Partial Texture Load Instructions for Shader Utilization

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Solution Overview

Problem

Existing graphics processor shaders face performance issues when reading large textures from memory, as it requires multiple passes, leaving other shader circuits underutilized during this process.

Innovation Solution

Implementing partial texture load instructions that allow multiple instructions to be executed simultaneously by dividing the texture into portions and reordering instructions to ensure other tasks are performed while waiting for texture retrieval to complete.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If a single instruction is used to read a large texture from memory, then the texture can be read completely, but it requires multiple shader passes which reduces circuit utilization and performance

Engineering Contradiction:
Improvecomplete texture readVSAvoidshader circuit utilization
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The patent divides a large texture read operation into multiple smaller partial texture load instructions. Each instruction loads a portion of the texture (e.g., 256 bytes at a time) rather than attempting to load the entire texture in one operation. This segmentation allows the shader circuits to perform other instructions between texture loads, improving overall circuit utilization while still completing the full texture read eventually.

Inventive Principle:
Principle #1Segmentation

2Reliability

If multiple shader passes are used to read a texture, then the complete texture can be loaded, but other shader circuits remain underutilized during the loading process

Engineering Contradiction:
Improvetexture loading completenessVSAvoidtime circuits are idle
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The patent enables continuous useful action by allowing the shader circuits to execute other instructions during the intervals between partial texture loads. Instead of idle cycles waiting for texture data, the circuits continuously perform useful work with other instructions, eliminating wasted time while the texture loading progresses through multiple passes.

Inventive Principle:
Principle #20Continuity of useful action

Solution Approach 2:

The patent allows instructions that do not depend on the texture data to be executed in advance or in parallel before the texture load completes. By reordering and scheduling instructions strategically, the system performs preliminary useful actions during the texture loading process, maximizing resource utilization.

Inventive Principle:
Principle #10Preliminary action

3Ease of operation

If instructions are executed sequentially while waiting for texture data, then simplicity is maintained, but performance is reduced due to idle circuit time

Engineering Contradiction:
Improveinstruction execution simplicityVSAvoidcircuit utilization during texture load
Core Design Contradiction:
Ease of operationVSProductivity

Solution Approach 1:

The patent introduces dynamic instruction scheduling and reordering capabilities that adapt based on texture load status. The system dynamically determines which instructions can be executed during texture load intervals and adjusts the execution sequence accordingly, maintaining operational simplicity for the programmer while achieving high circuit utilization through automated dynamic optimization.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS7609272B1Partial texture loads
Publication Date: 2009.10.27 NVIDIA CORP
  • US7609272B1 patent drawing
  • US7609272B1 patent drawing
  • US7609272B1 patent drawing

AI summary

Circuits, methods, and apparatus that provide for partial texture load instructions. Instead of one instruction that may take several shader passes to complete, several instructions are issued, where each instruction is an instruction to retrieve a part or portion of a texture. While each instruction is performed, the other shader circuits can perform other instructions, thus increasing the utilization of the shader circuits when large textures are read from memory. Since several shader passes may be required to read a texture, if a particular instruction needs the texture, one exemplary embodiment reorders instructions such that other instructions are performed before the particular instruction that needs the texture.