Vertex Control Circuitry Dynamic Buffer Allocation
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Solution Overview
Problem
Existing graphics processing technologies face inefficiencies in buffer space allocation for mesh shader output data, leading to potential conflicts and performance bottlenecks, particularly when dealing with varying output sizes and the need for partial allocation during execution.
Innovation Solution
Implementing vertex control circuitry that allocates buffer space after the mesh shader has partially executed, using fences for partial allocation signaling, and dynamically adjusting mesh shader launch based on processing status to avoid resource conflicts and optimize pipeline efficiency.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If buffer space is allocated before mesh shader execution, then resource conflicts are avoided, but buffer size requirements increase and pipeline efficiency decreases
Solution Approach 1:
The system performs preliminary actions by allocating a portion of the buffer space before mesh shader execution and allocating the remaining buffer space after execution begins. This allows the mesh shader to start processing immediately with the allocated portion, avoiding resource conflicts while minimizing total buffer size requirements.
Solution Approach 2:
The buffer allocation process is segmented into two phases: pre-execution allocation of initial buffer space and post-execution allocation of remaining space. This segmentation enables the system to provide sufficient buffer for ongoing operations while avoiding over-allocation, thus reducing overall buffer size requirements.
2Reliability
If buffer space is allocated before mesh shader execution, then resource conflicts are avoided, but pipeline efficiency decreases
Solution Approach 1:
The system performs preliminary actions by allocating a portion of the buffer space before mesh shader execution and allocating the remaining buffer space after execution begins. This allows the mesh shader to start processing immediately with the allocated portion, avoiding resource conflicts while minimizing total buffer size requirements.
Solution Approach 2:
The buffer allocation strategy is dynamic rather than static. The system adjusts allocation timing based on execution status, allocating initial space upfront and remaining space during execution. This dynamic approach optimizes pipeline efficiency by allowing continuous processing while managing resource conflicts.
3Reliability
If full buffer allocation is waited for before mesh shader execution, then resource conflicts are minimized, but processing progress is delayed
Solution Approach 1:
The system applies partial action by allocating only the necessary portion of buffer space before mesh shader execution rather than waiting for full allocation. This allows the mesh shader to make progress with the allocated portion while the remaining buffer space is allocated during execution, minimizing processing delay while managing resource conflicts.
Solution Approach 2:
The system performs preliminary actions by allocating a portion of the buffer space before mesh shader execution and allocating the remaining buffer space after execution begins. This allows the mesh shader to start processing immediately with the allocated portion, avoiding resource conflicts while minimizing total buffer size requirements.
Data Source
AI summary
Techniques are disclosed relating to object and mesh shaders executed by a graphics processor. In some embodiments, a device includes buffer circuitry, shader circuitry configured to execute graphics programs, including mesh shaders that store output data in the buffer circuitry, and primitive processing circuitry configured to read data from buffer circuitry and process the data, including to cull primitives that are not visible in a graphics frame. Vertex control circuitry may receive: first signaling from the primitive processing circuitry that indicates whether the primitive processing circuitry is waiting for data from the buffer circuitry and second signaling from the shader circuitry that indicates whether the shader circuitry is blocked waiting for allocation in the buffer circuitry. The vertex control circuitry may adjust distribution of mesh shader work to the shader circuitry based on the first signaling and the second signaling.


