Hardware Texture Sampling Unit for Pipeline Stall Reduction

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Solution Overview

Problem

Texture sampling operations in computer systems are inefficient, leading to processor pipeline stalls and increased execution cycles, which are costly and can be masked only partially by replicating hardware threads, but at a high expense.

Innovation Solution

Incorporating a hardware texture sampling unit within a processor to delegate texture sampling computations, allowing the processor to continue executing other software threads independently while the texture sampling is performed, thereby reducing stalls and improving efficiency.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If texture sampling is performed using software interpolation, then the processor can handle texture sampling operations, but the processor pipeline stalls and execution cycles are consumed

Engineering Contradiction:
Improvetexture sampling throughputVSAvoidexecution cycle stall
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The texture sampling function is extracted from the general-purpose processor and implemented as a dedicated hardware texture sampling unit. This separates the texture sampling operation from the main processor pipeline, allowing the processor to continue executing other instructions while texture sampling is performed in parallel by the dedicated hardware unit, thereby eliminating pipeline stalls.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

A hardware texture sampling unit is introduced as an intermediary component between the processor and texture memory. This intermediary handles the computationally intensive interpolation operations in hardware, acting as a buffer that prevents the processor from stalling while maintaining accurate texture sampling results.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Productivity

If more hardware threads are included to mask the stall, then other software threads can be executed, but the cost of replicating hardware threads becomes expensive

Engineering Contradiction:
Improveparallel thread executionVSAvoidhardware thread replication cost
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

Instead of replicating entire hardware threads to mask stalls, the patent extracts only the specific texture sampling function into dedicated hardware. This selective extraction provides parallel execution capability for texture sampling without the full cost of replicating entire processor threads, reducing hardware complexity while maintaining productivity.

Inventive Principle:
Principle #2Taking out (Extraction)

3Measurement precision

If interpolation is performed to determine texture color, then accurate texture sampling is achieved, but a large number of execution cycles are consumed

Engineering Contradiction:
Improvetexture color accuracyVSAvoidinterpolation execution cycles
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The software-based interpolation mechanism is replaced with a hardware-based texture sampling unit that performs the same interpolation function. This substitution maintains the accuracy of texture color determination while executing the interpolation operation in hardware, significantly reducing the execution cycles required compared to software implementation.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Data Source

PatentUS8933946B2Mechanism for effectively handling texture sampling
Publication Date: 2015.01.13 INTEL CORP
  • US8933946B2 patent drawing
  • US8933946B2 patent drawing
  • US8933946B2 patent drawing

AI summary

A method and apparatus for efficiently handling texture sampling is described herein. A compiler or other software is capable of breaking a texture sampling operation for a pixel into a pre-fetch operation and a use operation. A processing element, in response to executing the pre-fetch operation, delegates computation of the texture sample of the pixel to a hardware texture sample unit. In parallel to the hardware texture sample unit performing a texture sample for the pixel and providing the result, i.e. a textured pixel (texel), to a destination address, the processing element is capable of executing other independent code. After an amount of time, the processing element executes the use operation, such as a load operation to load the texel from the destination address.