GPU Kernel Adaptation Across Shading Languages and API Runtimes

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Solution Overview

Problem

SIMD kernels written in languages like C for Metal cannot be deployed via popular graphics APIs, leading to performance gaps and delayed utilization of GPU features, requiring significant time and resources for kernel developers.

Innovation Solution

Develop a system to compile and adapt GPU kernels in any language to execute via popular APIs like DirectX and Metal on any GPU hardware, allowing runtime interpretation and adaptation of kernel sources.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Speed

If SIMD vector instructions are used to achieve higher performance on GPUs, then execution speed is improved, but deployment compatibility deteriorates because these instructions cannot be deployed through popular 3D APIs

Engineering Contradiction:
Improveexecution speedVSAvoidAPI compatibility
Core Design Contradiction:
SpeedVSAdaptability or versatility

Solution Approach 1:

The patent introduces a translation layer that acts as an intermediary between SIMD vector instructions and traditional SIMT kernel interfaces. This translation layer converts SIMD instructions into a form that can be executed through popular 3D APIs like DirectX, OpenCL, Metal, and Vulkan, thereby maintaining both high execution speed and broad API compatibility.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The patent creates a universal kernel execution system that can handle multiple instruction types (SIMD vector instructions and traditional SIMT kernels) through a single unified interface. This allows the same API infrastructure to support both high-performance SIMD operations and conventional kernel execution, eliminating the need for separate deployment paths.

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

2Productivity

If kernel developers manually adapt kernels to utilize latest GPU features, then hardware feature utilization is improved, but development time and resources increase significantly

Engineering Contradiction:
Improvehardware feature utilizationVSAvoiddevelopment time
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The patent implements an automatic translation system that performs kernel adaptation without requiring manual developer intervention. The system automatically translates SIMD vector instructions into API-compatible forms, eliminating the time-consuming manual adaptation process while maintaining full utilization of latest GPU hardware features.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The patent pre-establishes translation rules and mappings between SIMD instruction sets and API-compatible instruction formats. This preliminary preparation enables automatic, instant translation of new GPU features without requiring developers to manually adapt kernels each time new hardware capabilities are released.

Inventive Principle:
Principle #10Preliminary action

3Speed

If there is a time lag between GPU feature support in shading languages and API availability, then hardware innovation is accelerated, but software deployment is delayed

Engineering Contradiction:
Improvehardware innovation speedVSAvoidsoftware deployment time
Core Design Contradiction:
SpeedVSLoss of time

Solution Approach 1:

The patent introduces a translation layer that bridges the gap between emerging GPU hardware features and established APIs. This intermediary enables immediate deployment of new GPU capabilities through existing API infrastructure, eliminating the traditional waiting period for API updates while maintaining hardware innovation pace.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS12474941B2Kernel source adaptation for execution on a graphics processing unit
Publication Date: 2025.11.18 INTEL CORP
  • US12474941B2 patent drawing
  • US12474941B2 patent drawing
  • US12474941B2 patent drawing

AI summary

Examples described herein relate to computer-readable medium comprising instructions stored thereon, that if executed by one or more processors, cause the one or more processors to: access a kernel source written in a shading language; select a compiler from a plurality of compilers based on the shading language; generate a kernel instruction set architecture and an associated runtime binding based on the kernel source and the selected compiler; and adapt state information to configure a graphics processing unit (GPU) based on the runtime binding to target any API runtime of choice.