Offset Registers for Shader Instruction Fetching

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Solution Overview

Problem

Conventional GPU architectures face challenges in efficiently assembling complex graphics programs from multiple subprograms due to addressing scheme issues, leading to high processor overhead and read-modify-write hazards, which hinder the ability to handle increasingly complex 3-D scenes effectively.

Innovation Solution

The use of offset registers associated with instruction tables allows for the loading of shader instructions without explicit addresses, enabling efficient programming of graphics pipelines and reducing processor overhead by allowing instructions to be written directly into the instruction table at specified locations, facilitating the execution of indeterminate length shader programs.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If conventional GPU architectures use explicit addressing schemes to load shader instructions into instruction tables, then instructions can be precisely located, but processor overhead increases and read-modify-write hazards occur

Engineering Contradiction:
Improveinstruction location precisionVSAvoidprocessor overhead
Core Design Contradiction:
Measurement precisionVSProductivity

Solution Approach 1:

The patent extracts the addressing logic from the shader program instructions themselves and places it in the host system. The shader program no longer contains explicit addresses; instead, the host generates offset values that are used by the instruction table loading mechanism to place instructions at correct locations without requiring the shader to know addresses.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent introduces an intermediary mechanism (the offset register and host-generated offset values) between the shader program and the instruction table. This intermediary handles the address translation and placement, allowing the shader to write instructions without explicit addresses while still achieving precise location in the instruction table.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Adaptability or versatility

If multiple shader programs are assembled from subprograms using conventional addressing schemes, then complex graphics programs can be created, but device complexity and processor overhead increase

Engineering Contradiction:
Improveprogram assembly capabilityVSAvoidaddressing scheme complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent segments the addressing functionality from the shader program assembly process. Instead of having complex addressing schemes embedded in each shader program, the system divides the work: the host system handles offset generation and instruction table management, while individual shader programs focus only on generating their instructions without worrying about addresses or assembly logistics.

Inventive Principle:
Principle #1Segmentation

3Manufacturing precision

If shader instructions are loaded with explicit addresses into instruction tables, then instructions can be placed at specific locations, but read-modify-write hazards occur and performance decreases

Engineering Contradiction:
Improveinstruction placement accuracyVSAvoidread-modify-write hazard frequency
Core Design Contradiction:
Manufacturing precisionVSReliability

Solution Approach 1:

The patent performs preliminary action by having the host system generate all offset values before the shader programs execute. The instruction table is pre-configured with correct offsets, so when shader instructions are loaded, they are placed at the correct locations without requiring subsequent read-modify-write operations that could cause hazards.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS8411096B1Shader program instruction fetch
Publication Date: 2013.04.02 NVIDIA CORP
  • US8411096B1 patent drawing
  • US8411096B1 patent drawing
  • US8411096B1 patent drawing

AI summary

Embodiments for programming a graphics pipeline, and modules within the graphics pipeline, are detailed herein. Several of these embodiments utilize offset registers associated with the instruction tables for the modules within the pipeline. The offset register serves as a pointer to locations in the instruction table, which allows instructions to be written to be instruction table, without requiring that the shader programs have explicit addresses. One embodiment describes a method of programming a graphics pipeline. This method involves accessing the shader program stored in memory. A shader instruction is generated from this shader program, and loaded into an instruction table associated with a target module graphics pipeline. The shader instruction is loaded into the instruction table at the location indicated by an offset register.