Tessellation Redistribution Bus for GPU Geometry Throughput

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Solution Overview

Problem

In graphics processing units (GPUs), increasing the number of geometry processing pipelines (GPPs) leads to performance degradation due to the need for deeper buffers to manage output buffering, which can result in stalled pipelines and reduced geometry throughput if sufficient buffering is not provided.

Innovation Solution

Implementing a local tessellation work redistribution mechanism that allows for direct distribution of patches across tessellation stages without off-chip memory access, using a Tessellation Redistribution Bus (TRB) to maintain sequential ordering and avoid buffer stalls, thereby enhancing tessellation processing rate and power efficiency.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If the number of GPPs is increased to improve parallel rendering performance, then geometry processing throughput is improved, but deeper buffers are required which increases device complexity and may cause pipeline stalls

Engineering Contradiction:
Improvegeometry processing throughputVSAvoidbuffer depth
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent segments the geometry processing workflow by separating tessellation control shader (TESC) execution from tessellation evaluation shader (TEVAL) execution across different GPPs. TESC results are redistributed to appropriate TEVAL units via a tessellation redistribution bus, allowing independent parallel execution and eliminating the need for deep buffering between stages.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces a tessellation redistribution bus as an intermediary mechanism between TESC and TEVAL stages. This bus enables direct redistribution of tessellation control results to waiting TEVAL units without requiring large on-die buffers, thus resolving the buffering complexity issue while maintaining high throughput.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Productivity

If deeper buffers are provided to prevent pipeline stalls, then geometry throughput is maintained, but power consumption increases due to larger buffer memory

Engineering Contradiction:
Improvegeometry throughputVSAvoidpower consumption
Core Design Contradiction:
ProductivityVSUse of energy by moving object

Solution Approach 1:

By segmenting the tessellation pipeline into separate TESC and TEVAL stages that can operate independently and in parallel, the patent eliminates the need for large buffering infrastructure. This reduces the memory power consumption while maintaining continuous geometry throughput through efficient redistribution of work between stages.

Inventive Principle:
Principle #1Segmentation

3Reliability

If larger on-die buffers are used to manage GPP output buffering, then pipeline stalls are avoided, but device complexity and manufacturing cost increase

Engineering Contradiction:
Improvepipeline continuityVSAvoidbuffer size
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent segments the geometry processing pipeline so that TESC and TEVAL operations are performed by separate GPPs. This segmentation allows results to be redistributed directly from one GPP to another without requiring large intermediate buffers, thus maintaining pipeline continuity while reducing buffer requirements and device complexity.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The tessellation redistribution bus serves as an intermediary that enables direct communication and data transfer between TESC and TEVAL GPPs. This eliminates the need for large on-die buffers while ensuring reliable pipeline operation through efficient work redistribution.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS9953395B2On-die tessellation distribution
Publication Date: 2018.04.24 INTEL CORP
  • US9953395B2 patent drawing
  • US9953395B2 patent drawing
  • US9953395B2 patent drawing

AI summary

The tessellation processing rate of a graphics processor may be increased using of local tessellation work redistribution. The redistribution mechanism may avoid the need for large on-die buffers and, as the distribution is local, the performance and power penalty incurred by use of off-chip memory accesses may also avoided in some embodiments.