Sparse Texture Residency Map for GPU Memory Optimization
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Solution Overview
Problem
The increasing demand for faster graphics rendering with large textures exceeds the practical capacities of system memories, leading to slow texture operations and diminished presentation performance due to significant memory loading times and interference.
Innovation Solution
The implementation of a sparse texture residency translation map that allows for efficient texture processing by determining the finest Level of Detail (LOD) for texture lookup operations, using a PROBE instruction to track tiles and maintain a usage feedback map, and utilizing the finest LOD as a minimum clamp during texture lookup, thereby minimizing page faults and optimizing memory usage.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If large textures are loaded into system memory, then texture quality and resolution are improved, but memory capacity and loading time are exceeded
Solution Approach 1:
The texture is divided into multiple level-of-detail (LOD) versions and stored in a hierarchical structure. Only the necessary portion (finest LOD) is loaded into memory based on the probe process results, rather than loading the entire high-resolution texture.
Solution Approach 2:
The probe process is performed in advance to determine the finest LOD that contains the required texels before the actual texture lookup operation. This preliminary action ensures that only the necessary texture data is loaded into memory, avoiding unnecessary memory usage.
2Measurement precision
If large textures are loaded into system memory, then texture completeness is improved, but loading time and presentation performance deteriorate
Solution Approach 1:
The probe process determines the required finest LOD in advance, allowing the system to load only the necessary texture data into memory before the presentation operation, thereby minimizing loading time while ensuring completeness.
Solution Approach 2:
The system dynamically changes the LOD parameter based on the probe process results, loading only the appropriate level of detail into memory. This parameter adjustment optimizes the balance between texture completeness and loading time.
3Speed
If all texture tiles are kept resident in memory, then texture access speed is improved, but memory usage and system efficiency deteriorate
Solution Approach 1:
Instead of uniformly loading all texture tiles, the system selectively loads only the local region (finest LOD) that contains the required texels for the current operation, as determined by the probe process. This local quality approach optimizes memory usage while maintaining access speed for necessary data.
Solution Approach 2:
The probe process automatically determines the appropriate finest LOD and minimum clamp value, enabling the texture system to self-manage memory allocation without external intervention, thereby optimizing the balance between access speed and memory usage.
4Quantity of substance
If minimum LOD clamp is applied during texture lookup, then memory usage is reduced, but texture operation complexity increases
Solution Approach 1:
The probe process acts as an intermediary step between the texture coordinate input and the texture lookup operation. It determines the minimum LOD clamp value that will be applied during the lookup, simplifying the overall process by automating the parameter calculation.
Solution Approach 2:
The system automatically calculates and applies the minimum LOD clamp value based on the probe process results, eliminating the need for manual intervention or complex external control logic, thereby managing the complexity internally while reducing memory usage.
Data Source
AI summary
Systems and methods for texture processing are presented. In one embodiment a texture method includes creating a sparse texture residency translation map; performing a probe process utilizing the sparse texture residency translation map information to return a finest LOD that contains the texels for a texture lookup operation; and performing the texture lookup operation utilizing the finest LOD. In one exemplary implementation, the finest LOD is utilized as a minimum LOD clamp during the texture lookup operation. A finest LOD number indicates a minimum resident LOD and a sparse texture residency translation map includes one finest LOD number per tile of a sparse texture. The sparse texture residency translation can indicate a minimum resident LOD.


