Scalable Shader Architecture With Dynamic Pipeline Control

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Solution Overview

Problem

Existing shader architectures are unable to meet the increasing demands for performance and scalability in graphics processing, and they often result in significant GPU chip rejections due to shader defects, as they lack the ability to dynamically adjust performance and disable defective components.

Innovation Solution

A scalable shader architecture with multiple programmable pipelines that can be independently programmed and disabled, featuring a shader distributor for balanced workload distribution, a shader collector for organizing outputs, and a shader instruction processor for task programming, along with a gatekeeper for controlling data processing, allowing for flexible performance adjustment and reduced chip rejections.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If a single shader pipeline is used, then device complexity is reduced, but performance and scalability are insufficient

Engineering Contradiction:
Improvegraphics processing performanceVSAvoidshader architecture complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The shader architecture is divided into multiple independent shader pipelines (e.g., 4 pipelines), each capable of processing different pixel data simultaneously. This segmentation enables parallel processing to improve graphics processing performance while maintaining manageable complexity through modular design.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Each shader pipeline is designed with identical functional capabilities, allowing any pipeline to handle any type of shader processing task. This universality enables flexible resource allocation and load balancing across pipelines, improving overall system performance without requiring complex specialized designs.

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

2Reliability

If shader pipelines are fixed, then manufacturing is simpler, but chip rejections due to defects are significant

Engineering Contradiction:
Improvechip functionality despite defectsVSAvoidshader architecture flexibility
Core Design Contradiction:
ReliabilityVSEase of manufacture

Solution Approach 1:

The shader architecture incorporates dynamic enable/disable control for each shader pipeline through individual enable bits in the shader control register. This allows the system to adapt its functionality based on which pipelines are defect-free, improving chip reliability by excluding defective pipelines while maintaining manufacturing simplicity through a standardized design.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The architecture uses configurable parameters (enable bits for each pipeline) to change the operational state of shader pipelines. This allows manufacturing flexibility where chips with different numbers of functional pipelines can be activated accordingly, reducing chip rejections while maintaining a simple fixed manufacturing process.

Inventive Principle:
Principle #35Parameter changes

3Productivity

If performance is increased by adding more pipelines, then graphics processing capability improves, but device complexity increases

Engineering Contradiction:
Improveshader processing throughputVSAvoidnumber of shader components
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The high-performance shader architecture is segmented into multiple identical pipeline units that can be scaled independently. By dividing the processing workload across these segments, the system achieves high throughput without proportionally increasing overall system complexity, as each segment follows the same modular design pattern.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

All shader pipelines are designed to be homogeneous with identical functional capabilities and control mechanisms. This homogeneity simplifies the overall system architecture by repeating a proven design unit, reducing the complexity that would arise from designing and managing heterogeneous pipeline components with different functions.

Inventive Principle:
Principle #33Homogeneity

4Reliability

If defective pipelines cannot be disabled, then the architecture is simpler, but overall system functionality is compromised

Engineering Contradiction:
Improvesystem functionality with defectsVSAvoidpipeline control mechanism
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

Each shader pipeline is equipped with a dynamic enable/disable control mechanism through individual enable bits. This allows the system to dynamically adjust which pipelines are active based on their functional status, improving reliability by excluding defective pipelines while adding minimal control complexity through simple bitwise control.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS7385607B2Scalable shader architecture
Publication Date: 2008.06.10 NVIDIA CORP
  • US7385607B2 patent drawing
  • US7385607B2 patent drawing
  • US7385607B2 patent drawing

AI summary

A scalable shader architecture is disclosed. In accord with that architecture, a shader includes multiple shader pipelines, each of which can perform processing operations on rasterized pixel data. Shader pipelines can be functionally removed as required, thus preventing a defective shader pipeline from causing a chip rejection. The shader includes a shader distributor that processes rasterized pixel data and then selectively distributes the processed rasterized pixel data to the various shader pipelines, beneficially in a manner that balances workloads. A shader collector formats the outputs of the various shader pipelines into proper order to form shaded pixel data. A shader instruction processor (scheduler) programs the individual shader pipelines to perform their intended tasks. Each shader pipeline has a shader gatekeeper that interacts with the shader distributor and with the shader instruction processor such that pixel data that passes through the shader pipelines is controlled and processed as required.