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All the pipelines - journey through the GPU | Lou Kramer AMD

Game Industry Conference

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  • Recommended by 4 people: 4 in engineering communities.
  • A classic. People kept recommending it from 2021 to 2025.
  • Presented by Lou Kramer, AMD

Intermediate. Assumes working knowledge.

15K views5 years ago4 recommendations

Graphics and audioSystems programmingRenderingPerformance and optimization

Lou Kramer explains the graphics pipeline, draw call lifecycles, and how GPU hardware maps to logical pipelines.

Recorded talk from GIC'20. Graphic pipeline overview, draw call life and compute dispatches - aiming at a programmer competent on the CPU, but without experience with graphics. It will also talk about the GPU hardware (based on the RDNA architecture) and how it maps to the logical GPU pipelines. This will be used to explain basic programming principles to write efficient code for the GPU. It also explains a bit about the interaction between CPU and GPU. #GameIndustry #GameDev #GameIndustryConference Follow GIC on Facebook: facebook.com/gic Follow GIC on Twitter: twitter.com/gdcon Our website: gic.gd/

Why it's here

4 people recommend this

What people say. Highly recommended for understanding GPU hardware, optimizing graphics applications, and learning how the graphics pipeline works.

Moments people linked to

u/splendourrin r/GraphicsProgramming • Recommends

On “where can I learn knowledges for understanding optimizing GPU applications”

I recommend going through the following in order. 1. [video 2. https://developer.amd.com/wp-content/resources/RDNA2\_Shader\_ISA\_November2020.pdf 3. https://developer.nvidia.com/blog/the-peak-performance-analysis-method-for-optimizing-any-gpu-workload/ Essentially you need to learn more about the hardware to understand what the different performance indicators are.

u/NumbersReversedin r/GraphicsProgramming • Recommends

Watched this today. I had no clue that larger triangles can save so much resources.

u/not_amd_driver_devin r/GraphicsProgramming • Recommends

On “Do primitives hold copies of or references to vertices?”

You wrote: specially in Direct3D, where the vertex shader is fed vertices assembled into primitives by the input assembler stage (looping over primitives and then looping over their points) This is actually not what happens on modern graphics cards. The vertices are shaded without knowledge of what primitive they are (at least in the classic vertex shader.) The vertex shader has a cache that stores results for vertices that have already been shaded which avoids duplicate work. The primitive assembly stage is usually after the vertex shader. Here's a pretty good overview of a modern gpu pipeline. link to this video

u/Novacc_Djocovidin r/GraphicsProgramming • Recommends

On “Understanding how a GPU works from zero ⇒ a fundamental level?”

Additionally to what is already mentioned, here are two great resources that are both interesting as well as informative about the fundamentals of GPUs: A talk about building a GPU using FPGA boards: link to this video A talk about occupancy which goes into good detail about the design of a GPU as well: link to this video Bonus that I haven’t watched yet but probably is also worth having a look at - a journey through the GPU: link to this video

u/Daneel_Trevizein r/GraphicsProgramming • Mentions

On “Watched this today. I had no clue that larger triangles can save so much resources.”

Here? Seems a bit hand-wavey to say 'just use triangles larger than a pixel', common perspective choices will mean you need a lot of dynamic model LOD to ensure this, no?
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