Subpass Interleaving for Tiled Image Rendering Latency

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Solution Overview

Problem

In graphics processing, the sequential execution of subpasses in a graphics pipeline introduces latency and inefficiency due to waiting periods for previously ordered subpasses to complete, leading to idle processor time and increased frame latency.

Innovation Solution

The method involves interleaving the execution of same subpasses across multiple tiles or bins, allowing subsequent subpasses to utilize the time previously spent waiting for earlier subpasses to finish, thereby reducing latency and improving processor utilization.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Device complexity

If subpasses are executed sequentially in the graphics pipeline, then the execution order is simple and easy to manage, but latency increases and processor idle time increases

Engineering Contradiction:
Improveexecution management complexityVSAvoidframe latency
Core Design Contradiction:
Device complexityVSLoss of time

Solution Approach 1:

The patent segments the frame rendering process into multiple independent tiles, allowing subpasses to be executed in an interleaved manner across different tiles rather than sequentially within a single tile. This segmentation enables parallel execution of subpasses from different tiles, reducing processor idle time and frame latency while maintaining manageable execution complexity through systematic tile-based organization.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent performs preliminary actions by preparing and staging subpass commands for multiple tiles in advance, organizing them in a command buffer with proper synchronization barriers. This preliminary organization allows the graphics processor to efficiently execute subpasses in an interleaved pattern without requiring complex real-time decision-making, thus reducing latency while keeping execution management simple.

Inventive Principle:
Principle #10Preliminary action

2Device complexity

If subpasses are executed sequentially, then resource allocation is simple, but processor utilization is low due to idle waiting periods

Engineering Contradiction:
Improveresource allocation complexityVSAvoidprocessor utilization
Core Design Contradiction:
Device complexityVSProductivity

Solution Approach 1:

The patent implements continuity of useful action by interleaving subpass execution across multiple tiles, ensuring the processor continuously executes useful work without idle waiting periods. While one tile waits for a subpass to complete, the processor executes subpasses for other tiles, maintaining continuous utilization. This is achieved through systematic organization of subpass commands in a command buffer with appropriate synchronization, keeping resource allocation simple while dramatically improving processor productivity.

Inventive Principle:
Principle #20Continuity of useful action

3Device complexity

If subpasses are executed in order, then data dependency is easily managed, but overall rendering speed decreases

Engineering Contradiction:
Improvedata dependency managementVSAvoidrendering speed
Core Design Contradiction:
Device complexityVSSpeed

Solution Approach 1:

The patent transitions from one-dimensional sequential subpass execution within a single tile to a two-dimensional execution space across multiple tiles. By organizing subpasses in a tile matrix and executing them in an interleaved pattern across tiles, the system maintains data dependency management simplicity through systematic tile-based organization while achieving parallel execution that significantly increases overall rendering speed.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Data Source

PatentUS12205193B2Device and method of implementing subpass interleaving of tiled image rendering
Publication Date: 2025.01.21 ADVANCED MICRO DEVICES INC
  • US12205193B2 patent drawing
  • US12205193B2 patent drawing
  • US12205193B2 patent drawing

AI summary

Devices and methods method of tiled rendering are provided which comprises dividing a frame to be rendered, into a plurality of tiles, receiving commands to execute a plurality of subpasses of the tiles, interleaving execution of same subpasses of multiple tiles of the frame by executing one or more subpasses as skip operations, storing visibility data, for subsequently ordered subpasses of the tiles, at memory addresses allocated for data of corresponding adjacent tiles in a first direction of traversal and rendering the tiles for the subsequently ordered subpasses using the visibility data stored at the memory addresses allocated for corresponding adjacent tiles in a second direction of traversal, opposite the first direction of traversal.