile Cull, 32x16 pixel tiles,[object Object]
DMA Traffic,[object Object],FB Tile Light Culling,[object Object],Frustum Light List (1000+ Lights) in CELL memory,[object Object],Fetch in 16 Light Batches,[object Object],DmaGet Batch-A,[object Object],DmaGet Batch-B,[object Object],DmaGet Batch-C,[object Object],SPU Code,[object Object],Cull Batch-A,[object Object],Cull Batch-B,[object Object],SPU LS,[object Object],FB Tile Light Visibility List,[object Object],128 lights,[object Object]
SubTile Light Culling,[object Object],SPU LS,[object Object],FB Tile Light Visibility List,[object Object],128 lights,[object Object],SubTile 0 Cull,[object Object],for(8 SubTiles),[object Object],SubTile 1 Cull,[object Object],SubTile 2 Cull,[object Object],Subtile 0,[object Object],Light,[object Object],Index List,[object Object],Subtile 1,[object Object],Light,[object Object],Index List,[object Object],Subtile 2,[object Object],Light,[object Object],Index List,[object Object]
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3
Lights per 64x64 pixel tile,[object Object]
Lights per 64x64 pixel tile,[object Object]
Light Culling Optimizations - Hierarchy,[object Object],Camera Frustum,[object Object],Light Volume,[object Object],Coarse Z-Occlusion,[object Object],FB Tile,[object Object],SPU Z-Cull,[object Object],64x64 Pixels,[object Object],SubTile,[object Object],SPU Z-Cull,[object Object],32x16 Pixels,[object Object],Coarse to Fine Grained Culling,[object Object]
Culling Optimizations - Takeaway,[object Object],Complex scenes require aggressive culling,[object Object],Avoids bad performance edge cases,[object Object],Stabilizes performance cost,[object Object],Mix of brute force + simple hierarchy,[object Object],Good Debug Visualizations is key,[object Object],Help guide content optimization and validate culling,[object Object]
Algorithmic optimization #0,[object Object],Material Classification,[object Object],Knowing which materials reside in a tile = choose optimal SPU code permutation that avoids unneeded work.,[object Object],E.g. No point in calculating skin shading if the material isnt present in a subtile.,[object Object],Use SPU shading code permutations!,[object Object],Similar to GPU optimization via shader permutations,[object Object],SPU Local Store considerations with this approach,[object Object]
Algorithmic optimization #1,[object Object],Normal Cone Culling,[object Object],Build a conservative bounding normal cone of all pixels in subtile, ,[object Object],Cull lights against it to remove light for entire tile,[object Object],No materials with a wraparound lighting model in the subtile are allowed. (Tile classification),[object Object],Flat versus heavily normal mapped surfaces dictate win factor,[object Object]
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3
Algorithmic optimization #2,[object Object],Support diffuse only light sources,[object Object],Common practice in pure GPU rendered games,[object Object],Fill / Area lighting,[object Object],Only use specular contributing light sources where it counts.,[object Object],2x+ faster,[object Object],Adds additional lighting loop + codesize considerations,[object Object]
Algorithmic optimization #3,[object Object],Specular Albedo Present in a subtile?,[object Object],If all pixels in a subtile have specular albedo of zero:,[object Object],Execute diffuse only lighting fast path for this case.,[object Object],If your artists like to make everything shiny, you might not see much of a win here,[object Object]
Algorithmic optimization #4,[object Object],Branch on 4x4 pixel tile intersection with light,[object Object],based on the calculated lighting attenuation term,[object Object],float	attenuation	= 1 / (0.01f + sqrDist);,[object Object],			attenuation	= max( 0, attenuation + lightThreshold );,[object Object],if( all 16 pixels have an attenuation value of 0 or less),[object Object],(continue on to next light),[object Object]
Branching if attenuation for 16 pixels < 0,[object Object],.,[object Object],// compare for greater than zero, can use this to saturate attenuation between 0-1,[object Object],qword	attenMask_0		= si_fcgt( attenuation_0, const_0 );,[object Object],qword	attenMask_1		= si_fcgt( attenuation_1, const_0 );,[object Object],qword	attenMask_2		= si_fcgt( attenuation_2, const_0 );,[object Object],qword	attenMask_3		= si_fcgt( attenuation_3, const_0 );,[object Object],// ’or’ merge masks from dwords in quadwords (odd pipe),[object Object],qword	attenMerged_0		= si_orx( attenMask_0 );,[object Object],qword	attenMerged_1		= si_orx( attenMask_1 );,[object Object],qword	attenMerged_2		= si_orx( attenMask_2 );,[object Object],qword	attenMerged_3		= si_orx( attenMask_3 );,[object Object],// final merge of 4 quadwords with horizonally merged masks,[object Object],qword	attenMerge_01 	= si_or( attenMerged_0, attenMerged_1 );,[object Object],qword	attenMerge_23 	= si_or( attenMerged_2, attenMerged_3 );,[object Object],qword	attenMerge_0123	= si_or( attenMerge_01, attenMerge_23 );,[object Object],if( !si_to_uint(attenMerge_0123)),[object Object],	continue;// move to next light!,[object Object]
Algorithmic optimization #5Clipping + Optimizing lighting space,[object Object],Light Clipping Against House Wall,[object Object],No Light Clipping,[object Object]
Algorithmic optimization #5Clipping + Optimizing lighting space,[object Object],Light Clipping Against House Wall,[object Object],No Light Clipping,[object Object]
Why so much culling?,[object Object],Why not adjust content to avoid bad cases?,[object Object],Highly destructible + dynamic environments,[object Object],Variable # of visible lights - depth ‘swiss cheese’ factor,[object Object],Solution must handle distant / scoped views,[object Object]
Algorithmic Optimization # 6,[object Object],Spherical Gaussian Based Specular Model,[object Object]
Code optimizations,[object Object]
Unpack gbuffer data to Structure of Arrays (SoA) format,[object Object],Obvious must-have for those familiar with SPUs.,[object Object],SPUs are powerful, but crappy data breeds crappy code and wastes significant performance.,[object Object],shufb to get the data in the right format,[object Object],SoA gets us improved pipelining+ more efficient computation,[object Object],4 quadwords of data,[object Object],Code optimization #0,[object Object],X0 Y0Z0W0,[object Object],X1Y1Z1W1,[object Object],X2Y2Z2W2,[object Object],X3Y3Z3W3,[object Object],X0 X1 x2 x3,[object Object],Y0 Y1 Y2 Y3,[object Object],Z0 Z1 Z2 Z3,[object Object],W0 W1 W2 W3,[object Object]
Code optimization #1:	Loop Unrolling,[object Object],First versions worked on different sized horizontal pixel spans,[object Object],4x1 pixels = Minimum SoA implementation,[object Object],8x1 pixels = 2x unrolled,[object Object],16x1 pixels = 4x unrolled,[object Object],4x4 pixels = 4x unrolled,[object Object],+Improved Spatial Coherency!,[object Object]
Code optimization #2,[object Object],Branch on Sky pixels in 4x4 pixel processing loops,[object Object],Branches are expensive, but can be a performance win,[object Object],Fully unpacking and shading 16 pixels = a lot of work to branch around,[object Object],Also useful to branch on specific materials,[object Object],Depends on the cost of branching relative to just doing a compute + vectorized select,[object Object]
Code optimization #3,[object Object],Instruction Pipe Balancing:SPU shading code very heavy on even instruction pipe,[object Object],	Lots of fm,fma, fa, fsub, csflt ....,[object Object],Avoid shli , or+and (even pipe),,[object Object],	use rotqbii + shufb (odd pipe) for shifting + masking,[object Object],- Vanilla C code with GCC doesnt reliably do this which is why you should use explicitly use si intrinsics.,[object Object]
Code Optimization #4 Lookup tables for unpacking data   ,[object Object],Can be done all in the odd instruction pipe,[object Object],Lighting Code is naturally Even pipe heavy,[object Object],odd pipe is underutilized !,[object Object],Huge wins for complex functions,[object Object],Minimum work for a win is ~21 cycles for 4 pixels when migrating to LUT.,[object Object],Source gbuffer data channels are 8bit,[object Object],Converted to float and multiplied by constants or values w/ limited range,[object Object],4k of LS can let us map 4 functions to convert  8bit ->float,[object Object]
Specular power LUT,[object Object],From a GPU shader version .hlsl source:,[object Object],		half smoothness = gbuffer1.a;// 8 bit source,[object Object],	// Specular power from 2-2048 with a perceptually linear distribution,[object Object],		float specularPower = pow(2, 1+smoothness*10);,[object Object],		// Sloan & Hoffman normalized specular highlight,[object Object],		float specularNormalizationScale = (specularPower+8)/8;,[object Object]
Remapping functions to Lookups,[object Object],8bit gbuffer source value = 256 Quadword LUT (4k),[object Object],Store 4 different function output floats per LUT entry,[object Object],LUT code can use odd instruction pipe exclusively,[object Object],parent shading code is even pipe heavy = WIN,[object Object],Total instructions to do 8 lookups for 4 different pixels:,[object Object],8 shufb, 4 lqx, 4 rotqbii (all odd pipe),[object Object],~21cycles,[object Object]
Code Optimization # 5,[object Object],SPU Shading Code Overlays,[object Object],Avoids Limitations of limited SPU LS,[object Object],Position Independent Code,[object Object],SPU fetches permutations on demand,[object Object],SPU Local Store,[object Object],CELL Memory,[object Object],Overlay,[object Object],Cache Area,[object Object],SPU Shading,[object Object],Function Permutations,[object Object],SPU DmaGet,[object Object]
Overlay Permutation Building,[object Object],spu-lv2-gcc (-fpic),[object Object],+ ,[object Object],Permutation #defines ,[object Object],.C,[object Object],Master Source,[object Object],Permutation.o,[object Object],Realtime editing + reloading,[object Object],Permutation.bin,[object Object],Embedded into .ELF,[object Object],Permutation.h,[object Object]
Best practices,[object Object]
Code + Development Environment,[object Object],‘Must-haves’ for maintaining efficiency and *my* sanity:,[object Object],Support toggle between pure RSX implementation and SPU version,[object Object],validate visual parity between versions,[object Object],Runtime SPU job reloading,[object Object],build + reload = ~10 seconds,[object Object],Runtime option to switch running SPU code on 1-6 SPUs,[object Object],Maintain single non-overlay übershader version that compiles into Job,[object Object],Add/remove core features via #define,[object Object],Work out core dataflow and code structuring + debugging in 1 function.,[object Object]
Possible Code Permutations,[object Object],Materials:,[object Object],Skin,[object Object],Translucent,[object Object],Metal,[object Object],Specular,[object Object],Foliage,[object Object],Emissive,[object Object],‘Default’,[object Object],Transformations:,[object Object],Different  field of view projections,[object Object],Light Types:,[object Object],Point light,[object Object],Spotlight,[object Object],Line Light,[object Object],Ellipsoid,[object Object],Polygonal Area,[object Object],Lighting Styles:,[object Object],Diffuse only,[object Object],Specular + Diffuse Lighting,[object Object],Clip Planes,[object Object],Pixel Masking by Stencil,[object Object]
Code Permutations Best PracticesMaterial + Light Tile permutations ,[object Object],Still need a catch-all übershader,[object Object],To support worst case (all pixels have different materials + light styles),[object Object],Fast dev sandboxing versus regenerating all permutations,[object Object],Determining permutations needed is driven by performance,[object Object],Content dependent and relative costs between permutations,[object Object],Managing codesize during dev,[object Object],#define NO_FUNC_PERMUTATIONS // use only ubershader,[object Object],Visualize permutation usage onscreen (color ID screen tiles),[object Object]
’SPA’  (SPU ASSEMBLER),[object Object],SPA is good for:,[object Object],Improving Performance*,[object Object],Measuring Cycle counts, dual issue,[object Object],Evaluating loop costs for many permutations,[object Object],Experimenting with variable amounts of loop unrolling,[object Object],Don’t jump too early into writing everything in SPA,[object Object],Smart data layout, C code w/unrolling, SI instrinsics , good culling are foundational elements that should come first.,[object Object]
Conclusions,[object Object],SPUs are more than capable of performing shading work traditionally done by RSX,[object Object],Think of SPUs as another GPU compute resource,[object Object],SPUs can do significantly better light culling than the RSX,[object Object],RSX+SPU combined shading creates a great opportunity to raise the bar on graphics!,[object Object]
Special Thanks,[object Object],Johan Andersson,[object Object],Frostbite Rendering Team,[object Object],Daniel Collin,[object Object],Andreas Fredriksson,[object Object],Colin Barre-Brisebois,[object Object],Steven Tovey + Matt Swoboda @ SCEE,[object Object],Everyone at DICE,[object Object]
Questions?,[object Object],Email: christina.coffin@dice.se,[object Object],Blog:     http://web.mac.com/christinacoffin/,[object Object],Twitter: @christinacoffin,[object Object],Battlefield 3 & Frostbite 2 talks at GDC’11:,[object Object],For more DICE talks: http://publications.dice.se,[object Object]
References,[object Object],A Bizarre Way to do Real-Time Lighting,[object Object],http://www.spuify.co.uk/?p=323,[object Object],Deferred Lighting and Post Processing on PLAYSTATION®3,[object Object],http://www.technology.scee.net/files/presentations/gdc2009/DeferredLightingandPostProcessingonPS3.ppt,[object Object],SPU Shaders - Mike Acton, Insomniac Games,[object Object],www.insomniacgames.com/tech/articles/0108/files/spu_shaders.pdf,[object Object],Deferred Rendering in Killzone 2,[object Object],http://www.guerrilla-games.com/publications/dr_kz2_rsx_dev07.pdf,[object Object],Bending the graphics pipeline,[object Object],http://www.slideshare.net/DICEStudio/bending-the-graphics-pipeline,[object Object],A Real-Time Radiosity Architecture,[object Object],http://www.slideshare.net/DICEStudio/siggraph10-arrrealtime-radiosityarchitecture,[object Object]

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