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  1. NTU Theses and Dissertations Repository
  2. 電機資訊學院
  3. 資訊網路與多媒體研究所
請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/8998
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dc.contributor.advisor廖世偉(Shin-Wei Liao)
dc.contributor.authorJian-Hao Suen
dc.contributor.author蘇建豪zh_TW
dc.date.accessioned2021-05-20T20:06:08Z-
dc.date.available2012-08-20
dc.date.available2021-05-20T20:06:08Z-
dc.date.copyright2009-08-20
dc.date.issued2009
dc.date.submitted2009-08-12
dc.identifier.citation[1] Eric Chan, Ren Ng, Pradeep Sen, Kekoa Proudfoot, and Pat Hanrahan ,“Efficient partitioning of fragment shaders for multipass rendering on programmable graphics hardware,” in Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware,pp. 69 – 78,2002.
[2] Samuel Larsen, Saman Amarasinghe ,“Exploiting superword level parallelism with multimedia instruction sets,” ACM SIGPLAN Notices, Volume 35 , Issue 5, pp. 145-156 ,2000.
[3] William R. Mark, Kekoa Proudfoot ,“Compiling to a VLIW fragment pipeline,” in Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware ,pp. 47 - 56, 2001.
[4]William R. Mark, R. Steven Glanville, Kurt Akeley, Mark J. Kilgard ,”Cg: a system for programming graphics hardware in a C-like language,” ACM Transactions on Graphics (TOG), Volume 22 , Issue 3, July 2003.
[5]Marc Olano, Anselmo Lastra ,“A programmable pipeline for graphics hardware,” UMI Order Number: AAI9840971, The University of North Carolina at Chapel Hill ,1998
[6]Marc Olano, Anselmo Lastra “A shading language on graphics hardware: the pixelflow shading system,” in Proceedings of the 25th annual conference on Computer graphics and interactive techniques, pp.159-168, July 1998
[7] Brian Guenter, Todd B. Knoblock, Erik Ruf, “Specializing shaders,” in Proceedings of the 22nd annual conference on Computer graphics and interactive techniques, pp. 343-350, 1995.
[8]Michael D. McCool ,Zheng Qin Tiberiu S. Popa ,”Shader metaprogramming,” in Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware, pp. 57-68, 2002.
[9]http://msdn.microsoft.com/directx.
[10]http://www.opengl.org/
[11] https://renderman.pixar.com/products/rispec/
[12]http://www.opengl.org/documentation/glsl/
[13] http://www.khronos.org/opengles/
[14]http://www.vincent3d.com/Vincent3D/software/ogles2/ogles2.html
[15]Steven S. Muchnick, “Advanced compiler design and implementation,” Morgan Kaufmann Publishers Inc., San Francisco, CA, 1998.
[16]http://www.gpgpu.org
[17] R. L. Cook,“Shade Trees.” ACM SIGGRAPH Computer Graphics, Volume 18, Issue 3, pp. 223-231, 1984.
[18] Gregory J. Chaitin, Mark A. Auslander, Ashok K. Chandra, John Cocke, Martin E. Hopkins, and Peter W. Markstein, 'Register allocation via coloring,' Computer Languages 6, pp. 47-57, 1981.
[19] Massimiliano Poletto, Vivek Sarkar. “Linear scan register allocation,” ACM Transactions on Programming Languages and Systems (TOPLAS), Volume 21, Issue 5, pp. 895-913, 1999.
[20] M. Stephenson, J. Babb, and S. Amarasinghe, “Bitwidth Analysis with Application to Silicon Compilation,” Proceedings of the ACM SIGPLAN 2000 conference on Programming language design and implementation
[21] You-Ming Tsao, “Scalable and Reconfigurable Stream Processor for Mobile Multimedia System,” PH.D thesis, 2008.
[22] Yu-Cheng Lin, “Hardware Architecture Design and Implementation of Universal Vertex/Pixel Shader for 3D Graphics System,” Master Thesis ,2007.
[23] Cindy M. Goral, Kenneth E. Torrance, Donald P. Greenberg, Greenberg and Bennett Battaile, “Modeling the interaction of light between diffuse surfaces,' ACM SIGGRAPH Computer Graphics ,Volume 18, Issue 3, pp. 213-222, July 1984.
[24] http://en.wikipedia.org/wiki/ARB_(GPU_assembly_language)
[25] http://www.imgtec.com/powervr/insider/sdk/KhronosOpenGLES2xSGX.asp
[26] Turner Whitted, “An improved illumination model for shaded display,” Communications of the ACM, Volume 23, Issue 6, June1980.
[27] Norm Rubin, “Issues and challenges in compiling for graphics processors, “in Proceedings of the sixth annual IEEE/ACM international symposium on Code generation and optimization, pp 2-2, 2008.
[28] https://renderman.pixar.com/
[29] http://www.nvidia.com/object/cuda_home.html
[30] Sriraman Tallam, Rajiv Gupta “Bitwidth aware global register allocation” in Proceedings of the 30th ACM SIGPLAN-SIGACT symposium on Principles of programming languages, pp. 85 – 96, 2003.
dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/8998-
dc.description.abstract今日3D電腦繪圖越來越顯得重要,電腦遊戲、虛擬實境等廣泛的使用3D電腦繪圖。對於電腦及行動裝置上,3D繪圖加速已經是一個必備的功能。
繪圖處理器的產生代表者GPU接管了幾乎所有3D繪圖相關的工作,在新一代的繪圖處理器中, 甚至提供了可程式性以應付更複雜的效果需求。著色語言便是提供繪圖處理器可程式化的關鍵,它抽象化了硬體同時提供更多彈性 程式設計師因此不必使用組合語言來對繪圖處理器寫作程式
著色語言編譯器將著色語言轉成硬體的執行格式。我們開發了一個針對OpenGL ES著色語言與Media IC & System and DSP IC 實驗室開發的行動繪圖處理器的著色語言編譯器。
此論文中,我們敘述了該著色語言編譯器的實作,並對相關硬體的後端作了探討,我們針對該繪圖處理器的架構提出了最佳化方法-在指令調度方面,編譯器實作了資料前饋的偵測與程式碼的產生,另外針對著色語言與硬體特性亦提出了一個暫存器配置方法,目前實驗結果顯示最高可以省下28%的使用量
zh_TW
dc.description.abstract3D computer graphic has become more and more important today, applications like games, virtual reality and so on prevail the way for 3D computer graphic. Accelerator for 3D Graphic has become a necessary component in computer and mobile device.
GPU is the new name of graphic hardware since it has taken nearly all workload of 3D graphic processing form CPU. As the evolution of GPU, programmability is now provided for more complex computation. Shading language is the key to release the power of GPU programmability. It provides the high hardware abstraction and more flexibility programmability rather than programming GPU in low-level hardware related assembly.
Shading language compiler translates shader codes to low level instructions. We have developed an OpenGL ES shading language compiler for a mobile GPU developed by Media IC & System and DSP IC Lab at NTU.
In this thesis, we describe the compiler we have done and study the backend of shading compiler for the mobile GPU hardware. Optimization methods are proposed to improve the performance of current hardware. Code scheduling in compiler detects data forwarding and generates code to use hardware forwarding path. Register allocation supports packing to use remain part of vector type in shading language. In current experiment, at most 28% register usage can therefore shrink.
en
dc.description.provenanceMade available in DSpace on 2021-05-20T20:06:08Z (GMT). No. of bitstreams: 1
ntu-98-R96944039-1.pdf: 721492 bytes, checksum: 3716a90dcb3d8966d3e8f3de9043f0ef (MD5)
Previous issue date: 2009
en
dc.description.tableofcontentsABSTRACT iii
CONTENTS iv
LIST OF FIGURES vii
LIST OF TABLES ix
Chapter 1 Introduction 1
1.1 Motivation 1
1.2 Introduction 2
1.2.1 Graphic Pipeline 3
1.3 Graphic Processing Unit 4
1.4 Shading Language 5
1.5 Contribution 6
1.6 Organization: 7
Chapter 2 Preliminaries 8
2.1 OpenGL /OpenGL ES 8
2.2 GPU Hardware 11
2.2.1 Parallelism 11
2.2.2 Architecture 12
2.2.3 Our Hardware 13
2.3 Shading Language Compiler and Related Work 16
2.3.1 History 16
2.3.2 Related Work: 17
2.3.3 Features in Shading Language 19
2.3.4 Compiler for Hardware 19
Chapter 3 Compiler Architecture and Algorithm 21
3.1 Overview: 21
3.1.1 Passes 23
3.2 Code Scheduling 27
3.2.1 Implementation 27
3.2.2 Dependence Relation 28
3.2.3 List Scheduling 30
3.2.4 List Scheduling for VLIW: 30
3.2.5 Data Forwarding Detection by Compiler 31
3.3 Register Allocation 34
3.3.1 Implementation 36
3.3.2 Graph Coloring 36
3.3.3 Linear Scan Allocation 38
3.3.4 Packing 39
Chapter 4 Experiments 46
4.1.1 Efficiency of Data Forwarding by Compiler 46
4.1.2 Efficiency of Packing with Register Allocation 47
4.1.3 Discussion: 48
Chapter 5 Conclusion 50
Chapter 6 Future Work 51
Bibliography 52
dc.language.isoen
dc.title應用於行動繪圖處理器的著色語言編譯器後端之暫存器配置與指令調度研究探討zh_TW
dc.titleShading Language Compiler Backend for a Mobile GPU: Case Study on Register Allocation and Code Schedulingen
dc.typeThesis
dc.date.schoolyear97-2
dc.description.degree碩士
dc.contributor.oralexamcommittee簡韶逸(Shao-Yi Chien),鄭振牟(Chen-Mou Cheng),楊佳玲(Chia-Lin Yang)
dc.subject.keyword著色語言,編譯器,繪圖處理器,zh_TW
dc.subject.keywordshading language,compiler,GPU,en
dc.relation.page55
dc.rights.note同意授權(全球公開)
dc.date.accepted2009-08-12
dc.contributor.author-college電機資訊學院zh_TW
dc.contributor.author-dept資訊網路與多媒體研究所zh_TW
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