Shader Program Subdivision for Texture Cache Efficiency

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Solution Overview

Problem

Current shader program architectures face challenges in efficiently utilizing the texture cache due to high memory bandwidth requirements and constraints on instruction execution, leading to performance stalls and increased cache misses, as they either restrict execution too much or allow unordered execution, resulting in inefficient cache usage.

Innovation Solution

The method involves subdividing the shader program into phases with embedded phase identifiers to constrain texture cache access operations, allowing math operations to execute freely while ensuring that texture fetches in one phase complete before proceeding to the next phase, thereby optimizing cache locality and reducing conflicts between threads.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If texture cache access operations are constrained to execute in a very ordered pattern, then cache efficiency is improved with relatively few cache misses, but overall system performance suffers due to execution stalls

Engineering Contradiction:
Improvecache efficiencyVSAvoidsystem performance
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The shader program is divided into multiple phases, where each phase contains a specific set of instructions. The execution control logic enforces that texture fetch operations in phase N must complete before texture fetch operations in phase N+1 can execute. This segmentation allows the system to maintain ordered cache access patterns for efficiency while enabling parallel execution of independent math operations across different phases, thereby resolving the contradiction between cache efficiency and system performance.

Inventive Principle:
Principle #1Segmentation

2Productivity

If instructions are allowed to execute in a random order without constraints, then processing efficiency is improved by reducing execution stalls, but cache efficiency deteriorates due to increased cache misses and texture cache fighting

Engineering Contradiction:
Improveprocessing efficiencyVSAvoidcache efficiency
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

By segmenting the shader program into phases with explicit phase boundaries, the execution control logic can enforce cache-friendly execution patterns. The phase-based constraint ensures that texture fetches are grouped together and completed before subsequent phases begin, preventing cache conflicts while still allowing math operations to execute in parallel when independent, thus achieving both cache efficiency and processing efficiency.

Inventive Principle:
Principle #1Segmentation

3Productivity

If math operations are allowed to execute while waiting for texture fetch completion, then system performance is improved by reducing stalls, but cache efficiency deteriorates due to increased cache misses

Engineering Contradiction:
Improvesystem performanceVSAvoidcache efficiency
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The phase-based segmentation allows math operations to execute in parallel during texture fetch operations in the same phase, improving performance. However, the constraint prevents texture fetch operations from different phases from executing simultaneously, maintaining cache efficiency. This selective parallelism resolves the contradiction by allowing only non-conflicting operations to execute concurrently.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS7542043B1Subdividing a shader program
Publication Date: 2009.06.02 NVIDIA CORP
  • US7542043B1 patent drawing
  • US7542043B1 patent drawing
  • US7542043B1 patent drawing

AI summary

Methods and apparatus for subdividing a shader program into regions or “phases” of instructions identifiable by phase identifiers (IDs) inserted into the shader program are provided. The phase IDs may be used to constrain execution of the shader program to prohibit texture fetches in later phases from being executed before a texture fetch in a current phase has completed. Other operations (e.g., math operations) within the current phase, however, may be allowed to execute while waiting for the current phase texture fetch to complete.