Dynamic Tile Sequencing for Graphics Processor Cache Mapping
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Conventional graphics processing systems lack flexible control over the mapping of tiles to processor partitions, limiting caching efficiency in depth and pixel buffers.
Innovation Solution
Implement dynamic tile sequencing that allows for customizable tile sizes and precise mapping to processor partitions, enhancing caching efficiency through hardware support and buffering.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If static tile mapping is used, then device complexity is reduced, but caching efficiency deteriorates
Solution Approach 1:
The patent implements dynamic tile sequencing where the mapping between tiles and processor partitions can be changed at runtime. The tile sequencer receives a plurality of tiles in a first sequence and outputs them in a second sequence that optimizes caching efficiency. This dynamic reordering allows the system to adapt to different workload patterns and data access patterns, improving cache hit rates without requiring complex static configuration schemes.
Solution Approach 2:
The system changes the parameter of tile mapping sequence dynamically. By adjusting the output sequence of tiles from the tile sequencer based on caching efficiency metrics and workload characteristics, the system optimizes performance without fundamentally changing the hardware architecture. The tile size and mapping parameters can be adjusted to match the specific requirements of different rendering tasks.
2Adaptability or versatility
If fixed tile size is used, then device complexity is reduced, but adaptability deteriorates
Solution Approach 1:
The tile sequencer is configured to receive tiles of varying sizes and reorder them dynamically. The system can handle different tile dimensions (e.g., 64x64, 128x128, 256x256 pixels) and adjust the sequencing strategy accordingly. This dynamic approach allows the same hardware to efficiently process both small detailed regions and large open areas without requiring multiple specialized processing paths.
Solution Approach 2:
The tile sequencer serves multiple functions: it reorders tiles for caching optimization, handles variable tile sizes, and adapts to different processor partition configurations. This universal component replaces what would otherwise require multiple specialized mapping engines, reducing overall system complexity while providing flexible adaptability to different rendering scenarios.
3Productivity
If dynamic tile sequencing is implemented, then caching efficiency is improved, but device complexity increases
Solution Approach 1:
The graphics processor is divided into distinct functional units: a tile generator that creates tiles, a tile sequencer that reorders them, and processor partitions that execute computations. This segmentation allows the sequencing logic to be isolated and optimized independently. The tile sequencer uses a relatively simple reordering mechanism that operates on already-generated tiles, rather than requiring complex integrated control throughout the entire processing pipeline.
Solution Approach 2:
The tile sequencer acts as an intermediary component between the tile generation stage and the processing partition stage. It buffers and reorders tiles based on caching efficiency considerations before passing them to the processor partitions. This intermediary approach allows optimization of cache utilization without requiring complex changes to either the tile generation or processing logic, isolating the sequencing complexity to a single manageable component.
Data Source
AI summary
Dynamic tile sequencing in graphics processing is described. An example of an apparatus includes one or more processors including a graphics processor, the one or more processor including a plurality of portions and tile sequencing circuitry; and a memory to store data for graphics processing, including data for a render target and data for a hashing table, the render target including a plurality of tiles, and the hashing table to map the tiles of the render target to the plurality of portions of the one or more processors, wherein the tile sequencing circuitry includes a first mode for tile sequencing, wherein tile sequencing in the first mode includes a set granularity for the hashing table; and a second mode for tiling sequencing, wherein tile sequencing in the second mode includes a configurable granularity for the hashing table.


