Run-time Shader Program Optimization via Instruction Segmentation

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Solution Overview

Problem

Modern graphics processing units face inefficiencies due to the high frequency execution of vertex and fragment shader programs, which require optimized execution to maintain high rendering rates without employing conditional instructions that are time-consuming at high execution rates.

Innovation Solution

A method to generate optimized shader programs at run-time by identifying and compiling only the necessary instructions based on a designated graphics effect, using a unique identifier to isolate and select required instructions, and storing them for reuse, thereby avoiding the use of conditional statements and reducing unnecessary computations.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If shader programs use conditional instructions for potentially unused instructions, then the shader can handle multiple graphics effects, but the execution time increases significantly at high rendering rates

Engineering Contradiction:
Improvegraphics effect handling capabilityVSAvoidshader execution time
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The shader program is segmented into multiple instruction groups, where each group corresponds to a specific graphics effect or set of effects. A unique identifier indicates which instruction group should be executed, eliminating the need for conditional statements to determine which effect to apply. This segmentation allows the shader to handle multiple graphics effects while maintaining fast execution by directly jumping to the appropriate instruction group based on the unique identifier.

Inventive Principle:
Principle #1Segmentation

2Productivity

If hand-tailored shaders are developed for complex operations, then optimization performance improves, but the development complexity and time increase

Engineering Contradiction:
Improverendering performanceVSAvoidshader development complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

Instruction groups are pre-configured and stored in memory, with each group containing optimized instructions for specific graphics effects. The system performs preliminary organization of shader instructions into effect-specific groups, eliminating the need for complex hand-tailored shader development for each operation. At runtime, the appropriate pre-configured instruction group is selected based on the unique identifier, providing optimized rendering performance without the development complexity.

Inventive Principle:
Principle #10Preliminary action

3Adaptability or versatility

If general purpose shader programs are used, then they can handle various graphics operations, but they execute slower at high rendering rates due to unnecessary instructions

Engineering Contradiction:
Improvegraphics operation coverageVSAvoidrendering speed
Core Design Contradiction:
Adaptability or versatilityVSProductivity

Solution Approach 1:

The system extracts only the necessary instructions for the currently needed graphics effect from the general purpose shader program. By using a unique identifier to select specific instruction groups, the system removes unnecessary instructions that would otherwise be executed in general purpose shaders. This extraction maintains the ability to handle various graphics operations while significantly improving rendering speed by eliminating computational overhead from unused instructions.

Inventive Principle:
Principle #2Taking out (Extraction)

Data Source

PatentUS10115230B2Run-time optimized shader programs
Publication Date: 2018.10.30 APPLE INC
  • US10115230B2 patent drawing
  • US10115230B2 patent drawing
  • US10115230B2 patent drawing

AI summary

Systems, methods, and computer readable media for generating optimized shader programs (e.g., vertex and fragment) at run-time are described. In general, techniques are disclosed for determining when an executing graphics program (a “client”) issues a command that, to be carried out, would require a significant change in the currently executing shader program (a “shader”). When this is detected, the client's specified change may be used to identify a minimal set of shader instructions that can provide the client's designated effect. The instructions so identified, may be used to generate a shader optimized for that effect.