Cloud Shader Cache Precompilation to Reduce Compilation Delay
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Solution Overview
Problem
Existing shader program caching techniques are computationally expensive and do not provide significant performance benefits, especially in cloud computing environments, leading to delays in graphics rendering and inefficient resource utilization due to repeated compilation and storage challenges.
Innovation Solution
Implementing a cloud-based shader cache that precompiles and stores shader programs, allowing client devices to request and retrieve compiled versions, reducing local compilation overhead and optimizing storage by maintaining a distributed cache across multiple nodes.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of time
If shader programs are compiled and stored at a cache at the computing system prior to application runtime, then compilation delays are reduced, but the caching process becomes computationally expensive and resource-intensive
Solution Approach 1:
The patent implements precompilation of shader programs during application build time or deployment phase, storing compiled shaders in the cloud before runtime. This preliminary action eliminates the need for compilation during actual application execution, reducing both compilation delays and runtime computational costs.
Solution Approach 2:
The patent introduces a cloud-based shader cache service as an intermediary between the application and the rendering system. This intermediary precompiles and stores shader programs in the cloud, allowing client devices to retrieve precompiled shaders without performing expensive local compilation, thus resolving the contradiction between reducing compilation delay and minimizing computational cost.
2Productivity
If existing shader program caching techniques are implemented, then some compilation overhead is reduced, but network performance constraints prevent significant benefits in cloud computing environments
Solution Approach 1:
By precompiling shader programs in advance and storing them in cloud-based caches, the system eliminates runtime compilation entirely. The precompiled shaders are readily available for retrieval, avoiding both compilation overhead and network transmission delays during application execution.
Solution Approach 2:
The patent implements a dynamic shader caching system that adapts to different cloud computing environments and network conditions. The system can dynamically determine whether to retrieve shaders from cloud caches or perform local compilation based on real-time conditions, optimizing the balance between compilation efficiency and network performance.
3Loss of time
If shader programs are precompiled and stored locally at client devices, then compilation delays are minimized, but storage requirements and resource utilization become inefficient
Solution Approach 1:
The patent moves the shader cache from the traditional local device dimension to a cloud-based dimension. Instead of storing compiled shaders locally at each client device, the system implements a distributed cloud cache that stores precompiled shaders centrally, allowing multiple clients to share the same cached resources without duplicating storage requirements.
Solution Approach 2:
The cloud-based shader cache serves multiple client devices simultaneously, providing a universal storage solution that benefits all users. A single cached shader program can be shared across numerous clients, eliminating the need for each device to maintain its own complete shader library, thus reducing overall storage requirements while maintaining fast access.
Data Source
AI summary
Apparatuses, systems, and techniques for caching of compiled shader programs in a cloud computing environment. An initial request for a compiled shader program for an application executed by a first client device is received. The initial request includes a first shader key generated based on first state data. If the compiled shader program is determined, based on the first shader key, to not be stored using a shader cache, the compiled shader program is received from the first client device and stored with the first shader key using the shader cache. A subsequent request for the compiled shader program is received for the application running at a second client device. The subsequent request includes a second shader key generated based on second state data. If the second shader key is determined to match the first shader key, the compiled shader program is transmitted to the second client device.


