Compiler Segmentation for Derived Uniform Value Calculation
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Solution Overview
Problem
Modern graphics processing units (GPUs) face inefficiencies due to redundant calculations in 3D applications, where constant inputs lead to repeated computations across multiple program instances, resulting in wasteful utilization of computing resources.
Innovation Solution
A compiler identifies and separates portions of the program that calculate derived uniform values based on constant inputs, compiling these into a separate program that can compute these values at a lower frequency, reducing redundant calculations by decoupling them from the main pixel shader execution.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If the same shader program is executed multiple times with constant inputs, then the shader can process different data, but the same calculations are repeated for each execution instance, wasting computing resources
Solution Approach 1:
The shader program is segmented into two distinct parts: a uniform value calculation program that computes derived uniform values from constant inputs, and a main shader program that uses these pre-calculated values. This segmentation allows the calculation portion to be executed once and reused across multiple shader invocations, eliminating redundant computations while maintaining the shader's ability to process different data.
Solution Approach 2:
The derived uniform values are calculated in advance during a preliminary execution phase before the main shader processing begins. By pre-computing values such as lighting parameters, material properties, or geometric transformations that depend on constant inputs, the system avoids re-calculating these values for each pixel or vertex processed, significantly improving computing resource efficiency.
2Reliability
If derived uniform values are calculated for each pixel shader execution, then each execution is self-contained, but redundant calculations occur millions of times per invocation
Solution Approach 1:
The calculation of derived uniform values is extracted from the pixel shader execution flow and placed in a separate, preliminary program execution. This extraction removes the redundant calculation burden from each pixel shader invocation, allowing the main shader to focus solely on processing geometric and pixel data with pre-computed uniform values, thereby reducing execution time while maintaining proper shader independence.
3Device complexity
If the shader calculates all values including derived uniform values during main execution, then no separate calculation is needed, but computing resources are wasted on repeated calculations
Solution Approach 1:
The program structure is segmented into two functional components: a uniform value calculation program for computing derived uniform values from constant inputs, and a main shader program for processing geometry and pixels. This segmentation increases structural complexity slightly but dramatically improves computing resource utilization by ensuring that expensive calculations are performed only once rather than being repeated for every shader invocation.
Data Source
AI summary
Various embodiments enable low frequency calculation of derived uniform values. A compiler can identify one or more portions of a shader that calculate a derived value based on an input value. For example, this portion may include instructions that use constant values, or the results of prior functions that used constant values. The constant values may include hardcoded values provided by the program (e.g., immediates) and/or other constant values. This portion of the shader can be extracted by the compiler and compiled into a first program. The compiler can compile the remainder of the shader into a second program that receives the derived uniform values from the first program. By extracting the portion(s) of the program that calculates a derived value into a separate program, the derived uniform value or values can be calculated at a lower frequency than if they were calculated for each pixel.


