Shading language compiler implementation for mobile ray tracing accelerator

S. Hwang, Ankur Deshwal, Donghoon Yoo, Won-Jong Lee, Youngsam Shin, J. D. Lee, Soojung Ryu, Jeongwook Kim
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引用次数: 1

Abstract

This paper presents a shading language compiler optimized for a mobile ray tracing acclerator, i.e., SGRT (Samsung GPU Ray Tracing). By the compiler, application development productivity has been dramatically improved: 1) as an application-specific abstraction layer, a shading language makes it possible for application developers to implement ray generators and shaders much more easily and intuitively than with a general and low-level language, i.e., standard C language (up to 81.6% less source lines). 2) high performance is achievable without a deep understanding of the programmable shader architecture based on CGRA (Coarse-Grained Reconfigurable Array) which is complex to optimize especially in presence of many conditional branches (up to 1.58 times higher throughput).
移动光线追踪加速器的着色语言编译器实现
本文提出了一种针对移动光线追踪加速器SGRT (Samsung GPU ray tracing)进行优化的着色语言编译器。通过编译器,应用程序的开发效率得到了极大的提高:1)作为一个特定于应用程序的抽象层,一个着色语言使得应用程序开发人员实现光线生成器和着色器比使用一般的低级语言,即标准C语言(最多减少81.6%的源代码行)更容易和直观。2)高性能是可以实现的,没有深入了解基于CGRA(粗粒度可重构阵列)的可编程着色器架构,这是复杂的优化,特别是在存在许多条件分支(高达1.58倍的高吞吐量)。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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