Transparent shader-based Direct3D9 application parallelization for graphics cluster

Z. Liu, Chenyang Cui, Jiaoying Shi
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Abstract

Vertex shader and pixel shader are new programmable units of Graphics Processing Unit (GPU). According to their architecture and Direct3D9 application execution flow on single node, we present transparent shader-based Direct3D9 application parallelization strategy. We has divided graphics cluster into two types of logical node, i.e. resource distributing node (D-Node) and resource rendering node (R-Node). Among them, D-Node is responsible for converting Direct3D9 application to six kinds of rendering resource, including command stream, vertex shader, pixel shader, vertex stream, index stream and texture stream, R-Node is responsible for reconstructing Direct3D9 interface rendering command based on the description information and resource data of received rendering resource. Each R-Node distributes rendering task by computing the bounding box of multi-stream based scene data in the screen space. Experimental results have shown that this strategy can realize transparent shader-based Direct3D9 application parallelization and support high-resolution tiled display. In contrast to single node rendering, four nodes parallel rendering based on graphics cluster can not only promote rendering performance but also achieve average speedup at 2.9.
基于透明着色器的Direct3D9应用程序并行化图形集群
顶点着色器和像素着色器是图形处理器(GPU)新的可编程单元。根据它们的架构和单节点Direct3D9应用程序的执行流程,提出了基于透明着色器的Direct3D9应用程序并行化策略。我们将图形集群划分为两种类型的逻辑节点,即资源分配节点(D-Node)和资源渲染节点(R-Node)。其中,D-Node负责将Direct3D9应用转换为命令流、顶点着色器、像素着色器、顶点流、索引流和纹理流六种渲染资源,R-Node负责根据接收到的渲染资源的描述信息和资源数据重构Direct3D9接口渲染命令。每个R-Node通过计算屏幕空间中基于多流的场景数据的边界框来分配渲染任务。实验结果表明,该策略可以实现基于透明着色器的Direct3D9应用程序并行化,并支持高分辨率平铺显示。与单节点渲染相比,基于图形集群的四节点并行渲染不仅可以提高渲染性能,而且平均加速达到2.9。
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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