Dynamic Texture Fetch Cancellation via Shader Condition Codes

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Solution Overview

Problem

Conventional graphics processors face performance limitations due to non-deterministic texture read latency, leading to unnecessary texture fetches that stall processing and consume excessive bandwidth, as the size of buffers needed to avoid stalling is often too large and inefficient.

Innovation Solution

The implementation of dynamic texture fetch cancellation through a shader program compiler that inserts condition code writes and comparisons to determine if texture data will contribute to the final pixel value, using a dynamic writemask to cancel unnecessary texture fetches during execution, thereby optimizing processing and reducing bandwidth usage.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If a large buffer is dedicated to storing processed data to avoid stalling processing, then processing continuity is improved, but memory usage and device complexity increase

Engineering Contradiction:
Improveprocessing continuityVSAvoidbuffer size
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent applies dynamics by making the writemask adjustable and conditional rather than static. The dynamic writemask is modified based on condition code comparisons during shader execution, allowing the system to adaptively enable or disable texture fetches based on runtime conditions. This dynamic adjustment eliminates the need for large fixed buffers while maintaining processing continuity.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes the parameter of the writemask from a fixed value to a dynamic value that can be modified during execution. By comparing condition codes and selectively modifying writemask bits, the system changes the operational parameters of texture fetch operations in real-time, allowing processing to continue without stalling while using minimal buffer space.

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If texture read latency is non-deterministic, then processing flexibility is improved, but buffer size requirements increase to avoid stalling

Engineering Contradiction:
Improveprocessing flexibilityVSAvoidbuffer size
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent applies preliminary action by pre-modifying the shader program to include condition code comparison operations and writemask modification logic. This preparation is done at compile time, so that during runtime the system can quickly evaluate conditions and cancel unnecessary texture fetches without needing large buffers to handle latency variability.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system applies self-service by having the shader program automatically evaluate its own execution conditions through condition code comparisons and self-modify the writemask accordingly. This self-regulating mechanism allows the system to handle non-deterministic latency without external control or large buffers, as the shader autonomously cancels unnecessary operations.

Inventive Principle:
Principle #25Self-service

3Ease of operation

If unnecessary texture fetches are performed, then shader program simplicity is improved, but bandwidth usage and power consumption increase

Engineering Contradiction:
Improveshader program simplicityVSAvoidpower consumption
Core Design Contradiction:
Ease of operationVSLoss of energy

Solution Approach 1:

The patent applies partial action by selectively performing only the necessary texture fetches rather than all fetches unconditionally. The condition code comparisons and dynamic writemask modification enable the system to perform partial texture fetches based on runtime conditions, reducing unnecessary bandwidth usage and power consumption while maintaining shader program simplicity.

Inventive Principle:
Principle #16Partial or excessive action

4Speed

If bandwidth between graphics memory device and processor is increased to handle all texture fetches, then texture access speed is improved, but system complexity and cost increase

Engineering Contradiction:
Improvetexture access speedVSAvoidbandwidth capacity
Core Design Contradiction:
SpeedVSDevice complexity

Solution Approach 1:

The patent applies extraction by removing unnecessary texture fetch operations from the execution stream through condition code evaluation and writemask modification. By extracting and canceling redundant fetches before they occur, the system reduces the actual bandwidth requirements while maintaining adequate speed for necessary operations, avoiding the need for excessive bandwidth capacity.

Inventive Principle:
Principle #2Taking out (Extraction)

Data Source

PatentUS7528843B1Dynamic texture fetch cancellation
Publication Date: 2009.05.05 NVIDIA CORP
  • US7528843B1 patent drawing
  • US7528843B1 patent drawing
  • US7528843B1 patent drawing

AI summary

Systems and methods for dynamically canceling texture fetches may improve texture mapping performance. A shader program compiler inserts condition code writes and condition code comparison operations for shader program instructions that contribute to a texture read instruction and do not need to be executed if certain conditions are met. During execution of the shader program, the inserted condition codes are used to compute a dynamic writemask that indicates if the texture data resulting from the texture read is unnecessary. The dynamic writemask is used to cancel unnecessary texture fetches during execution of the shader program.