Dynamic Shader Generation for GPU Allocation

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Solution Overview

Problem

Current shader programming techniques are complex and inefficient, particularly when dealing with multiple variants of shaders, as they require manual management of code snippets and calculations across different processing units, leading to difficulties in debugging, maintaining, and optimizing rendering performance.

Innovation Solution

A method that dynamically allocates shading operations to processing units based on received criteria, utilizing metaprogramming to convert high-level programming language code into GPU-executable code, allowing for flexible allocation of computations between CPU, vertex, and fragment shaders, and automatically determining optimal computational frequencies.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If manual management of code snippets and calculations is used, then flexibility in shader programming is maintained, but complexity and difficulty of maintenance increase

Engineering Contradiction:
Improveflexibility in shader programmingVSAvoidcomplexity of shader management
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent introduces an intermediary framework that sits between the high-level programming language and the GPU shader code. This framework automatically manages code snippets, calculates computational frequencies, and generates optimized shader programs, thereby reducing the complexity of manual management while preserving programming flexibility.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The patent replaces the mechanical process of manually copying, pasting, and managing code snippets with an automated computational system. The system automatically determines computational frequencies and generates optimized shader code, eliminating the need for manual code management operations.

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

2Manufacturing precision

If all calculations are performed by fragment shaders, then rendering precision is improved, but processing speed decreases

Engineering Contradiction:
Improverendering precisionVSAvoidprocessing speed
Core Design Contradiction:
Manufacturing precisionVSSpeed

Solution Approach 1:

The patent segments the shader program into different sections that can be executed at different computational frequencies. Critical calculations requiring high precision are performed by fragment shaders, while less critical calculations are performed by vertex shaders or the CPU at lower frequencies, thereby optimizing the balance between precision and speed.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces dynamic computational frequency allocation where the system automatically determines the optimal execution frequency for different shader sections based on the specific rendering requirements. This allows flexible adjustment between precision and performance trade-offs without manual intervention.

Inventive Principle:
Principle #15Dynamics

3Adaptability or versatility

If dynamic shader variants are created using string constants, then programming flexibility is maintained, but code complexity and difficulty of maintenance increase

Engineering Contradiction:
Improveprogramming flexibilityVSAvoidease of maintenance
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The patent uses a systematic copying mechanism where code snippets are automatically replicated and assigned to different shader sections based on computational frequency requirements. This eliminates the need for manual copying of code variants while maintaining programming flexibility through automated duplication.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent changes the approach from manual string manipulation to parameter-driven code generation. The system automatically generates different shader variants by changing computational frequency parameters rather than manually manipulating string constants, thereby simplifying maintenance while preserving flexibility.

Inventive Principle:
Principle #35Parameter changes

4Adaptability or versatility

If manual allocation of shading operations to processing units is performed, then control over computation distribution is maintained, but time consumption increases

Engineering Contradiction:
Improvecontrol over computation distributionVSAvoidtime consumption
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The patent implements a self-service system where the shader management framework automatically determines computational frequencies and allocates shading operations to appropriate processing units. The system analyzes the shader code and autonomously makes optimization decisions, eliminating the need for manual allocation while maintaining adaptive control over computation distribution.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The patent performs preliminary analysis of the shader code to automatically determine computational frequencies and allocation strategies before actual rendering occurs. This preliminary action eliminates the need for manual allocation during runtime, significantly reducing time consumption while preserving adaptive control capabilities.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS8203558B2Dynamic shader generation
Publication Date: 2012.06.19 APPLE INC
  • US8203558B2 patent drawing
  • US8203558B2 patent drawing
  • US8203558B2 patent drawing

AI summary

Some embodiments provide a method of performing several shading operations for a graphic object in a scene that is displayed on a device. The device includes several processing units. The method receives a set of criteria that can define a set of parameters that relate to the shading operations. The method determines an allocation of the shading operations to the processing units based on the received criteria. The method allocates the shading operations to the processing units based on the determined allocations. The method renders the graphic object based on several instructions that comprise the shading operations. In some embodiments, the set of criteria is received during execution of the operations.