Shader Compiler Texture Fetch Optimization

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Solution Overview

Problem

Conventional graphics processors experience performance limitations due to unnecessary texture fetches, which consume bandwidth and resources, especially when processing partially covered pixel groups, leading to inefficient graphics processing and increased power consumption.

Innovation Solution

Performing data-flow analysis of shader programs to identify necessary texture fetches and enabling or disabling fetches for uncovered pixels based on filtering modes, thereby optimizing texture data fetching and reducing unnecessary operations.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If texture fetches are performed for all pixels in a pixel group, then complete texture data is available for processing, but unnecessary fetches for uncovered pixels increase bandwidth usage and reduce processing performance

Engineering Contradiction:
Improvegraphics processing performanceVSAvoidpower consumption
Core Design Contradiction:
ProductivityVSLoss of energy

Solution Approach 1:

The patent extracts and identifies only the necessary texture fetches by performing data-flow analysis on the shader program. It separates covered pixels requiring texture data from uncovered pixels that do not, enabling selective fetching that eliminates unnecessary operations and reduces power consumption.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

Instead of performing complete texture fetches for all pixels in a pixel group, the patent applies partial action by fetching texture data only for the subset of covered pixels that actually require it. This partial fetching approach avoids the excessive action of fetching data for uncovered pixels that will not be processed.

Inventive Principle:
Principle #16Partial or excessive action

2Reliability

If texture data is fetched for uncovered pixels, then all possible texture data is available, but bandwidth between graphics memory device and processor is wasted

Engineering Contradiction:
Improvetexture data availabilityVSAvoidbandwidth usage
Core Design Contradiction:
ReliabilityVSQuantity of substance

Solution Approach 1:

The patent extracts precise information about which pixels are covered and which texture fetches are necessary. By taking out only the essential fetch operations and eliminating redundant ones for uncovered pixels, it maintains necessary data availability while significantly reducing bandwidth consumption.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent changes the parameter of texture fetch execution by conditionally enabling or disabling fetches based on pixel coverage status. This parameter change allows the system to adapt bandwidth usage dynamically, fetching data only when and where it is actually needed rather than uniformly for all pixels.

Inventive Principle:
Principle #35Parameter changes

3Productivity

If data-flow analysis is performed to identify necessary texture fetches, then unnecessary fetches are eliminated, but additional processing steps are required

Engineering Contradiction:
Improveprocessing efficiencyVSAvoidshader program analysis complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent performs data-flow analysis as a preliminary action during shader program compilation or configuration, before actual rendering occurs. This advance analysis identifies which texture fetches are necessary, allowing the system to optimize subsequent rendering operations without adding complexity during the time-critical rendering phase.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS7466318B1Avoiding unnecessary uncovered texture fetches
Publication Date: 2008.12.16 NVIDIA CORP
  • US7466318B1 patent drawing
  • US7466318B1 patent drawing
  • US7466318B1 patent drawing

AI summary

Systems and methods for avoiding unnecessary uncovered texture fetches may improve texture mapping performance. A shader program compiler performs data-flow analysis to determine if texture fetches may be required for pixels that are not covered by a graphics primitive fragment. A graphics driver then determines which texture maps do not require texels for uncovered neighbor pixels, dependent on texture filter mode information, thereby avoiding unnecessary uncovered texture fetches.