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Webgl Optimizations For Mobile: Senior Software Engineer, Arm

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Srinivas Prabhu
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0% found this document useful (0 votes)
177 views22 pages

Webgl Optimizations For Mobile: Senior Software Engineer, Arm

Uploaded by

Srinivas Prabhu
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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WebGL™ Optimizations for Mobile

Lorenzo Dal Col


Senior Software Engineer, ARM

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Agenda

1. Introduction to WebGL™ on mobile


 Rendering Pipeline
 Locate the bottleneck

2. Performance analysis and debugging tools for


WebGL
 Generic optimization tips

3. PlayCanvas experience
 WebGL Inspector

4. Use case: PlayCanvas Swooop


 ARM® DS-5 Streamline
 ARM Mali™ Graphics Debugger

5. Q &A

2
Bring the Power of OpenGL® ES to Mobile Browsers

What is WebGL™? Why WebGL?

 A cross-platform, royalty free web  It brings plug-in free 3D to the web,


standard implemented right into the browser.
 Low-level 3D graphics API  Major browser vendors are members of
 Based on OpenGL® ES 2.0 the WebGL Working Group:
 A shader based API using GLSL  Apple (Safari® browser)  Mozilla (Firefox® browser)
(OpenGL Shading Language)  Google (Chrome™ browser) Opera (Opera™ browser)

 Some concessions made to JavaScript™


(memory management)

3
Introduction to WebGL™

 How does it fit in a web browser?


 You use JavaScript™ to control it.
 Your JavaScript is embedded in HTML5 and uses its Canvas element to draw on.

 What do you need to start creating graphics?


 Obtain WebGLrenderingContext object for a given HTMLCanvasElement.
 It creates a drawing buffer into which the API calls are rendered.
 For example:

var canvas = document.getElementById('canvas1');


var gl = canvas.getContext('webgl');
canvas.width = newWidth;
canvas.height = newHeight;
gl.viewport(0, 0, canvas.width, canvas.height);

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WebGL™ Stack
What is happening when a WebGL page is loaded
 User enters URL
 HTTP stack requests the HTML page Browser

 Additional requests will be necessary to get

User Space
JavaScript™ code and other resources
WebKit JavaScript Engine
 JavaScript code will be pre-parsed while
loading other assets and the DOM tree is
built OpenGL® ES
HTTP Stack libc
 JavaScript code will contain calls to the Library
WebGL API
 They will go back to WebKit®, which calls ARM® Mali™
OpenGL® ES 2.0 library Linux Kernel

Kernel Space
GPU Driver
 Shaders are compiled
 Textures, vertex buffers & uniforms must be
loaded to the GPU ARM Mali ARM Cortex®-A
Hardware
GPU CPU
 Rendering can start
See Chromium Rendering Stack:
http://www.chromium.org/developers/design-documents/
5 gpu-accelerated-compositing-in-chrome
Locate the Bottleneck
CPU
 The frame rate of a particular WebGL™
application could be limited by:
Vertices
 CPU Textures
 Vertex Shader Uniforms

 Fragment Shader
Memory
 Bandwidth
Textures
Vertices Triangles
Uniforms Pixels
 Fortunately we have tools to Uniforms Varyings Varyings

understand which one is the culprit


Fragment
Vertex Shader
Shader

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Frame Rendering Time
Synchronous Rendering

// THIS DOES NOT MEASURE GPU RENDERING

var start = new Date().getTime();


gl.drawElements(gl.TRIANGLE, …);
var time = new Date().getTime() - start;

Deferred Rendering
// THIS FORCES SYNCHRONOUS RENDERING
// (BAD PRACTICE)

var start = new Date().getTime();


gl.drawElements(gl.TRIANGLE, …);
gl.finish(); // or gl.readPixels…
var time = new Date().getTime() - start;

7
Performance Analysis & Debug

DS-5 Streamline Mali Graphics Debugger Offline Compilers


• Understand complexity of GLSL
• System-wide performance analysis • API Trace & Debug Tool
shaders and CL kernels
• Combined ARM® Cortex® • Understand graphics and compute
issues at the API level • Support for Mali-4xx and Mali-
Processors and Mali™ GPU visibility
T6xx GPU families
• Debug and improve performance at
• Optimize for performance & power frame level
across the system
• Support for OpenGL® ES 1,1, 2.0, 3.0
and OpenCL™ 1.1

8
PlayCanvas
SWOOOP
 HTML5/WebGL™ game built with
PlayCanvas
 Demonstration that high-quality arcade
gaming is possible with HTML5+WebGL
across desktop, tablets and smartphones
 Cross platform touch, mouse and
keyboard controls
 Low poly art style
 Flat shaded surfaces with ambient
occlusion combined with diffuse color

9
PlayCanvas Swooop Gameplay
Running in the Chrome™ browser on a Google Nexus 10 with Android™ 4.4

http://swooop.playcanvas.com/
10
PlayCanvas Experience

 WebGL Inspector can be very useful to


optimize the stream of commands that
are submitted to WebGL™
 It's very good at highlighting redundant
calls
 It's also an important debugging tool (i.e.
debugging draw order and render state
problems)

 GLSL Optimizer has been used to check  http://benvanik.github.io/WebGL-Inspector/


that the GLSL that PlayCanvas  https://github.com/aras-p/glsl-optimizer
procedurally generates is reasonably
optimal

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ARM® DS-5 Streamline

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Performance Optimization
How to reduce the CPU and system workload
 Reduce your number of draw calls  Avoid unnecessary WebGL™ calls
 Models using the same shaders can be (gl.getError, redundant stage changes, etc.)
batched to reduce draw calls  WebGL Inspector shows redundant calls
 Even when they have different shaders,  Models can be sorted to avoid state changes
sometimes batching makes sense
 Pre-calculate positions
 Do not force a pipeline flush by reading
 Use typed arrays instead of JavaScript™
back data (gl.readPixels, gl.finish, etc.)
object arrays:

 Move from CPU to GPU var vertices = new Array(size);

 Rotation matrix computation can be


moved to the vertex shader (by passing a var vertices = new Float32Array(size);
timestamp) See also: https://developer.mozilla.org/en-
US/docs/Web/JavaScript/Typed_arrays

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Fragment Bound and Bandwidth Optimizations

Reduce Bandwidth Usage Reduce the Fragment Activity


 Use texture mipmapping  Render to a smaller framebuffer
 Reduce the size of the textures  This will upscale the rendered frame to the
size of the HTML canvas
 Reduce the number of vertices and
varyings  Move computation from the fragment to
the vertex shader (use HW interpolation)
 Interleave vertices, normals, texture
coordinates  Consider overdraw

Most of these optimizations will also cause


a better cache utilization

14
ARM® Mali™ Graphics Debugger

15
Frame Capture

16
Overdraw

 This is when you draw to each pixel on


the screen more than once 2x
 Drawing your objects front to back
instead of back to front
reduces overdraw
 Also limiting the amount of
transparency in the scene can help

4x

1x
Overdraw

17
Shader Map and Fragment Count

18
Inspect the Tripipe Counters

GPU Cycles 450M

Tripipe Cycles 423M

Load & Store 185M

Texture 140M

Arithmetic 133M

19
Shader Optimization

 Since the arithmetic workload is not


very big, we could reduce the number of
uniforms and varyings and calculate
them on-the-fly
 Reduce their size
 Reduce their precision: all the varyings,
uniforms and local variables are highp, is
that really necessary?
 Use the ARM® Mali™ Offline Shader
Compiler!
http://malideveloper.arm.com/develop-for-
mali/tools/analysis-debug/mali-gpu-offline-shader-
compiler/

20
References

 Professional WebGL Programming, Andreas Anyuru (2012)


 Debugging and Optimizing WebGL Applications, Ben Vanik and Ken Russell (2011)

 Where to find more info?

 http://www.khronos.org/webgl/
 http://en.wikipedia.org/wiki/HTML5
 http://en.wikipedia.org/wiki/Canvas_element
 http://www.khronos.org/webgl/wiki/Tutorial
 https://playcanvas.com/

21
Thank You

The trademarks featured in this presentation are registered and/or unregistered trademarks of ARM Limited (or its subsidiaries) in the EU
and/or elsewhere. All rights reserved. Any other marks featured may be trademarks of their respective owners

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