Constant Buffer for Shader Engine State Access

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Solution Overview

Problem

Existing methods for providing pipeline state information to shader engines in graphics processing environments are costly in terms of die space and undesirable, as they require transmitting bundles of state information to each engine via hardware.

Innovation Solution

A method that involves receiving state information from an application and updating a constant buffer coupled to each shader engine, allowing the pipeline state to be accessed without hardware modifications or computationally intensive processing.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If state information is transmitted to each shader engine via hardware, then the shader engines can access the state information, but the die space requirements on the chip increase significantly

Engineering Contradiction:
Improvestate information accessibilityVSAvoiddie space
Core Design Contradiction:
ReliabilityVSArea of stationary object

Solution Approach 1:

The patent creates a constant buffer that contains copies of state information (constants) that can be shared across multiple shader engines. Instead of providing separate hardware pathways to each engine, the system copies the same constant data to a centralized buffer that all engines can access, significantly reducing die space while maintaining accessibility.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The constant buffer serves as a universal resource that multiple shader engines can access simultaneously. This single buffer structure replaces multiple dedicated hardware pathways, allowing the same state information to be shared across different engines without requiring separate hardware infrastructure for each one.

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Reliability

If traditional hardware methods are used to provide pipeline state, then state information is available to shader engines, but hardware modifications are required which increase complexity and cost

Engineering Contradiction:
Improvepipeline state provisionVSAvoidhardware modifications
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent replaces the mechanical hardware-based state provision system with a software-managed constant buffer system. Instead of relying on dedicated hardware pathways and physical connections to each shader engine, the system uses memory-based constant buffers that can be updated and managed through software, eliminating the need for complex hardware modifications.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

3Adaptability or versatility

If state information is made accessible to shader engines, then processing capability is enhanced, but computationally intensive processing is required

Engineering Contradiction:
Improvestate information accessVSAvoidcomputation intensity
Core Design Contradiction:
Adaptability or versatilityVSUse of energy by moving object

Solution Approach 1:

The patent performs preliminary action by pre-loading state information into constant buffers before shader execution. The constants are prepared and organized in advance in the constant buffer, allowing shader engines to access them directly during execution without requiring computationally intensive processing during the actual shader operation.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS8766988B2Providing pipeline state through constant buffers
Publication Date: 2014.07.01 NVIDIA CORP
  • US8766988B2 patent drawing
  • US8766988B2 patent drawing
  • US8766988B2 patent drawing

AI summary

One embodiment of the present invention sets forth a technique for providing state information to one or more shader engines within a processing pipeline. State information received from an application accessing the processing pipeline is stored in constant buffer memory accessible to each of the shader engines. The shader engines can then retrieve the state information during execution.