GPU Graphics Rendering With Multi-Purpose Shader Fallbacks

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Solution Overview

Problem

The use of large numbers of task-specific shaders in video gaming systems leads to performance issues due to compilation delays at runtime and loading challenges, resulting in stuttering and inefficient GPU utilization.

Innovation Solution

Implement a multi-purpose shader that can render a variety of graphical components, allowing the system to continue rendering with this shader while loading the task-specific shader, thereby minimizing performance disruptions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If a large number of task-specific shaders are used to render different graphical components, then rendering precision and specialization are improved, but loading time and performance are worsened due to compilation delays and memory loading challenges

Engineering Contradiction:
Improverendering precisionVSAvoidloading time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The patent implements a multi-purpose shader that can render multiple types of graphical components (geometry, particles, sprites, post-processing effects) within a single shader program. This universal shader serves as a fallback when task-specific shaders are not immediately available, eliminating the need to wait for shader loading while maintaining rendering capability across different component types.

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

Solution Approach 2:

The system pre-loads a limited set of commonly used task-specific shaders into GPU memory before runtime. By anticipating which shaders will be needed and loading them in advance, the system reduces the frequency of shader loading events during gameplay, thereby minimizing stuttering while still supporting specialized rendering when available.

Inventive Principle:
Principle #10Preliminary action

2Adaptability or versatility

If task-specific shaders are compiled at runtime to provide specialized rendering, then adaptability is improved, but performance is worsened due to compilation delays causing stuttering

Engineering Contradiction:
Improveshader adaptabilityVSAvoidrendering performance
Core Design Contradiction:
Adaptability or versatilityVSProductivity

Solution Approach 1:

The multi-purpose shader provides a universal rendering solution that covers multiple graphical component types without requiring compilation. It serves as an immediate-execution fallback that maintains rendering performance while the system determines whether to use pre-loaded task-specific shaders, thus avoiding runtime compilation delays.

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

Solution Approach 2:

The system uses a simplified multi-purpose shader as a temporary, low-cost rendering solution when specialized shaders are not available. This approach accepts reduced rendering quality for brief periods during shader loading rather than incurring the high cost of runtime compilation, prioritizing frame continuity over optimal visual fidelity during transitions.

Inventive Principle:
Principle #27Cheap short-living objects (Disposable)

3Productivity

If all required shaders are pre-loaded into GPU memory to eliminate compilation delays, then performance is improved, but memory requirements and device complexity are worsened

Engineering Contradiction:
Improverendering performanceVSAvoidmemory requirements
Core Design Contradiction:
ProductivityVSQuantity of substance

Solution Approach 1:

The multi-purpose shader acts as a compact universal rendering engine that can handle multiple graphical component types within a single memory-resident program. This reduces the total number of shaders that need to be stored in memory, as the multi-purpose shader can substitute for many specialized shaders when they are not immediately needed.

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

Solution Approach 2:

The system merges the functionality of multiple task-specific shaders into a single multi-purpose shader program. By combining geometry rendering, particle effects, sprite rendering, and post-processing capabilities into one shader, the system reduces memory occupancy while maintaining the ability to render diverse graphical components when the specialized shaders are not loaded.

Inventive Principle:
Principle #5Merging (Combining)

4Adaptability or versatility

If a multi-purpose shader is used to render various graphical components, then versatility is improved, but GPU processing speed is worsened due to reduced optimization

Engineering Contradiction:
Improveshader versatilityVSAvoidGPU processing speed
Core Design Contradiction:
Adaptability or versatilityVSSpeed

Solution Approach 1:

The multi-purpose shader enables continuous rendering action by providing an immediate-execution fallback when task-specific shaders are not available in memory. Rather than halting rendering to compile or load specialized shaders, the system maintains frame rendering continuity using the multi-purpose shader, ensuring smooth gameplay experience despite temporary performance reduction.

Inventive Principle:
Principle #20Continuity of useful action

Data Source

PatentEP4620544A1Graphics processing system and method
Publication Date: 2025.09.24 SONY INTERACTIVE ENTERTAINMENT LLC
  • EP4620544A1 patent drawingFigure 1
  • EP4620544A1 patent drawingFigure 2
  • EP4620544A1 patent drawing

AI summary

A computer implemented method for rendering graphics data in a video gaming system comprising a GPU, the method comprising: determining a task-specific shader required for rendering a first graphical component within a scene to be rendered; rendering the first component of the graphics data with a multi-purpose shader stored in a shader memory usable by the GPU, the multi-purpose shader configured for rendering a plurality of different graphical components; while rendering with the multi-purpose shader, loading the task-specific shader into the shader memory; when the task-specific shader has loaded, resuming rendering of the first graphical component within the scene with the task-specific shader. Using the method, performance issues associated with loading required shaders at run time are mitigated since the multi-purpose shader may be used for rendering graphical components while a required task-specific shader is loaded