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GameOptizationforMobileGPU

GameOptizationforMobileGPU

FPS

In Android, most of the phones set display refresh rate to 60. the v-Sync signal comes at every 16.67ms. Theoretically, FPS=60/n(n=1, 2, 3)could have stable visual experience. Other FPS has short-long frame(快慢帧) issue. User feels better at stable 30 FPS than 40.

简单来说,稳定的帧率比高帧的视觉体验会好很多,应该尽量避免长短帧

  • 那么长短帧又该如何度量?

Jank

It hurts the user experience, but cannot be measured from the FPS or average FPS Many reasons

  • CPU bound
  • GPU bound
  • GC
  • Loading resource
  • Long task

Tips

  • DCVS and how to Measure Rendering Time
    • GPU adjust its frequency based on the load, so measuring the gpu rendering time should always know what frequency it is running
  • Compute Shader
    • Compute shader on mobile is not as efficient as desktop. So we always prefer fragment shader than compute shader
    • If you do need compute shader, the group size need to be tuned carefully for different tiers of GPUs
  • KHR_create_context_no_error
    • This extension allows the creation of an OpenGL or Open GL ES context that doesn’t generate errors if the context supports a no error mode
    • It could save about 20% rendering thread cpu time
  • Direct fallback
    • Generally, direct rendering is not power efficient as bin rendering. You need to check carefully if your main surface is fallback to direct rendering This can be found in SDP
  • Load/Store
    • In binning mode use sdp to check the load/store of each surface. Avoid unnecessary load/store
    • glcear
    • gllnvalidateFramebuffer
    • Vulkan load op clear/do not care
  • Shadow
    • Check and use reasonable depth texture size
  • MSAA
    • 4X MSAA has performance impact, try to use 2X if your game performance is not good in 4x Mode
  • UI Size
    • Limit your UI resolution to 1080p, even the screen resolution is 2K on some phones

Shader

PCF

  • Adreno support HW PCF in all tiers since A3xx, the gPU can do linear filter on the 2x 2 shadow depth texture
  • To use HW pCF in OpenGL:
    • glTexParameterI(GL__TEXTURE_ 2D, GL_TEXTURE_ MIN_ FILTER, GL_LINEAR);
    • glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ MAG_FILTER, GL LINEAR);
    • glTexParameteri(GL_TEXTURE_2D, GL- TEXTURE_ COMPARE_ MODE, GL_COMPARE_REF_TO. TEXTURE)
    • glTexParameteri(GL_ TEXTURE_ 2D, GL__TEXTURE_COMPARE_FUNC, GL_LEQUAL;

Half vs. Float

The Adreno GPU could run 2x performance when calculating 16bit ALU. So the rule is:

  • If your shader could use a lot of midp instead of highp use midp could improve the performance significantly
  • If just several midp in your shader, and these midp need to mixed calculated with highp, just use all as high As the conversion from midp to highp also cost time
  • If you are not sure, use SDP to check the compiled instruction numbers

Discard and late Z

There are some cases that prevent the GPU from using early Z, which we should avoid

  • Use discard instruction in the fragment shader
  • Fragment shader output depth value or sample coverage
  • Depth/stencil framebuffer fetch is enabled
  • Others

Texture Sampling

Desktop renderer always uses a lot of texture samplings, But this needs to be very carefully on mobile

  • Please be very careful when your use texture in Vs. t is hard to determine the performance impact but likely to be slow
  • In the fragment shader, the proper number of texture samplings is varying from GPU to GPU. Try your numbers and test the gPU frequency and utilization
  • Always avoid generating the UV on the fly

Out of Memory

  • Check the kernel log to confirm if your issue is caused by out of vss. Need root permission to run below commands on android:

    adb shell dmesg

  • Below log means driver failed to allocate 8M virtual memory

    kgsl kgsl-3d0: kgs_get_unmapped_areal_get svm_area: pid 27003 mmap_ base eaed9000 addr 0 pgoff 7fa len 8388608 failed error-12

  • It could happen in many functions, but most likely in draw. The reason is very complex, it could be vss fragmentation, and also could be other non-graphics module use too many VSS and etc.
  • How to debug/check
    • showmap -a [pid]
    • cat /proc/[pid]/maps
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