Graphics Processor Texture Map Level Tracking

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Solution Overview

Problem

Conventional graphics systems face reduced processing throughput due to limited local memory, which often requires loading texture mipmap levels from disk drives, leading to inefficient management of texture map storage resources.

Innovation Solution

A system and method for tracking and reporting texture map levels of detail, where a graphics processor calculates and compares unclamped level of detail values with current limits to determine the active set of texture map levels to be loaded into graphics memory, optimizing the storage resources by managing minimum and maximum pre-clamped values.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If all texture mipmap levels are loaded into local memory, then processing throughput is improved, but local memory capacity is exceeded

Engineering Contradiction:
Improveprocessing throughputVSAvoidlocal memory capacity
Core Design Contradiction:
ProductivityVSQuantity of substance

Solution Approach 1:

The system performs preliminary tracking of texture mipmap level accesses during graphics processing to determine which levels are actually needed. By proactively identifying and loading only the necessary mipmap levels into local memory before they are needed, the system avoids both memory overflow and processing delays from disk loading.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system dynamically changes the parameter of which texture mipmap levels are loaded into local memory based on tracked access patterns. By monitoring minimum and maximum level accesses and adjusting the loaded set accordingly, the system optimizes the balance between having enough levels in memory for high throughput and not exceeding local memory capacity.

Inventive Principle:
Principle #35Parameter changes

2Quantity of substance

If texture mipmap levels are loaded from disk drive, then local memory capacity constraint is satisfied, but processing throughput is reduced

Engineering Contradiction:
Improvelocal memory capacityVSAvoidprocessing throughput
Core Design Contradiction:
Quantity of substanceVSProductivity

Solution Approach 1:

The system performs preliminary tracking of texture mipmap level accesses during graphics processing to determine which levels are actually needed. By proactively identifying and loading only the necessary mipmap levels into local memory before they are needed, the system avoids both memory overflow and processing delays from disk loading.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system uses feedback from tracking texture access patterns to dynamically adjust which mipmap levels are loaded into local memory. By monitoring actual usage patterns and using this information to preload appropriate levels, the system ensures that needed textures are available in memory, preventing throughput reduction from disk accesses.

Inventive Principle:
Principle #23Feedback

3Productivity

If minimum and maximum texture map levels are tracked and reported, then texture map storage resource management is optimized, but system complexity increases

Engineering Contradiction:
Improvetexture map storage resource management efficiencyVSAvoidtracking and reporting mechanism complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The graphics processor performs self-service by automatically tracking its own texture mipmap level access patterns during normal operation. The minimum and maximum level tracking is integrated into the existing texture processing pipeline, allowing the system to optimize its own resource usage without requiring complex external monitoring or control mechanisms.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS9013498B1Determining a working set of texture maps
Publication Date: 2015.04.21 NVIDIA CORP
  • US9013498B1 patent drawing
  • US9013498B1 patent drawing
  • US9013498B1 patent drawing

AI summary

A system and method for tracking and reporting texture map levels of detail that are computed during graphics processing allows for efficient management of texture map storage. Minimum and/or maximum pre-clamped texture map levels of detail values are tracked by a graphics processor and an array stored in memory is updated to report the minimum and/or maximum values for use by an application program. The minimum and/or maximum values may be used to determine the active set of texture map levels of detail that is loaded into graphics memory.