Tile Sequencing Mechanism for GPU Cache Optimization

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Solution Overview

Problem

Current graphics processing units (GPUs) face challenges in maximizing cache usage for 3D graphics workloads, leading to inefficiencies in memory bandwidth utilization.

Innovation Solution

A tile sequencing mechanism is implemented to batch graphics workloads and sequence them in a tile-based replay, optimizing cache usage by strategically arranging batches to maximize memory access efficiency.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If traditional graphics processing is used without tile sequencing, then processing simplicity is maintained, but cache usage efficiency deteriorates

Engineering Contradiction:
Improvecache usage efficiencyVSAvoidprocessing complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The graphics processing workload is segmented into tile-based batches, where the screen is divided into multiple tiles and processing is performed in sequential batches. Each batch processes a specific set of tiles, allowing the cache to be optimized for tile-specific data access patterns. This segmentation enables efficient cache utilization by keeping tile-related data in cache memory during batch processing, resolving the contradiction between improved cache efficiency and processing complexity.

Inventive Principle:
Principle #1Segmentation

2Productivity

If memory bandwidth is increased to improve processing speed, then throughput is improved, but energy consumption increases

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

Solution Approach 1:

Data is pre-loaded into cache memory before the actual processing batch begins. The system performs preliminary actions by fetching and caching tile-related data in advance, so that during the main processing phase, data can be accessed from the fast cache memory rather than from slower external memory. This preliminary action reduces the need for high-speed memory bandwidth during processing, thereby reducing energy consumption while maintaining throughput.

Inventive Principle:
Principle #10Preliminary action

3Loss of energy

If tile-based replay with batching is implemented, then memory bandwidth savings are achieved, but processing time increases

Engineering Contradiction:
Improvememory bandwidth savingsVSAvoidprocessing time
Core Design Contradiction:
Loss of energyVSLoss of time

Solution Approach 1:

The tile sequencing mechanism maintains continuous useful action by overlapping data preparation and processing activities. While one batch is being processed, the system continuously prepares data for the next batch, ensuring that the processing pipeline remains full and productive. This continuous operation minimizes idle time and ensures that the increased processing time is offset by efficient utilization of available resources, achieving memory bandwidth savings without excessive processing time penalties.

Inventive Principle:
Principle #20Continuity of useful action

Data Source

PatentUS12293462B2Tile sequencing mechanism
Publication Date: 2025.05.06 INTEL CORP
  • US12293462B2 patent drawing
  • US12293462B2 patent drawing
  • US12293462B2 patent drawing

AI summary

An apparatus to facilitate graphics rendering is disclosed. The apparatus comprises sequencer hardware to operate in a tile mode to render objects, including performing batch formation to generate one or more batches of received objects, performing tile sequencing for each of the objects to compute tile fill intersects for each of the objects and performing a play sequencing of each of the objects.