GPU Rendering Mode Selection to Reduce GMEM Binning Overhead

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Solution Overview

Problem

Existing graphics processing units (GPUs) face inefficiencies in rendering scenes due to overhead associated with dividing scenes into multiple bins for rendering into graphics memory (GMEM) before system memory, which can degrade device performance.

Innovation Solution

Implementing a visibility direct rendering mode that renders scenes directly into system memory without intermediate rendering into GMEM, and dynamically selecting between bin rendering mode and visibility direct mode based on scene and device characteristics to optimize performance.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Quantity of substance

If scenes are divided into multiple bins and rendered into GMEM before system memory, then memory bandwidth utilization is improved, but rendering overhead increases and device performance degrades

Engineering Contradiction:
Improvememory bandwidth utilizationVSAvoidrendering performance
Core Design Contradiction:
Quantity of substanceVSProductivity

Solution Approach 1:

The system dynamically selects between bin rendering mode and visibility direct mode based on scene characteristics and device state. The rendering mode is not fixed but adapts in real-time to optimize performance for different scenarios, resolving the contradiction between memory bandwidth utilization and rendering performance.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The invention changes the rendering parameter (rendering mode) from a static configuration to a dynamic one that can switch between two modes: bin rendering (for scenarios requiring memory bandwidth optimization) and visibility direct rendering (for scenarios requiring performance optimization). This parameter change allows the system to resolve the performance-bandwidth tradeoff.

Inventive Principle:
Principle #35Parameter changes

2Use of energy by moving object

If bin rendering mode is used to reduce power consumption, then energy efficiency is improved, but rendering overhead increases

Engineering Contradiction:
Improvepower consumptionVSAvoidrendering overhead
Core Design Contradiction:
Use of energy by moving objectVSLoss of time

Solution Approach 1:

The system dynamically adjusts the rendering approach based on scene visibility characteristics. When scenes have high visibility (many visible pixels), the system uses visibility direct mode to avoid unnecessary bin rendering overhead. When scenes have low visibility, it uses bin rendering mode to save power. This dynamic adaptation resolves the contradiction between power consumption and rendering overhead.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system performs visibility passes to gather feedback information about scene characteristics (visibility ratios, bin complexity). Based on this feedback, it intelligently selects the rendering mode that minimizes both power consumption and overhead, resolving the contradiction through informed decision-making.

Inventive Principle:
Principle #23Feedback

3Productivity

If visibility direct mode is used to render directly into system memory, then rendering overhead is reduced, but memory bandwidth utilization decreases

Engineering Contradiction:
Improverendering efficiencyVSAvoidmemory bandwidth utilization
Core Design Contradiction:
ProductivityVSQuantity of substance

Solution Approach 1:

The system dynamically selects between visibility direct mode (for high-performance scenarios) and bin rendering mode (for memory-bandwidth-optimized scenarios). This dynamic selection allows the system to achieve high rendering efficiency when needed while maintaining good memory bandwidth utilization when appropriate, resolving the contradiction between these two parameters.

Inventive Principle:
Principle #15Dynamics

4Use of energy by moving object

If scenes are divided into multiple bins, then power consumption is reduced, but device complexity increases

Engineering Contradiction:
Improvepower consumptionVSAvoidrendering architecture complexity
Core Design Contradiction:
Use of energy by moving objectVSDevice complexity

Solution Approach 1:

The invention creates a universal rendering system that can perform both bin rendering and visibility direct rendering through the same GPU architecture. By making the rendering system multi-functional, it can achieve power savings through bin rendering when needed while avoiding excessive complexity through visibility direct rendering when appropriate, resolving the contradiction between power consumption and device complexity.

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

Data Source

PatentUS12412331B2Methods and apparatus for selection of rendering modes
Publication Date: 2025.09.09 QUALCOMM INC
  • US12412331B2 patent drawing
  • US12412331B2 patent drawing
  • US12412331B2 patent drawing

AI summary

The present disclosure relates to graphics processing. An apparatus of the present disclosure may determine visibility streams corresponding to a target and a set of bins into which the target is divided. The apparatus may select one of a first rendering mode or a second rendering mode for the target based on the first visibility stream and based on the set of second visibility streams. When the first rendering mode is select, the apparatus may configure each of the set of bins into a first subset associated with a first type of rendering pass or a second subset associated with a second type of rendering pass. The apparatus may then render the target based on the selected one of the first rendering mode or the second rendering mode and, if applicable, based on the first rendering pass type or the second rendering pass type.