Graphics Pipeline Shader Resource Binding Optimization

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Solution Overview

Problem

The existing graphics pipeline technologies face inefficiencies in managing shader state and constant buffers, leading to redundant evaluations and device state modifications, which result in performance bottlenecks during the rendering of 3D graphics.

Innovation Solution

The proposed solution involves reconfiguring a dependency tree that tracks relationships between shader resources, scanning dependencies, and computing the cost of reconfiguration to minimize device reconfiguration, thereby optimizing the binding of resources to slots and reducing the need for redundant state changes.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If shader constants are set individually to the GPU, then each constant can be bound precisely, but the time spent setting state increases significantly

Engineering Contradiction:
Improveprecision of constant bindingVSAvoidtime spent setting state
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The patent combines multiple shader constants into constant buffers, which are then bound to the GPU as aggregated groups rather than individually. This merging approach maintains precise control over constant values while significantly reducing the number of binding operations required, thus resolving the contradiction between binding precision and state-setting time.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The patent performs preliminary organization of shader constants into constant buffers before rendering operations. By pre-aggregating constants that will be used together in the same shader program, the system prepares the data structure in advance, reducing the need for repeated binding operations during runtime and minimizing state-setting time.

Inventive Principle:
Principle #10Preliminary action

2Loss of time

If constant buffers are used to aggregate shader constants, then state setting time is reduced, but redundant device state modification may occur

Engineering Contradiction:
Improvetime spent setting stateVSAvoidredundant state modification
Core Design Contradiction:
Loss of timeVSLoss of energy

Solution Approach 1:

The patent implements a feedback mechanism that tracks the current state of constant buffers and compares it with the required state for upcoming shader programs. This feedback system identifies which constant buffers actually need to be updated versus those that are already in the correct state, allowing the system to avoid redundant device state modifications while maintaining the time efficiency benefits of constant buffer aggregation.

Inventive Principle:
Principle #23Feedback

3Adaptability or versatility

If shaders are switched frequently, then dynamic rendering is achieved, but the number of slot rebinding operations increases

Engineering Contradiction:
Improvedynamic rendering capabilityVSAvoidrendering efficiency
Core Design Contradiction:
Adaptability or versatilityVSProductivity

Solution Approach 1:

The patent creates constant buffers with universal design that can serve multiple shader programs. By organizing constants into buffers that are reusable across different shaders, the system reduces the need for frequent slot rebinding operations when switching between shaders, thus maintaining dynamic rendering capability while improving overall rendering efficiency.

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

Data Source

PatentUS8111260B2Fast reconfiguration of graphics pipeline state
Publication Date: 2012.02.07 MICROSOFT TECHNOLOGY LICENSING LLC
  • US8111260B2 patent drawing
  • US8111260B2 patent drawing
  • US8111260B2 patent drawing

AI summary

Techniques and technologies are provided for binding resources to particular slots associated with shaders in a graphics pipeline. Resource dependencies between resources being utilized by each shader can be determined, and, based on these resource dependencies, common resource/slot associations can be computed. Each common resource/slot association identifies a particular one of the resources to be associated with a particular one of the slots.