Tampilkan postingan dengan label Performance. Tampilkan semua postingan
Tampilkan postingan dengan label Performance. Tampilkan semua postingan

Rabu, 21 Oktober 2015

Get your bibs ready for Big Android BBQ!



Posted by, Colt McAnlis, Senior Texas Based Developer Advocate



We’re excited to be involved in the Big Android BBQ (BABBQ) this year because of one thing: passion! Just like BBQ, Android development is much better when passionate people obsess over it. This year’s event is no exception.





Take +Ian Lake for example. His passion about Android development runs so deep, he was willing to chug a whole bottle of BBQ sauce just so we’d let him represent Android Development Patterns at the conference this year. Or even +Chet Haase, who suffered a humiliating defeat during the Speechless session last year (at the hands of this charming bald guy). He loves BBQ so much that he’s willing to come back and lose again this year, just so he can convince you all that #perfmatters. Let’s not forget +Reto Meier. That mustache was stuck on his face for days. DAYS! All because he loves Android Development so much.



When you see passion like this, you just have to be part of it. Which is why this year’s BABBQ is jam packed with awesome Google Developers content. We’re going to be talking about performance, new APIs in Marshmallow 6.0, NDK tricks, and Wear optimization. We even have a new set of code labs so that folks can get their hands on new code to use in their apps.



Finally, we haven’t even mentioned our BABBQ attendees, yet. We’re talking about people who are so passionate about an Android development conference that they are willing to travel to Texas to be a part of it!



If BBQ isn’t your thing, or you won’t be able to make the event in person, the Android Developers and Google Developers YouTube channels will be there in full force. We’ll be recording the sessions and posting them to Twitter and Google+ throughout the event.



So, whether you are planning to attend in person or watch online, we want you to remain passionate about your Android development.

Jumat, 21 Agustus 2015

Hungry for some Big Android BBQ?

Posted by Colt McAnlis, Head Performance Wrangler



The Big Android BBQ (BABBQ) is almost here and Google Developers will be there serving up a healthy portion of best practices for Android development and performance! BABBQ will be held at the Hurst Convention Center in Dallas/Ft.Worth, Texas on October 22-23, 2015.



We also have some great news! If you sign up for the event through August 25th, you will get 25% off when you use the promotional code "ANDROIDDEV25". You can also click here to use the discount.



Now, sit back, and enjoy this video of some Android cowfolk preparing for this year’s BBQ!





The Big Android BBQ is an Android combo meal with a healthy serving of everything ranging from the basics, to advanced technical dives, and best practices for developers smothered in a sweet sauce of a close knit community.



This year, we are packing in an unhealthy amount of Android Performance Patterns, followed up with the latest and greatest techniques and APIs from the Android 6.0 Marshmallow release. It’s all rounded out with code labs to let you get hands-on learning. To super-size your meal, Android Developer instructors from Udacity will be on-site to guide users through the Android Nanodegree. (Kinda like a personal-waiter at an all-you-can-learn buffet).



Also, come watch Colt McAnlis defend his BABBQ “Speechless” Crown against Silicon Valley reigning champ Chet Haase. It'll be a fist fight of humor in the heart of Texas!



You can get your tickets here, and we look forward to seeing you in October!



Senin, 25 Mei 2015

Game Performance: Geometry Instancing

Posted by Shanee Nishry, Games Developer Advocate



Imagine a beautiful virtual forest with countless trees, plants and vegetation, or a stadium with countless people in the crowd cheering. If you are heroic you might like the idea of an epic battle between armies.



Rendering a lot of meshes is desired to create a beautiful scene like a forest, a cheering crowd or an army, but doing so is quite costly and reduces the frame rate. Fortunately this is possible using a simple technique called Geometry Instancing.



Geometry instancing can be used in 2D games for rendering a large number of sprites, or in 3D for things like particles, characters and environment.



The NDK code sample More Teapots demoing the content of this article can be found with the ndk inside the samples folder and in the git repository.



Support and Extensions



Geometry instancing is available from OpenGL ES 3.0 and to OpenGL 2.0 devices which support the GL_NV_draw_instanced or GL_EXT_draw_instanced extensions. More information on how to using the extensions is shown in the More Teapots demo.



Overview



Submitting draw calls causes OpenGL to queue commands to be sent to the GPU, this has an expensive overhead which may affect performance. This overhead grows when changing states such as alpha blending function, active shader, textures and buffers.



Geometry Instancing is a technique that combines multiple draws of the same mesh into a single draw call, resulting in reduced overhead and potentially increased performance. This works even when different transformations are required.



The algorithm



To explain how Geometry Instancing works let’s quickly overview traditional drawing.



Traditional Drawing



To a draw a mesh you’d usually prepare a vertex buffer and an index buffer, bind your shader and buffers, set your uniforms such as a World View Projection matrix and make a draw call.





To draw multiple instances using the same mesh you set new uniform values for the transformations and other data and call draw again. This is repeated for every instance.





Drawing with Geometry Instancing



Geometry Instancing reduces CPU overhead by reducing the sequence described above into a single buffer and draw call.



It works by using an additional buffer which contains custom per-instance data needed by your shader, such as transformations, color, light data.



The first change to your workflow is to create the additional buffer on initialization stage.







To put it into code let’s define an example per-instance data that includes a world view projection matrix and a color:



C++



struct PerInstanceData
{
Mat4x4 WorldViewProj;
Vector4 Color;
};


You also need to the structure to your shader. The easiest way is by creating a Uniform Block with an array:



GLSL



#define MAX_INSTANCES 512

layout(std140) uniform PerInstanceData {
struct
{
mat4 uMVP;
vec4 uColor;
} Data[ MAX_INSTANCES ];
};



Note that uniform blocks have limited sizes. You can find the maximum number of bytes you can use by querying for GL_MAX_UNIFORM_BLOCK_SIZE using glGetIntegerv.



Example:



GLint max_block_size = 0;
glGetIntegerv( GL_MAX_UNIFORM_BLOCK_SIZE, &max_block_size );



Bind the uniform block on the CPU in your program’s initialization stage:




C++



#define MAX_INSTANCES 512
#define BINDING_POINT 1
GLuint shaderProgram; // Compiled shader program

// Bind Uniform Block
GLuint blockIndex = glGetUniformBlockIndex( shaderProgram, "PerInstanceData" );
glUniformBlockBinding( shaderProgram, blockIndex, BINDING_POINT );


And create a corresponding uniform buffer object:



C++


// Create Instance Buffer
GLuint instanceBuffer;

glGenBuffers( 1, &instanceBuffer );
glBindBuffer( GL_UNIFORM_BUFFER, instanceBuffer );
glBindBufferBase( GL_UNIFORM_BUFFER, BINDING_POINT, instanceBuffer );

// Initialize buffer size
glBufferData( GL_UNIFORM_BUFFER, MAX_INSTANCES * sizeof( PerInstanceData ), NULL, GL_DYNAMIC_DRAW );


The next step is to update the instance data every frame to reflect changes to the visible objects you are going to draw. Once you have your new instance buffer you can draw everything with a single call to glDrawElementsInstanced.





You update the instance buffer using glMapBufferRange. This function locks the buffer and retrieves a pointer to the byte data allowing you to copy your per-instance data. Unlock your buffer using glUnmapBuffer when you are done.



Here is a simple example for updating the instance data:



const int NUM_SCENE_OBJECTS = …; // number of objects visible in your scene which share the same mesh

// Bind the buffer
glBindBuffer( GL_UNIFORM_BUFFER, instanceBuffer );

// Retrieve pointer to map the data
PerInstanceData* pBuffer = (PerInstanceData*) glMapBufferRange( GL_UNIFORM_BUFFER, 0,
NUM_SCENE_OBJECTS * sizeof( PerInstanceData ),
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT );

// Iterate the scene objects
for ( int i = 0; i < NUM_SCENE_OBJECTS; ++i )
{
pBuffer[ i ].WorldViewProj = ... // Copy World View Projection matrix
pBuffer[ i ].Color = … // Copy color
}

glUnmapBuffer( GL_UNIFORM_BUFFER ); // Unmap the buffer


And finally you can draw everything with a single call to glDrawElementsInstanced or glDrawArraysInstanced (depending if you are using an index buffer):



glDrawElementsInstanced( GL_TRIANGLES, NUM_INDICES, GL_UNSIGNED_SHORT, 0,
NUM_SCENE_OBJECTS );


You are almost done! There is just one more step to do. In your shader you need to make use of the new uniform buffer object for your transformations and colors. In your shader main program:



void main()
{

gl_Position = PerInstanceData.Data[ gl_InstanceID ].uMVP * inPosition;
outColor = PerInstanceData.Data[ gl_InstanceID ].uColor;
}


You might have noticed the use gl_InstanceID. This is a predefined OpenGL vertex shader variable that tells your program which instance it is currently drawing. Using this variable your shader can properly iterate the instance data and match the correct transformation and color for every vertex.



That’s it! You are now ready to use Geometry Instancing. If you are drawing the same mesh multiple times in a frame make sure to implement Geometry Instancing in your pipeline! This can greatly reduce overhead and improve performance.



Rabu, 22 April 2015

Game Performance: Explicit Uniform Locations

Posted by Shanee Nishry, Games Developer Advocate



Uniforms variables in GLSL are crucial for passing data between the game code on the CPU and the shader program on the graphics card. Unfortunately, up until the availability of OpenGL ES 3.1, using uniforms required some preparation which made the workflow slightly more complicated and wasted time during loading.



Let us examine a simple vertex shader and see how OpenGL ES 3.1 allows us to improve it:



#version 300 es

layout(location = 0) in vec4 vertexPosition;
layout(location = 1) in vec2 vertexUV;

uniform mat4 matWorldViewProjection;

out vec2 outTexCoord;

void main()
{
outTexCoord = vertexUV;
gl_Position = matWorldViewProjection * vertexPosition;
}


Note: You might be familiar with this shader from a previous Game Performance article on Layout Qualifiers. Find it here.



We have a single uniform for our world view projection matrix:


uniform mat4 matWorldViewProjection;


The inefficiency appears when you want to assign the uniform value.



You need to use glUniformMatrix4fv or glUniform4f to set the uniform’s value but you also need the handle for the uniform’s location in the program. To get the handle you must call glGetUniformLocation.



GLuint program; // the shader program
float matWorldViewProject[16]; // 4x4 matrix as float array

GLint handle = glGetUniformLocation( program, “matWorldViewProjection” );
glUniformMatrix4fv( handle, 1, false, matWorldViewProject );



That pattern leads to having to call glGetUniformLocation for each uniform in every shader and keeping the handles or worse, calling glGetUniformLocation every frame.



Warning! Never call glGetUniformLocation every frame! Not only is it bad practice but it is slow and bad for your game’s performance. Always call it during initialization and save it somewhere in your code for use in the render loop.



This process is inefficient, it requires you to do more work and costs precious time and performance.



Also take into consideration that you might have multiple shaders with the same uniforms. It would be much better if your code was deterministic and the shader language allowed you to explicitly set the locations of your uniforms so you don’t need to query and manage access handles. This is now possible with Explicit Uniform Locations.



You can set the location for uniforms directly in the shader’s code. They are declared like this


layout(location = index) uniform type name;


For our example shader it would be:


layout(location = 0) uniform mat4 matWorldViewProjection;


This means you never need to use glGetUniformLocation again, resulting in simpler code, initialization process and saved CPU cycles.



This is how the example shader looks after the change. Changes are marked in bold:


#version 310 es

layout(location = 0) in vec4 vertexPosition;
layout(location = 1) in vec2 vertexUV;

layout(location = 0) uniform mat4 matWorldViewProjection;

out vec2 outTexCoord;

void main()
{
outTexCoord = vertexUV;
gl_Position = matWorldViewProjection * vertexPosition;
}


As Explicit Uniform Locations are only supported from OpenGL ES 3.1 we also changed the version declaration to 310.



Now all you need to do to set your matWorldViewProjection uniform value is call glUniformMatrix4fv for the handle 0:


const GLint UNIFORM_MAT_WVP = 0; // Uniform location for WorldViewProjection
float matWorldViewProject[16]; // 4x4 matrix as float array

glUniformMatrix4fv( UNIFORM_MAT_WVP, 1, false, matWorldViewProject );


This change is extremely simple and the improvements can be substantial, producing cleaner code, asset pipeline and improved performance. Be sure to make these changes If you are targeting OpenGL ES 3.1 or creating multiple APKs to support a wide range of devices.



To learn more about Explicit Uniform Locations check out the OpenGL wiki page for it which contains valuable information on different layouts and how arrays are represented.





Rabu, 08 April 2015

New course: Take Android app performance to the next level

Posted by Jocelyn Becker, Developer Advocate



Building the next great Android app isn't enough. You can have the most amazing social integration, best API coverage, and coolest photo filters, but none of that matters if your app is slow and frustrating to use.



That's why we've launched our new online training course at Udacity, focusing entirely on improving Android performance. This course complements the Android Performance Patterns video series, focused on giving you the resources to help make fast, smooth, and awesome experiences for users.

Created by Android Performance guru Colt McAnlis, this course reviews the main pillars of performance (rendering, compute, and battery). You'll work through tutorials on how to use the tools in Android Studio to find and fix performance problems.





By the end of the course, you'll understand how common performance problems arise from your hardware, OS, and application code. Using profiling tools to gather data, you'll learn to identify and fix performance bottlenecks so users can have that smooth 60 FPS experience that will keep them coming back for more.



Take the course: https://www.udacity.com/course/ud825. Join the conversation and follow along on social at #PERFMATTERS.



Kamis, 26 Maret 2015

Game Performance: Layout Qualifiers

Today, we want to share some best practices on using the OpenGL Shading Language (GLSL) that can optimize the performance of your game and simplify your workflow. Specifically, Layout qualifiers make your code more deterministic and increase performance by reducing your work.




Let’s start with a simple vertex shader and change it as we go along.



This basic vertex shader takes position and texture coordinates, transforms the position and outputs the data to the fragment shader:

attribute vec4 vertexPosition;
attribute vec2 vertexUV;

uniform mat4 matWorldViewProjection;

varying vec2 outTexCoord;

void main()
{
  outTexCoord = vertexUV;
  gl_Position = matWorldViewProjection * vertexPosition;
}

Vertex Attribute Index


To draw a mesh on to the screen, you need to create a vertex buffer and fill it with vertex data, including positions and texture coordinates for this example.



In our sample shader, the vertex data may be laid out like this:

struct Vertex
{
Vector4 Position;
Vector2 TexCoords;
};

Therefore, we defined our vertex shader attributes like this:

attribute vec4 vertexPosition;
attribute vec2 vertexUV;

To associate the vertex data with the shader attributes, a call to glGetAttribLocation will get the handle of the named attribute. The attribute format is then detailed with a call to glVertexAttribPointer.

GLint handleVertexPos = glGetAttribLocation( myShaderProgram, "vertexPosition" );
glVertexAttribPointer( handleVertexPos, 4, GL_FLOAT, GL_FALSE, 0, 0 );

GLint handleVertexUV = glGetAttribLocation( myShaderProgram, "vertexUV" );
glVertexAttribPointer( handleVertexUV, 2, GL_FLOAT, GL_FALSE, 0, 0 );

But you may have multiple shaders with the vertexPosition attribute and calling glGetAttribLocation for every shader is a waste of performance which increases the loading time of your game.



Using layout qualifiers you can change your vertex shader attributes declaration like this:

layout(location = 0) in vec4 vertexPosition;
layout(location = 1) in vec2 vertexUV;

To do so you also need to tell the shader compiler that your shader is aimed at GL ES version 3.1. This is done by adding a version declaration:

#version 300 es

Let’s see how this affects our shader, changes are marked in bold:

#version 300 es

layout(location = 0) in vec4 vertexPosition;
layout(location = 1) in vec2 vertexUV;


uniform mat4 matWorldViewProjection;

out vec2 outTexCoord;

void main()
{
  outTexCoord = vertexUV;
  gl_Position = matWorldViewProjection * vertexPosition;
}

Note that we also changed outTexCoord from varying to out. The varying keyword is deprecated from version 300 es and requires changing for the shader to work.



Note that Vertex Attribute qualifiers and #version 300 es are supported from OpenGL ES 3.0. The desktop equivalent is supported on OpenGL 3.3 and using #version 330.



Now you know your position attributes always at 0 and your texture coordinates will be at 1 and you can now bind your shader format without using glGetAttribLocation:

const int ATTRIB_POS = 0;
const int ATTRIB_UV = 1;

glVertexAttribPointer( ATTRIB_POS, 4, GL_FLOAT, GL_FALSE, 0, 0 );
glVertexAttribPointer( ATTRIB_UV, 2, GL_FLOAT, GL_FALSE, 0, 0 );

This simple change leads to a cleaner pipeline, simpler code and saved performance during loading time.


To learn more about performance on Android, check out the Android Performance Patterns series.



Posted by Shanee Nishry, Games Developer Advocate