Shader Preamble Segmentation for HLSQ and SP Execution

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Solution Overview

Problem

Existing graphics processing technologies face inefficiencies in processing shader preambles, leading to increased processing time and redundant execution due to the inability to effectively utilize the high-level sequencer (HLSQ) and set streaming processor (SP) for certain instructions.

Innovation Solution

The proposed solution involves efficiently assigning shader preambles capable of being quickly processed at the HLSQ and those that cannot be processed at the SP to their respective components, optimizing processing paths and reducing redundant execution.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If shader preambles are executed using a single processing path, then the system is simpler to manage, but processing time increases and efficiency decreases

Engineering Contradiction:
Improveshader preamble processing speedVSAvoidprocessing path complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The shader preamble execution is segmented into multiple paths: a fast path for preambles that can be executed by the HLSQ and a slow path for those requiring SP execution. This segmentation allows the system to optimize for speed when possible while maintaining the capability to handle all cases, thereby improving productivity without requiring all processing paths to be complex.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system dynamically selects the appropriate execution path based on the characteristics of each shader preamble. The divider component analyzes the preamble and routes it to either the HLSQ or SP, allowing the processing path to adapt dynamically to the specific requirements of each task, optimizing overall processing efficiency.

Inventive Principle:
Principle #15Dynamics

2Loss of time

If all shader preambles are processed by the SP, then processing accuracy is maintained, but processing time increases and redundant execution occurs

Engineering Contradiction:
Improveshader preamble processing timeVSAvoidprocessing correctness
Core Design Contradiction:
Loss of timeVSReliability

Solution Approach 1:

The processing responsibility is segmented between the HLSQ and SP based on capability. The HLSQ handles preambles it can execute correctly, while the SP handles those requiring its specific capabilities. This segmentation reduces the time loss by allowing concurrent processing and eliminating redundant SP execution for preambles the HLSQ can handle.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The divider acts as an intermediary that analyzes shader preambles and routes them to the appropriate processor. This intermediary ensures that processing correctness is maintained by directing preambles to the suitable executor, while simultaneously optimizing processing time by avoiding unnecessary SP execution.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Productivity

If the HLSQ executes all shader preambles, then processing speed increases, but processing capability is insufficient for certain instructions

Engineering Contradiction:
Improveprocessing throughputVSAvoidinstruction compatibility
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The system segments the instruction set into those the HLSQ can execute and those requiring the SP. This segmentation allows the HLSQ to process compatible instructions at high speed while the SP handles incompatible instructions, maintaining overall adaptability while maximizing throughput for compatible operations.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system dynamically adapts the processing path based on instruction compatibility. When the HLSQ encounters an incompatible instruction, it can transfer execution to the SP, allowing the system to maintain versatility while optimizing for speed when the HLSQ is capable.

Inventive Principle:
Principle #15Dynamics

4Productivity

If shader preambles are not divided into sections, then the system architecture is simpler, but processing efficiency and resource utilization decrease

Engineering Contradiction:
Improveprocessing efficiencyVSAvoidpreamble division complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The shader preamble is segmented into sections that can be independently processed by different components. The divider component creates this segmentation based on the preamble's characteristics, enabling efficient parallel processing and resource utilization while keeping the division logic relatively simple and rule-based.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS20260065408A1Flexible preamble execution in graphics processing
Publication Date: 2026.03.05 QUALCOMM INC
  • US20260065408A1 patent drawing
  • US20260065408A1 patent drawing
  • US20260065408A1 patent drawing

AI summary

Aspects presented herein relate to methods and devices for graphics processing including an apparatus, e.g., a GPU. The apparatus may obtain an indication of set of draw calls, wherein each of the set of draw calls includes a shader preamble. The apparatus may also obtain an indication of a division of each shader preamble for each of the set of draw calls into a plurality of shader preamble sections. Further, the apparatus may execute, based on the division of each shader preamble, each of the plurality of shader preamble sections for each of the set of draw calls.