Dynamic Shader Register Allocation for GPU Parallelism

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Solution Overview

Problem

Current GPU architectures face inefficiencies in register allocation, leading to reduced parallel processing of shaders due to the trade-off between scene complexity and shader complexity, which affects rendering performance.

Innovation Solution

Implementing a dynamic register allocation system that allows for varying complexity within a single shader, allocating memory registers based on the complexity of shader paths or instances, enabling efficient execution of both simple and complex shaders by optimizing register usage.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If a fixed number of registers are allocated to each shader, then register allocation is simple and deterministic, but the number of shaders that can be processed in parallel is limited by the worst-case complexity

Engineering Contradiction:
Improvenumber of shaders processed in parallelVSAvoidregister allocation complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent implements dynamic register allocation where the number of registers allocated to each shader instance is adjusted based on its actual complexity requirements. The system monitors shader execution patterns and reallocates registers dynamically, allowing simple shaders to use fewer registers while complex shaders receive more, thereby increasing the total number of parallel shaders without requiring a complete redesign of the register allocation mechanism

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes the register allocation parameter from a fixed value to a variable that depends on shader complexity metrics. By introducing parameters such as shader instruction count, memory access patterns, and computational intensity as factors in register allocation decisions, the system optimizes the balance between register availability and shader performance

Inventive Principle:
Principle #35Parameter changes

2Reliability

If more registers are allocated to support complex shaders, then complex shader performance is improved, but fewer shaders can be executed in parallel

Engineering Contradiction:
Improvecomplex shader execution qualityVSAvoidparallel shader processing capacity
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The patent applies local quality by allocating different numbers of registers to different shader instances based on their individual complexity requirements. Instead of uniformly allocating registers to all shaders, the system analyzes each shader's specific needs and provides localized register allocation, ensuring that complex shaders receive sufficient resources while simple shaders use minimal registers, thus maximizing overall parallel processing capacity

Inventive Principle:
Principle #3Local quality

3Productivity

If register allocation is optimized for simple shaders, then parallel processing capacity increases, but complex shader performance deteriorates

Engineering Contradiction:
Improveparallel shader processing capacityVSAvoidcomplex shader execution quality
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The system dynamically adjusts register allocation based on real-time shader complexity assessment. When complex shaders are detected, the system reallocates registers from less demanding shaders to ensure adequate resources for complex computations, while maintaining high parallel processing capacity through efficient resource management and adaptive scheduling

Inventive Principle:
Principle #15Dynamics

Data Source

PatentEP2289050B1Shader interfaces
Publication Date: 2019.12.04 MICROSOFT TECHNOLOGY LICENSING LLC
  • EP2289050B1 patent drawingFigure 1
  • EP2289050B1 patent drawingFigure 2
  • EP2289050B1 patent drawingFigure 3

AI summary

Allocation of memory registers for shaders by a processor is described herein. For each shader, registers are allocated based on the shader's level of complexity. Simpler shader instances are restricted to a smaller number of memory registers. More complex shader instances are allotted more registers. To do so, developers' high level shading level (HLSL) language includes template classes of shaders that can later be replaced by complex or simple versions of the shader. The HLSL is converted to bytecode that can be used to rasterize pixels on a computing device.