Vertex Data Memory Layout for Unified Pixel Interpolation

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Solution Overview

Problem

Conventional GPUs face inefficiencies in implementing the unified shader model from a hardware perspective, particularly in accessing vertex data for unified pixel interpolation, as they lack efficient data alignment mechanisms, leading to suboptimal performance in reading data from memory.

Innovation Solution

The solution involves writing vertex data of primitives into contiguous banks of memory such that data from two consecutively written primitives spans more than one row, allowing for efficient data access by alternating the order of data writing for even and odd primitives (normal and swizzled orders), enabling data to be read from memory in a single clock cycle.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If conventional memory storage order is used for vertex data, then data can be stored sequentially, but data access efficiency for unified pixel interpolation deteriorates due to poor data alignment

Engineering Contradiction:
Improvedata access efficiencyVSAvoiddata storage structure
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent applies preliminary action by pre-arranging vertex data in a specific interleaved pattern during storage, so that when data is later accessed for unified pixel interpolation, the required data from multiple primitives is already positioned for efficient simultaneous reading. This preliminary data arrangement eliminates the need for complex runtime data repositioning operations.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent transitions from conventional sequential memory storage (one-dimensional access pattern) to an interleaved storage arrangement where vertex attributes from multiple primitives are distributed across different memory banks (multi-dimensional access pattern). This enables parallel data retrieval from multiple memory banks simultaneously, significantly improving data access efficiency for pixel interpolation.

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

2Speed

If vertex data is stored in conventional sequential order, then memory layout is simple, but reading data from memory requires multiple clock cycles reducing processing speed

Engineering Contradiction:
Improvedata reading speedVSAvoiddata access time
Core Design Contradiction:
SpeedVSLoss of time

Solution Approach 1:

The patent pre-positions vertex data in an interleaved arrangement across memory banks during the writing phase, so that when reading is required for pixel interpolation, the necessary data from multiple primitives is already aligned for simultaneous access. This eliminates sequential read operations and reduces data access time to a single clock cycle.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent enables continuous data retrieval by arranging vertex attributes such that multiple data elements can be read simultaneously from different memory banks in a single clock cycle. This continuous parallel data acquisition eliminates idle waiting time between read operations, maintaining maximum processing throughput.

Inventive Principle:
Principle #20Continuity of useful action

3Adaptability or versatility

If a unified shader model is implemented, then programming flexibility improves, but hardware configuration complexity increases due to lack of efficient data access mechanisms

Engineering Contradiction:
Improveshader programming flexibilityVSAvoidhardware data access mechanism
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements self-service by designing the memory storage system to automatically provide efficiently aligned data for unified pixel interpolation through its interleaved arrangement. The hardware structure itself performs the data alignment function that would otherwise require complex software manipulation, enabling the unified shader model to access data efficiently without additional hardware complexity.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS8675003B2Efficient data access for unified pixel interpolation
Publication Date: 2014.03.18 ADVANCED MICRO DEVICES INC
  • US8675003B2 patent drawing
  • US8675003B2 patent drawing
  • US8675003B2 patent drawing

AI summary

Disclosed herein are methods, apparatuses, and systems for accessing vertex data stored in a memory, and applications thereof. Such a method includes writing vertex data of primitives into contiguous banks of a memory such that the vertex data of consecutively written primitives spans more than one row of the memory. Vertex data of two consecutively written primitives are read from the memory in a single clock cycle.