Logical-to-Hardware Slot Mapping for GPU Shader Scheduling

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Solution Overview

Problem

As graphics processing units (GPUs) become more powerful with increasing numbers of shader cores, existing work distribution and scheduling techniques in graphics processors significantly affect performance and power consumption, necessitating improved methods for distributing graphics work across replicated processing elements.

Innovation Solution

The implementation of logical slot to distributed hardware slot mapping techniques, including primary control circuitry that assigns work from logical slots to distributed hardware slots using various distribution modes, software overrides, and affinity-based scheduling to optimize performance and reduce power consumption.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Power

If the number of shader cores is increased to enhance compute capabilities, then processing power is improved, but work distribution and scheduling complexity increases

Engineering Contradiction:
Improvecompute capabilitiesVSAvoidwork distribution and scheduling complexity
Core Design Contradiction:
PowerVSDevice complexity

Solution Approach 1:

The patent segments the work distribution system into multiple independent data masters (vertex data master, pixel data master, compute data master), each responsible for specific types of work. This segmentation allows each data master to independently manage and distribute work to shader cores without interfering with others, reducing the overall scheduling complexity while maintaining high compute capabilities across numerous shader cores.

Inventive Principle:
Principle #1Segmentation

2Productivity

If more replicated shader cores are used to process graphics work, then processing throughput is improved, but power consumption increases

Engineering Contradiction:
Improveprocessing throughputVSAvoidpower consumption
Core Design Contradiction:
ProductivityVSUse of energy by stationary object

Solution Approach 1:

The patent implements dynamic work distribution where data masters can adaptively assign work to different shader cores based on current system state, workload characteristics, and power conditions. This dynamic approach allows the system to process graphics work efficiently across multiple shader cores while optimizing power consumption by activating only the necessary number of cores and adjusting their operational intensity based on real-time requirements.

Inventive Principle:
Principle #15Dynamics

3Device complexity

If work distribution techniques are simplified for ease of implementation, then device complexity is reduced, but performance optimization capability deteriorates

Engineering Contradiction:
Improvework distribution complexityVSAvoidperformance
Core Design Contradiction:
Device complexityVSProductivity

Solution Approach 1:

The patent creates universal data master structures that can handle multiple types of graphics work (vertex processing, pixel processing, compute tasks) through a common interface and distribution mechanism. This multi-functional design simplifies the overall system architecture by eliminating the need for separate specialized distribution logic for each work type, while still achieving performance optimization through adaptive work assignment across shader cores.

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

Data Source

PatentEP4384975B1Logical slot to hardware slot mapping for graphics processors
Publication Date: 2025.09.17 APPLE INC
  • EP4384975B1 patent drawingFigure 1A~1B
  • EP4384975B1 patent drawingFigure 2
  • EP4384975B1 patent drawingFigure 3

AI summary

Disclosed techniques relate to work distribution in graphics processors. In some embodiments, an apparatus includes circuitry that implements a plurality of logical slots and a set of graphics processor sub-units that each implement multiple distributed hardware slots. The circuitry may determine different distribution rules for first and second sets of graphics work and map logical slots to distributed hardware slots based on the distribution rules. In various embodiments, disclosed techniques may advantageously distribute work efficiently across distributed shader processors for graphics kicks of various sizes.