NoMali: Simulating a realistic graphics driver stack using a stub GPU

R. D. Jong, Andreas Sandberg
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引用次数: 11

Abstract

Since the advent of the smartphone, all high-end mobile devices have required graphics acceleration in the form of a GPU. Today, even low-power devices such as smartwatches use GPUs for rendering and composition. However, the computer architecture community has largely ignored these developments when evaluating new architecture proposals. A common approach when evaluating CPU designs for the mobile space has been to use software rendering instead of a GPU model. However, due to the ubiquity of GPUs in mobile devices, they are used in both 3D applications and 2D applications. For example, when running a 2D application such as the web browser in Android with a software renderer instead of a GPU, the CPU ends up executing twice as many instructions. Both the CPU characteristics and the memory system characteristics differ significantly between the browser and the software renderer. The software renderer typically executes tight loops of vector instructions, while the browser predominantly consists of integer instructions and complex control flow with hard-to-predict branches. Including software rendering results in unrepresentative benchmark performance. In this paper, we use gem5 to quantify the effects of software rendering on a set of common mobile workloads. We also introduce the NoMali stub GPU model that can be used as a drop-in replacement for a real Mali GPU model. This model behaves like a normal GPU, but does not render anything. Using this stub GPU, we demonstrate how most of the problems associated with software rendering can be avoided, while at the same time simulating a representative graphics stack.
NoMali:使用存根GPU模拟一个真实的图形驱动程序堆栈
自智能手机出现以来,所有高端移动设备都需要GPU形式的图形加速。如今,即使像智能手表这样的低功耗设备也使用gpu进行渲染和构图。然而,在评估新的体系结构建议时,计算机体系结构社区在很大程度上忽略了这些发展。在评估移动领域的CPU设计时,一种常见的方法是使用软件渲染而不是GPU模型。然而,由于gpu在移动设备中的无处不在,它们在3D应用程序和2D应用程序中都有使用。例如,当使用软件渲染器而不是GPU运行2D应用程序(如Android中的web浏览器)时,CPU最终会执行两倍的指令。在浏览器和软件渲染器之间,CPU特性和内存系统特性都有很大的不同。软件渲染器通常执行向量指令的紧密循环,而浏览器主要由整数指令和带有难以预测分支的复杂控制流组成。包括软件渲染会导致不具代表性的基准性能。在本文中,我们使用gem5来量化软件渲染对一组常见移动工作负载的影响。我们还介绍了NoMali存根GPU模型,它可以替代真正的Mali GPU模型。这个模型的行为就像一个普通的GPU,但不渲染任何东西。使用这个存根GPU,我们演示了如何避免与软件渲染相关的大多数问题,同时模拟一个代表性的图形堆栈。
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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