Graphics Shader Early Termination Through Cost-Modeled Control Flow

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Solution Overview

Problem

Existing graphics processing technologies face challenges in efficiently handling early termination of shaders due to redundant computations and speculative execution, leading to increased processor overhead and reduced performance.

Innovation Solution

Implement techniques for early termination of shader instructions by scheduling them in the instruction queue and employing cost-model driven fission of if-conditionals to reduce redundant work, thereby optimizing the graphics processing pipeline.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If speculative execution is used to handle early termination of shaders, then processor throughput is maintained, but processor overhead increases and performance decreases

Engineering Contradiction:
Improveprocessor throughputVSAvoidprocessor overhead
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent applies preliminary action by performing static analysis and cost modeling before shader execution to identify optimal termination points. The compiler analyzes the shader code in advance, determines where early termination can occur, and schedules termination instructions accordingly, avoiding the need for runtime speculative execution and its associated overhead.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent implements self-service through automated static analysis and cost modeling that the compiler performs independently. The system analyzes its own shader code, identifies optimization opportunities, and generates optimized execution schedules without requiring external intervention or complex runtime speculation mechanisms.

Inventive Principle:
Principle #25Self-service

2Reliability

If redundant computations are performed in shader execution, then complete processing paths are executed, but the number of instructions executed increases and performance decreases

Engineering Contradiction:
Improveprocessing completenessVSAvoidexecution efficiency
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The patent extracts unnecessary computations from the shader execution path by using static analysis to identify and remove redundant instructions. The cost modeling procedure determines which computational paths can be safely terminated early, extracting only the necessary processing steps and eliminating redundant ones before execution.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent changes the execution parameters of shader instructions by dynamically adjusting the instruction schedule based on cost modeling results. The compiler modifies execution parameters such as instruction ordering and termination points to optimize performance while maintaining processing correctness.

Inventive Principle:
Principle #35Parameter changes

3Device complexity

If control flow is linearized for shader execution, then instruction scheduling is simplified, but the ability to optimize early termination is reduced

Engineering Contradiction:
Improvescheduling simplicityVSAvoidoptimization capability
Core Design Contradiction:
Device complexityVSProductivity

Solution Approach 1:

The patent introduces dynamics by adapting the control flow structure based on optimization opportunities. The compiler performs static analysis to identify points where control flow should be delinearized to enable early termination, then applies targeted transformations to create dynamic optimization points while maintaining overall scheduling simplicity.

Inventive Principle:
Principle #15Dynamics

4Productivity

If larger wave sizes are used in GPU execution, then parallel processing capacity increases, but memory access latency increases

Engineering Contradiction:
Improveparallel processing capacityVSAvoidmemory access latency
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The patent applies segmentation by dividing the shader execution into smaller, manageable waves that can be processed more efficiently. The compiler analyzes the shader code and determines optimal wave size and segmentation points, breaking down large execution batches into smaller groups that reduce memory access latency while maintaining adequate parallel processing capacity.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS12462462B2Early termination of graphics shaders
Publication Date: 2025.11.04 QUALCOMM INC
  • US12462462B2 patent drawing
  • US12462462B2 patent drawing
  • US12462462B2 patent drawing

AI summary

Aspects presented herein relate to methods and devices for graphics processing including an apparatus, e.g., a graphics processing unit (GPU). The apparatus may detect an existence of a shader termination construct for at least one graphics shader. The apparatus may also perform a first static analysis for an identification of a set of suitable candidates for a control flow delinearization associated with the shader termination construct. Further, the apparatus may perform a second static analysis for a cost modeling procedure for the set of suitable candidates for the control flow delinearization. The apparatus may also select, based on the cost modeling procedure, a candidate of the set of suitable candidates for the control flow delinearization. The apparatus may also provide an indication of the selected candidate of the set of suitable candidates for the control flow delinearization.