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CPU-GPU協(xié)同的Andorid平臺(tái)游戲功耗管理研究

發(fā)布時(shí)間:2018-09-12 06:06
【摘要】:當(dāng)前移動(dòng)智能終端設(shè)備數(shù)量增長(zhǎng)迅猛,性能提升顯著,在滿足用戶需求的同時(shí),凸顯了其固有的能耗與電池容量之間的矛盾。動(dòng)態(tài)電壓頻率調(diào)節(jié)(DVFS)是能夠有效解決這種矛盾的一種機(jī)制。但是傳統(tǒng)策略中,處理器負(fù)載評(píng)估依賴底層硬件反饋、CPU和GPU功耗管理模塊完全獨(dú)立,無(wú)法充分利用不同類型應(yīng)用的獨(dú)有特性進(jìn)一步提高移動(dòng)智能終端設(shè)備的能效。本文關(guān)注Android智能手機(jī)處理器功耗管理和能效提升。以"上層應(yīng)用特性驅(qū)動(dòng)的底層處理器功耗管理"思想為指引,選取Android移動(dòng)平臺(tái)游戲應(yīng)用為研究對(duì)象,探究游戲運(yùn)行時(shí)行為特性和CPU-GPU負(fù)載特性,指導(dǎo)CPU-GPU協(xié)同功耗管理方案的設(shè)計(jì)與實(shí)現(xiàn)。具體來(lái)說(shuō),本文的主要工作包括:1.構(gòu)建了針對(duì)Android平臺(tái)游戲應(yīng)用的功耗管理框架。框架避免對(duì)PC平臺(tái)的過(guò)度借鑒,利用操作系統(tǒng)的應(yīng)用管理和資源分配功能,縱向聯(lián)通應(yīng)用層和底層處理器功耗管理模塊,使DVFS算法可以直接感知上層游戲計(jì)算需求變化;橫向聯(lián)通CPU和GPU相互獨(dú)立的功耗管理模塊,使二者可以相互感知對(duì)方進(jìn)行協(xié)同管理?蚣転榛谟螒蛱匦缘腃PU/GPU負(fù)載評(píng)估和CPU-GPU協(xié)同DVFS算法奠定基礎(chǔ)。2.提出用戶交互感知的CPU負(fù)載評(píng)估方法和基于游戲幀復(fù)雜度的GPU負(fù)載評(píng)估方法。方法利用Android游戲運(yùn)行時(shí)的用戶交互特性,以用戶交互消息數(shù)評(píng)估CPU負(fù)載中的用戶交互部分;利用CPU-GPU之間的數(shù)據(jù)交互特性,在CPU處以游戲中頂點(diǎn)、紋理和命令數(shù)據(jù)提前評(píng)估GPU負(fù)載,解決了傳統(tǒng)基于硬件利用率反饋方法延遲高和準(zhǔn)確度低的問(wèn)題。3.設(shè)計(jì)了針對(duì)Android游戲的CPU-GPU協(xié)同DVFS算法。算法以保證用戶體驗(yàn)為導(dǎo)向,對(duì)游戲用戶體驗(yàn)、CPU-GPU負(fù)載構(gòu)建了變化感知的協(xié)同描述,為電壓頻率調(diào)控指明時(shí)機(jī)和方向;協(xié)同調(diào)頻邏輯基于游戲運(yùn)行時(shí)CPU-GPU之間功能上的生產(chǎn)者——消費(fèi)者協(xié)作關(guān)系設(shè)計(jì),做到"協(xié)同"而非"同時(shí)獨(dú)立"的CPU-GPU功耗管理。本文在ODROID-XU3實(shí)驗(yàn)平臺(tái)上實(shí)現(xiàn)了上述工作。實(shí)驗(yàn)評(píng)價(jià)中,本文以平均幀處理時(shí)間(性能)和平均幀能耗(能耗)的比值作為游戲運(yùn)行時(shí)系統(tǒng)的能效量化值。實(shí)驗(yàn)結(jié)果表明:相比傳統(tǒng)方法,本文方案在保證Android游戲用戶體驗(yàn)前提下可以達(dá)到平均12%,最高34%的能效提升。
[Abstract]:At present, the number of mobile intelligent terminal devices is growing rapidly and the performance is improving significantly. While meeting the needs of users, it highlights the contradiction between its inherent energy consumption and battery capacity. Dynamic voltage frequency regulation (DVFS) is an effective mechanism to solve this contradiction. But in the traditional strategy, the processor load evaluation depends on the underlying hardware feedback CPU and GPU power management module completely independent, can not make full use of the unique characteristics of different types of applications to further improve the energy efficiency of mobile intelligent terminal devices. This paper focuses on Android smart phone processor power management and energy efficiency. Guided by the idea of "the power management of the bottom processor driven by the upper application characteristics", this paper selects the Android mobile platform game application as the research object, and probes into the game runtime behavior characteristics and the CPU-GPU load characteristics. To guide the design and implementation of CPU-GPU collaborative power management scheme. Specifically, the main work of this paper includes: 1. 1. A power management framework for Android platform game applications is constructed. The framework avoids the excessive reference to the PC platform and uses the application management and resource allocation functions of the operating system to connect the application layer and the underlying processor power management module vertically so that the DVFS algorithm can directly perceive the changes of the upper level game computing requirements. The power management module of CPU and GPU is independent of each other so that they can perceive each other and manage each other collaboratively. The framework lays the foundation for CPU/GPU load evaluation based on game features and CPU-GPU cooperative DVFS algorithm. 2. 2. The CPU load evaluation method based on user interaction awareness and the GPU load evaluation method based on game frame complexity are proposed. Methods the user interaction part of the CPU load was evaluated by the number of user interactive messages in the Android game run time, and the vertex of the CPU was determined by the data interaction property between the CPU-GPU. Texture and command data are used to evaluate GPU load in advance, which solves the problem of high delay and low accuracy based on traditional feedback method of hardware utilization. A CPU-GPU cooperative DVFS algorithm for Android games is designed. Under the guidance of ensuring user experience, the algorithm constructs a cooperative description of change perception for CPU-GPU load of game user experience, which indicates the timing and direction of voltage frequency regulation. The cooperative frequency modulation logic is based on the producer-consumer cooperative relationship between the CPU-GPU when the game is running, and achieves "collaborative" rather than "simultaneous independent" CPU-GPU power management. In this paper, the above work is realized on the ODROID-XU3 experimental platform. In the experimental evaluation, the ratio of average frame processing time (performance) and average frame energy consumption (energy consumption) is used as the energy efficiency quantization value of the game runtime system. The experimental results show that: compared with the traditional method, this scheme can achieve an average of 12 and a maximum of 34% energy efficiency improvement under the premise of guaranteeing the Android game user experience.
【學(xué)位授予單位】:中國(guó)科學(xué)技術(shù)大學(xué)
【學(xué)位級(jí)別】:碩士
【學(xué)位授予年份】:2017
【分類號(hào)】:TP311.52;TP316

【參考文獻(xiàn)】

相關(guān)期刊論文 前1條

1 帖軍;陳幼均;;進(jìn)程同步中的生產(chǎn)者—消費(fèi)者模型分析[J];武漢科技學(xué)院學(xué)報(bào);2007年04期



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