Graphics Processing Variable Shading Rate Tile Buffering

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Solution Overview

Problem

Existing graphics processing technologies face inefficiencies in utilizing tile buffers and distributing processing loads among execution units due to varying shading rates within a frame, leading to increased render pass and frame latency, particularly in extended reality (XR), mixed reality (MR), and augmented reality (AR) applications.

Innovation Solution

A method of organizing frame regions into variable regions based on their representative shading rates and storage element capacity, allowing efficient use of local storage and even distribution of processing tasks among execution units, including grouping adjacent regions with the same primitive and dividing high shading rate regions into sub-regions for optimal load balancing.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If frame regions are processed using fixed-size tile buffers with uniform shading rates, then memory allocation is simplified, but storage element utilization is inefficient and processing time increases

Engineering Contradiction:
Improveprocessing speedVSAvoidmemory management complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The frame is divided into multiple regions with different shading rates rather than processing the entire frame uniformly. Each region can be processed independently with appropriate memory allocation, allowing high-shading-rate regions to receive more memory resources while low-shading-rate regions use less, thereby improving overall processing efficiency and storage element utilization.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The tile buffer size and memory allocation are made dynamic based on the shading rate of each region. Instead of using a fixed buffer size for all regions, the system adjusts the buffer capacity according to the actual processing requirements of each region, optimizing memory utilization and reducing unnecessary memory bandwidth consumption.

Inventive Principle:
Principle #15Dynamics

2Productivity

If processing tasks are distributed uniformly across execution units, then load distribution appears simple, but actual processing time increases due to varying shading rate requirements

Engineering Contradiction:
Improveframe processing throughputVSAvoidframe latency
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

Different execution units are assigned to process different frame regions based on their shading rate characteristics. Execution units handling high-shading-rate regions are provided with more computational resources and larger local memory, while those handling low-shading-rate regions use fewer resources. This localized resource allocation optimizes processing efficiency for each region type and reduces overall frame latency.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system dynamically adjusts processing parameters such as tile buffer size, number of processing passes, and execution unit allocation based on the shading rate parameters of different frame regions. By changing these parameters according to actual needs, the system achieves better load balancing and reduces processing time without requiring uniform resource allocation across all regions.

Inventive Principle:
Principle #35Parameter changes

3Manufacturing precision

If all frame regions are processed at high shading rates, then rendering quality is maximized, but processing time and resource consumption increase significantly

Engineering Contradiction:
Improverendering qualityVSAvoidrender pass latency
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

Different shading rates are applied to different regions of the frame based on their visual importance and complexity. High-shading-rate processing is applied only to regions requiring high quality (such as regions with detailed geometry or important visual elements), while low-shading-rate processing is used for regions where quality can be reduced without significantly impacting overall rendering quality. This selective approach maintains quality where needed while reducing processing time overall.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS20250209717A1Graphics processing
Publication Date: 2025.06.26 ARM LTD
  • US20250209717A1 patent drawing
  • US20250209717A1 patent drawing
  • US20250209717A1 patent drawing

AI summary

The present disclosure relates to a method of operating a graphics processor to process a frame formed of a plurality of regions, the graphics processor comprising at least one execution unit with an associated storage element, the at least one execution unit is operable to process the plurality of regions according to a shading rate for each region to generate a processing output to the associated storage element, the method comprising: obtaining the shading rate for one or more of the plurality of regions; determining a respective processing output size for each of the one or more regions based on the shading rate for the one or more regions; forming the one or more regions into at least one variable processing unit based on the respective processing output size for each of the one or more regions and a capacity of the associated storage element; and assigning the at least one variable processing unit as a processing task to the at least one execution unit.