Concurrent Depth Surface Rendering Across GPU Pipelines

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Existing graphics processing units (GPUs) face inefficiencies during depth-only or Z-only passes, which result in low GPU utilization and high memory bandwidth demand, leading to underutilization of hardware resources.

Innovation Solution

Implementing a workload distribution scheme that moves depth-only or Z-only workloads to additional hardware pipelines, such as binning render (BR) and binning visibility (BV) pipelines, allowing concurrent execution with other workloads to balance GPU resources and improve utilization.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If depth-only or Z-only passes are executed on a single graphics pipeline, then the rendering task is completed, but GPU utilization is low and memory bandwidth demand is high

Engineering Contradiction:
ImproveGPU utilizationVSAvoidmemory bandwidth demand
Core Design Contradiction:
ProductivityVSLoss of energy

Solution Approach 1:

The patent divides the depth-only or Z-only workload into multiple segments and distributes them across different graphics pipelines (e.g., binning render pipeline and binning visibility pipeline). This segmentation allows parallel processing of depth surfaces, increasing GPU utilization while reducing the memory bandwidth demand on any single pipeline by sharing the load across multiple pipelines.

Inventive Principle:
Principle #1Segmentation

2Productivity

If depth-only workloads are concentrated in one pipeline, then processing is simplified, but hardware resources are underutilized

Engineering Contradiction:
Improvehardware resource utilizationVSAvoidworkload distribution complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent makes multiple graphics pipelines (binning render pipeline and binning visibility pipeline) universally capable of handling depth-only or Z-only workloads. By enabling these pipelines to share the depth surface processing tasks, the system achieves better hardware resource utilization without significantly increasing complexity, as the pipelines already exist for other purposes.

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

3Productivity

If multiple pipelines are used for concurrent execution, then GPU utilization improves, but workload assignment complexity increases

Engineering Contradiction:
ImproveconcurrencyVSAvoidworkload assignment management
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent implements a self-service mechanism where the binning visibility pipeline automatically identifies and processes depth-only or Z-only surfaces that are not rendered by the binning render pipeline. This self-service approach enables concurrent execution across multiple pipelines without requiring complex centralized workload assignment management, as each pipeline independently determines its own tasks based on the workload characteristics.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS20250363710A1Concurrent execution of depth surfaces in graphics processing
Publication Date: 2025.11.27 QUALCOMM INC
  • US20250363710A1 patent drawing
  • US20250363710A1 patent drawing
  • US20250363710A1 patent drawing

AI summary

Aspects presented herein relate to methods and devices for graphics processing including an apparatus, e.g., a GPU. The apparatus may obtain an indication of a set of workloads. The apparatus may also assign a first subset of the set of workloads to a first graphics pipeline and a second subset of the set of workloads to a second graphics pipeline. Further, the apparatus may render the first subset of the set of workloads in the first graphics pipeline and the second subset of the set of workloads in the second graphics pipeline.