Shader Pipeline Instruction Patching for GPU Scheduling
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
The scheduling process in graphics processing units (GPUs) is inflexible and prone to errors, limiting the ability to modify or repair high-level instructions, which affects performance in the shader pipeline.
Innovation Solution
A method and system for patching instructions in a shader pipeline that allows for the repair, modification, and introduction of new high-level instructions by using a multistage scheduling process with patchable ROM lookup tables, enabling the transformation of high-level instructions into very long instruction words (VLIWs) for execution.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Speed
If the scheduling process uses hard-coded high-level instructions, then the processing speed is improved, but the flexibility and ease of repair are worsened
Solution Approach 1:
The patent segments the scheduling process into multiple stages: a first stage that executes hard-coded high-level instructions for speed, and a second stage that provides patching capabilities for repair and modification. This segmentation allows the system to maintain high processing speed while introducing flexibility and ease of repair through the patching mechanism.
Solution Approach 2:
The patent implements preliminary action by pre-compiling high-level instructions into hard-coded form for fast execution, while simultaneously preparing patching mechanisms in advance. This allows the system to execute instructions at high speed while maintaining the capability to repair or modify instructions when needed, resolving the contradiction between speed and ease of repair.
2Speed
If the scheduling process uses hard-coded high-level instructions, then the processing speed is improved, but the adaptability is worsened
Solution Approach 1:
The scheduling process is divided into a first stage with hard-coded instructions for speed and a second stage with patching capabilities for adaptability. This segmentation enables the system to achieve both high processing speed and adaptability by combining the strengths of both approaches.
Solution Approach 2:
The patent introduces dynamics by allowing the hard-coded scheduling process to be dynamically patched and modified. The patching mechanism enables the system to adapt to changing requirements while maintaining the high-speed execution of the core scheduling logic, thus resolving the contradiction between speed and adaptability.
3Ease of repair
If the scheduling process is made patchable, then the ease of repair is improved, but the device complexity is worsened
Solution Approach 1:
The patent segments the scheduling process into distinct stages, with the patching functionality confined to specific stages. This segmentation allows ease of repair to be improved without unnecessarily complicating the entire device, as the patching mechanism is integrated only where needed rather than throughout the entire system.
4Adaptability or versatility
If the scheduling process is made patchable, then the adaptability is improved, but the device complexity is worsened
Solution Approach 1:
The scheduling process is segmented into stages, with patching capabilities implemented in a controlled manner in specific stages. This segmentation enables adaptability to be improved while minimizing the increase in device complexity by limiting the patching mechanism to where it is most beneficial.
Solution Approach 2:
The patent introduces dynamics by enabling the scheduling process to be patched and modified, thereby improving adaptability. The dynamic patching capability is integrated in a way that enhances versatility without proportionally increasing device complexity, as the patching mechanism builds upon the existing hard-coded structure rather than replacing it entirely.
Data Source
AI summary
A method and system for patching instructions in a 3-D graphics pipeline. Specifically, in one embodiment, instructions to be executed within a scheduling process for a shader pipeline of the 3-D graphics pipeline are patchable. A scheduler includes a decode table, an expansion table, and a resource table that are each patchable. The decode table translates high level instructions to an appropriate microcode sequence. The patchable expansion table expands a high level instruction to a program of microcode if the high level instruction is complex. The resource table assigns the units for executing the microcode. Addresses within each of the tables can be patched to modify existing instructions and create new instructions. That is, contents in each address in the tables that are tagged can be replaced with a patch value of a corresponding register.


