Shader Register Forwarding for Reduced Bandwidth

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Solution Overview

Problem

Existing shader engine architectures face challenges in fabricating a shader register file accessible by multiple processing stations, testing for design flaws, and verifying operation, particularly due to complexity and the need for storing intermediate results.

Innovation Solution

A new shader engine architecture with multiple texture or shader processing stations where results from one station can directly feed into another without going through a shader register file, and a shader register file accessible only by a subset of stations for storing intermediate and final results.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If a shader register file is made accessible by multiple processing stations, then data sharing and processing capability are improved, but device complexity and difficulty of fabrication increase

Engineering Contradiction:
Improveprocessing capabilityVSAvoiddevice complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The shader engine is divided into multiple independent processing stations (first processing station, second processing station, etc.), each capable of independent operation. This segmentation allows multiple stations to access the register file simultaneously without requiring a complex centralized control structure, as each station has its own control logic for register access.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The shader register file serves multiple functions: it stores intermediate results from any processing station, provides input data to any processing station, and enables simultaneous read/write operations by multiple stations. This multi-functionality is achieved through a universal interface design that handles various access patterns without requiring separate specialized structures.

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Adaptability or versatility

If intermediate results are stored in a shader register file accessible by multiple stations, then processing flexibility is improved, but testing for design flaws and verification difficulty increase

Engineering Contradiction:
Improveprocessing flexibilityVSAvoidtesting difficulty
Core Design Contradiction:
Adaptability or versatilityVSDifficulty of detecting and measuring

Solution Approach 1:

By segmenting the shader engine into independent processing stations with clearly defined interfaces to the register file, the system becomes more testable. Each station can be tested independently for its register access logic, and the register file can be tested as a separate component, simplifying verification compared to a tightly coupled monolithic design.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The shader register file acts as an intermediary buffer between processing stations, decoupling their operations. This allows intermediate results to be stored and retrieved without direct station-to-station dependencies, making it easier to verify that each station correctly interfaces with the register file independently of other stations' behavior.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Productivity

If results from one processing station are directly fed into another without going through a shader register file, then performance is improved, but the need for intermediate result storage increases

Engineering Contradiction:
ImproveperformanceVSAvoidintermediate result storage
Core Design Contradiction:
ProductivityVSQuantity of substance

Solution Approach 1:

The architecture enables continuous data flow between processing stations through direct forwarding paths, eliminating idle wait states that would occur if all data must be written to and read from the register file. This continuous action maintains high performance while the register file serves as optional intermediate storage when needed by the shader program.

Inventive Principle:
Principle #20Continuity of useful action

Solution Approach 2:

The system dynamically chooses between two data flow modes: direct forwarding (bypassing the register file) for performance-critical paths, and register file storage for cases requiring intermediate result preservation or random access. This dynamic adaptability allows the system to optimize for performance when possible while maintaining the flexibility to store intermediates when required.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS7623132B1Programmable shader having register forwarding for reduced register-file bandwidth consumption
Publication Date: 2009.11.24 NVIDIA CORP
  • US7623132B1 patent drawing
  • US7623132B1 patent drawing
  • US7623132B1 patent drawing

AI summary

A method and apparatus of operating a shader having multiple texture or shader processing stations. That method includes feeding the output of a texture or shader processing station directly into the input of another texture or shader processing station. Further, only a subset of the processing stations has access to a shader register file.