It appears you have not yet registered with our community. To register please click here...

 
Go Back [M] > Madshrimps > WebNews
Intel's PixelSync & InstantAccess: Two New DirectX Extensions for Haswell Intel's PixelSync & InstantAccess: Two New DirectX Extensions for Haswell
FAQ Members List Calendar Search Today's Posts Mark Forums Read


Intel's PixelSync & InstantAccess: Two New DirectX Extensions for Haswell
Reply
 
Thread Tools
Old 28th March 2013, 09:02   #1
[M] Reviewer
 
Stefan Mileschin's Avatar
 
Join Date: May 2010
Location: Romania
Posts: 148,618
Stefan Mileschin Freshly Registered
Default Intel's PixelSync & InstantAccess: Two New DirectX Extensions for Haswell

As Intel continues its march towards performance relevancy in the graphics space with Haswell, it should come as no surprise that we're hearing more GPU related announcements from the company. At this year's Game Developer Conference, Intel introduced two new DirectX extensions that will be supported on Haswell and its integrated GPU. The first extension is called PixelSync (yep, Intel branding appears alive and well even on the GPU side of the company - one of these days the HD moniker will be dropped and Core will get a brother). PixelSync is Intel's hardware/software solution to enable Order Independent Transparency (OIT) in games. The premise behind OIT is the quick sorting of transparent elements so they are rendered in the right order, enabling some pretty neat effects in games if used properly. Without OIT, game designers are limited in what sort of scenes they can craft. It's a tough problem to solve, but one that has big impacts on game design.

Although OIT is commonly associated with DirectX 11, it's not a feature of the API but rather something that's enabled using the API. Intel's claim is that current implementations of OIT require unbounded amounts of memory and memory bandwidth (bandwidth requirements can scale quadratically with shader complexity). Given that Haswell (and other integrated graphics solutions) will be more limited on memory and memory bandwidth than the highest end discrete GPUs, it makes sense that Intel is motivated to find a smaller footprint and more bandwidth efficient way to implement OIT.

The hardware side of PixelSync is simply the enabling of programmable blend operations on Haswell. On PC GPU architectures, all frame buffer operations flow through fixed function hardware with limited flexibility. Interestingly enough, this is one area where the mobile GPUs have moved ahead of the desktop world - NVIDIA's Tegra GPUs reuse programmable pixel shader ALUs for frame buffer ops. The Haswell implementation isn't so severe. There are still fixed function ROPs, but the Haswell GPU core now includes hardware that locks and forces the serialization of memory accesses when triggered by the PixelSync extension. With 3D rendering being an embarrassingly parallel problem, having many shader instructions working on overlapping pixel areas can create issues when running things like OIT algorithms. What PixelSync does is allows the software to tell the hardware that for a particular segment of code, that any shaders running on the same pixel(s) need to be serialized rather than run in parallel. The serialization is limited to directly overlapping pixels, so performance should remain untouched for the rest of the code. This seemingly simple change goes a long way to enabling techniques like OIT, as well as giving developers the option of creating their own frame buffer operations.

The software side of PixelSync is an evolved version of Intel's own Order Independent Transparency algorithm that leverages high quality compression to reduce memory footprint and deliver predictable performance. Intel has talked a bit about an earlier version of this algorithm here for those interested.

Intel claims that two developers have already announced support for PixelSync, with Codemasters producer Clive Moody (GRID 2) appearing in the Intel press release excited about the new extension. Creative Assembly also made an appearance in the PR, claiming the extensions will be used in Total War: Rome II.

The second extension, InstantAccess is simply Intel's implementation of zero copy. Although Intel's processor graphics have supported unified memory for a while (CPU + GPU share the same physical memory), the two processors don't get direct access to each others memory space. Instead, if the GPU needs to work on something the CPU has in memory, it needs to make its own copy of it first. The copy process is time consuming and wasteful. As we march towards true heterogeneous computing, we need ways of allowing both processors to work on the same data in memory. With InstantAccess, Intel's graphics driver can deliver a pointer to a location in GPU memory that the CPU can then access directly. The CPU can work on that GPU address without a copy and then release it back to the GPU. AMD introduced support for something similar back with Llano.

http://www.anandtech.com/show/6863/i...ns-for-haswell
Stefan Mileschin is offline   Reply With Quote
Reply


Similar Threads
Thread Thread Starter Forum Replies Last Post
USB 3.0 problems for Intel's Haswell Stefan Mileschin WebNews 0 4th March 2013 08:45
Meet 'North Cape,' Intel's reference laptop with a detachable 1080p screen, Haswell Stefan Mileschin WebNews 0 8th January 2013 08:19
Intel's Haswell May Cause Mobo Makers to Exit Market? Stefan Mileschin WebNews 0 1st October 2012 07:48
Intel's Haswell: 20x Lower Platform Idle Power than Sandy Bridge, 2x GPU of Ivy Stefan Mileschin WebNews 0 12th September 2012 08:00
Intel's 2013 Haswell Ultrabook configurations revealed Stefan Mileschin WebNews 0 12th September 2012 06:52
Intel Haswell Packs DirectX 11.1 Graphics Stefan Mileschin WebNews 0 14th February 2012 06:57
Top 10 Google Chrome Extensions jmke WebNews 0 14th June 2010 19:52
Resident Evil 5: PC vs. Xbox 360 and DirectX 9 vs. DirectX 10 - graphics comparison jmke WebNews 0 23rd July 2009 13:09
DirectX 11 Allows Execution of Compute Shaders on DirectX 10, 10.1 Hardware jmke WebNews 0 15th April 2009 22:36
Top 11 Firefox Extensions jmke WebNews 5 18th November 2004 14:24

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are Off
Refbacks are Off


All times are GMT +1. The time now is 17:32.


Powered by vBulletin® - Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Content Relevant URLs by vBSEO