A programmable vertex shader with fixed-point SIMD datapath for low power wireless applications

Ju-Ho Sohn, Ramchan Woo, H. Yoo
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引用次数: 30

Abstract

The real time 3D graphics becomes one of the attractive applications for 3G wireless terminals although their battery lifetime and memory bandwidth limit the system resources for graphics processing. Instead of using the dedicated hardware engine with complex functions, we propose an efficient hardware architecture of low power vertex shader with programmability. Our architecture includes the following three features: I) a fixed-point SIMD datapath to exploit parallelism in vertex processing while keeping the power consumption low, II) a multithreaded coprocessor interface to decrease unwanted stalls between the main processor and the vertex shader, reducing power consumption by instruction-level power management, III) a programmable vertex engine to increases the datapath throughput by concurrent operations with main processor. Simulation results show that full 3D geometry pipeline can be performed at 7.2M vertices/sec with 115mW power consumption for polygons using the OpenGL lighting model. The improvement is about 10 times greater than that of the latest graphics core with floating-point datapath for wireless applications in terms of processing speed normalized by power consumption, Kvertices/sec per milliwatt.
具有定点SIMD数据路径的可编程顶点着色器,用于低功耗无线应用
尽管3G无线终端的电池寿命和存储带宽限制了图形处理的系统资源,但实时三维图形已成为其诱人的应用之一。我们提出了一种具有可编程性的低功耗顶点着色器硬件架构,而不是使用具有复杂功能的专用硬件引擎。我们的架构包括以下三个特征:1)一个定点SIMD数据路径,在保持低功耗的同时利用并行顶点处理;2)一个多线程协处理器接口,以减少主处理器和顶点着色器之间不必要的停机,通过指令级电源管理降低功耗;3)一个可编程的顶点引擎,通过与主处理器并发操作来增加数据路径吞吐量。仿真结果表明,在OpenGL光照模型下,完整的三维几何管道可以以7.2M顶点/秒的速度运行,多边形功耗为115mW。在按功耗标准化的处理速度(Kvertices/sec /毫瓦)方面,该改进大约是最新的具有无线应用的浮点数据路径的图形核心的10倍。
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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