GPU Buffer Page Allocation for Concurrent Shader Writes
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Solution Overview
Problem
Existing graphics processing units (GPUs) face challenges in efficiently managing data buffers due to inflexible buffer sizing, leading to inefficient memory usage and difficulty in handling concurrent shader operations, particularly in highly parallelized environments.
Innovation Solution
Implementing growable data queue and stack structures with a pool of available memory pages, tracked by memory pointers, that dynamically adjust to accommodate varying data sizes and support simultaneous reads and writes, using buffer management elements to optimize memory allocation and de-allocation.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If a large number of texture units are provided in the graphics processor, then texture processing capability is improved, but the buffer size required to store texture data increases
Solution Approach 1:
The buffer size is made dynamic and adjustable rather than fixed. The buffer can be resized based on the specific texture processing requirements, allowing the system to optimize between having enough buffer space for multiple texture units while not wasting memory when fewer units are actively used. This resolves the contradiction by making the buffer adaptable to actual needs rather than provisioning for maximum capacity statically.
Solution Approach 2:
The invention changes the parameter of buffer size from a fixed value to a variable that can be adjusted based on operational requirements. By allowing the buffer size parameter to change according to the number of active texture units and their specific needs, the system can maintain high texture processing capability while minimizing the actual buffer memory required at any given time.
2Productivity
If the buffer size is increased to support multiple texture units, then texture processing capability is improved, but the power consumption increases
Solution Approach 1:
The buffer size is dynamically adjusted based on the actual number of active texture units and their requirements. This means that when fewer texture units are in use, the buffer size is reduced accordingly, thereby reducing power consumption. The system maintains the ability to support multiple texture units when needed while avoiding the continuous power overhead of maintaining a large fixed buffer size.
Solution Approach 2:
The buffer size parameter is changed from a static to a dynamic value that responds to operational conditions. This parameter change allows the system to optimize power consumption by reducing buffer allocation when full texture processing capability is not required, thus resolving the contradiction between maintaining high productivity and reducing energy usage.
3Productivity
If the buffer size is increased to store more texture data, then texture processing capability is improved, but the transistor count increases
Solution Approach 1:
The buffer size is implemented as a dynamic parameter that can be adjusted based on the actual texture processing requirements. This dynamic approach allows the system to support multiple texture units and their associated texture data when needed, while reducing the buffer allocation and corresponding transistor count when fewer texture units are active, thus resolving the contradiction between productivity and device complexity.
Solution Approach 2:
The invention changes the buffer size from a fixed parameter to a variable parameter that can be optimized based on operational needs. This parameter flexibility allows the system to maintain high texture processing capability when required while minimizing the transistor count by reducing buffer size when full capability is not utilized.
4Device complexity
If a fixed buffer size is used, then device complexity is reduced, but the texture processing capability is limited
Solution Approach 1:
The buffer size is made dynamic rather than fixed, allowing it to adjust based on the number of active texture units and their specific requirements. This dynamic configuration maintains relatively simple device architecture while enabling flexible support for varying numbers of texture units, thus resolving the contradiction between device complexity and texture processing capability.
5Device complexity
If the buffer size is optimized for one configuration, then device complexity is reduced, but the adaptability to different configurations is worsened
Solution Approach 1:
The buffer size is implemented as a dynamic parameter that can be adjusted to match different configurations of texture units. This allows the system to maintain relatively simple device complexity while achieving high adaptability to different operational configurations, resolving the contradiction between these two parameters.
Data Source
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AI summary
Enhanced data buffer control in data systems is presented herein. In one example, a method of handling data buffer resources in a graphics processor includes establishing a pool of available memory pages tracked by memory pointers for use in a growable data structure. Responsive to requests by at least a shader unit of the graphics processor for space in the growable data structure in which to write shader data, the method includes providing to the shader unit at least write pointers to locations within memory pages from the growable data structure in accordance with data sizes indicated in the requests. Responsive to exceeding a threshold fullness of the growable data structure, the method includes allocating at least one further memory page from the pool of available memory pages for inclusion in the growable data structure.