Static Shader Compilation for GPU Color Transform Latency
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Solution Overview
Problem
Existing systems face performance bottlenecks due to the time-consuming process of compiling shaders and setting up pipeline states on GPUs for color transforms, especially when handling high dynamic range (HDR) content, leading to delays in user interactions and inefficient resource utilization.
Innovation Solution
Compiling static shaders during initialization, which are designed to represent a set of color transforms, allowing for efficient color conversions without the need for runtime compilation, by leveraging a small set of strategically designed static shaders that can handle multiple color transforms and are stored in GPU pipeline states.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If shaders are compiled on demand during runtime based on origin and destination color profiles, then the system can handle arbitrary color space conversions, but the compilation process consumes significant time and resources even before the actual color transform
Solution Approach 1:
The patent pre-compiles shaders during application initialization rather than waiting until runtime when color conversion is actually needed. This preliminary action ensures that shaders are ready to use immediately, eliminating compilation delays during user interactions while maintaining the ability to handle various color space conversions through the pre-compiled shader library
Solution Approach 2:
The patent creates a unified color transform system where a single shader compilation approach can handle multiple color space conversions. By pre-compiling shaders with generic color profile placeholders that can be bound to specific profiles at runtime, the system achieves universal applicability across different origin and destination color spaces without requiring separate compilation for each color pair
2Ease of operation
If shaders are compiled repeatedly during runtime for different color transforms, then each color conversion can be customized to specific color profiles, but the repeated compilation establishes pipeline states inefficiently
Solution Approach 1:
The system performs shader compilation in advance during application initialization, creating a ready-to-use library of shaders. This eliminates the need for repeated compilation during runtime operations, significantly improving processing speed while maintaining the ability to customize color transforms through profile binding
Solution Approach 2:
The patent uses template shaders that can be instantiated and bound to specific color profiles. Instead of compiling new shaders each time, the system copies and configures pre-compiled shader templates with the appropriate color profile data, enabling rapid customization without recompilation overhead
3Adaptability or versatility
If the system waits for user interaction before performing color transforms, then it can respond to actual needs, but the shader compilation and pipeline state establishment delays the user experience
Solution Approach 1:
The system prepares all necessary shaders during application initialization before any user interactions occur. This ensures that when users request color transforms, the shaders are already compiled and ready, eliminating any perceptible delay and providing immediate response to user actions
Solution Approach 2:
The system automatically manages shader compilation and pipeline state establishment during initialization without requiring user intervention. This self-service approach prepares the system in advance, so that subsequent user interactions with color transform features occur without delay or additional setup overhead
Data Source
AI summary
A method, in which one or more processing devices perform operations, includes compiling a static shader at initialization of a media-processing application. The static shader is configured to transform color data from multiple pre-transform color spaces to multiple post-transform color spaces. A runtime of the media-processing application occurs subsequent to the initialization, and the method further includes determining, during the runtime, that the static shader is applicable to a color transform from a pre-transform color space to a post-transform color space. The method further includes executing the static shader to perform the color transform, based on determining that the static shader is applicable to the color transform.


