Abstract:
Systems, methods, and computer programs are disclosed for controlling memory frequency. One method comprises a first memory client generating a compressed data buffer and compression statistics related to the compressed data buffer. The compressed data buffer and the compression statistics are stored in a memory device. Based on the stored compression statistics, a frequency or voltage setting of the memory device is adjusted for enabling a second memory client to read the compressed data buffer.
Abstract:
A graphics processing unit (GPU) may determine a workload of a fragment shader program that executes on the GPU. The GPU may compare the workload of the fragment shader program to a threshold. In response to determining that the workload of the fragment shader program is lower than a specified threshold, the fragment shader program may process one or more fragments without the GPU performing early depth testing of the one or more fragments before the processing by the fragment shader program. The GPU may perform, after processing by the fragment shader program, late depth testing of the one or more fragments to result in one or more non-occluded fragments. The GPU may write pixel values for the one or more non-occluded fragments into a frame buffer.
Abstract:
The present disclosure provides for systems and methods to process a non-resident page that may include attempting to access the non-resident page, an address for the non-resident page pointing to a memory page containing default values, determining that the non-resident page should not cause a page fault based on an indicator indicating that a particular non-resident page should not generate a page fault, returning an indication that a memory read did not translate and returning the default value when the access of the non-resident page is a read and the non-resident page should not cause a page fault. Another example may discontinue a write when the access of the non-resident page is a write and the non-resident page should not cause a page fault.
Abstract:
This disclosure describes techniques for compressing a graphical state object. In one example, a central processing unit may be configured to receive, for output to the GPU, a set of instructions to render a scene. Responsive to receiving the set of instructions to render the scene, the central processing unit may be further configured to determine whether the set of instructions includes a state object that is registered as corresponding to an identifier. Responsive to determining that the set of instructions includes the state object that is registered as corresponding to the identifier, the central processing unit may be further configured to output, to the GPU, the identifier that is registered as corresponding to the state object.
Abstract:
A graphics processing unit (GPU) may determine a workload of a fragment shader program that executes on the GPU. The GPU may compare the workload of the fragment shader program to a threshold. In response to determining that the workload of the fragment shader program is lower than a specified threshold, the fragment shader program may process one or more fragments without the GPU performing early depth testing of the one or more fragments before the processing by the fragment shader program. The GPU may perform, after processing by the fragment shader program, late depth testing of the one or more fragments to result in one or more non-occluded fragments. The GPU may write pixel values for the one or more non-occluded fragments into a frame buffer.
Abstract:
The present disclosure provides for systems and methods to process a non-resident page that may include attempting to access the non-resident page, an address for the non-resident page pointing to a memory page containing default values, determining that the non-resident page should not cause a page fault based on an indicator indicating that a particular non-resident page should not generate a page fault, returning an indication that a memory read did not translate and returning the default value when the access of the non-resident page is a read and the non-resident page should not cause a page fault. Another example may discontinue a write when the access of the non-resident page is a write and the non-resident page should not cause a page fault.
Abstract:
A method includes storing, with a first programmable processor, shared variable data to cache lines of a first cache of the first processor. The method further includes executing, with the first programmable processor, a store-with-release operation, executing, with a second programmable processor, a load-with-acquire operation, and loading, with the second programmable processor, the value of the shared variable data from a cache of the second programmable processor.
Abstract:
This disclosure provides systems, devices, apparatus, and methods, including computer programs encoded on storage media, for runtime optimization of the shader execution flow. A graphics processor may obtain instruction execution data associated with a graphics workload, the instruction execution data including graphics data for a set of shader operations. The graphics processor may configure, at a first iteration, at least one predication value based on the instruction execution data including the graphics data for the set of shader operations. The graphics processor may adjust, at a second iteration, an execution flow of the graphics workload based on the configured at least one predication value, the execution flow of the graphics workload including the set of shader operations. The graphics processor may execute or refrain from executing, at the second iteration, each of the set of shader operations based on the adjusted execution flow of the graphics workload.
Abstract:
Aspects presented herein relate to methods and devices for graphics processing including an apparatus, e.g., a GPU. The apparatus may receive a set of draw call instructions corresponding to a graphics workload, where the set of draw call instructions is associated with at least one run-time parameter. The apparatus may also obtain a first shader program associated with storing data in a system memory and at least one second shader program associated with storing data in a constant memory. Further, the apparatus may execute the first shader program or the at least one second shader program based on whether the at least one run-time parameter is less than or equal to a size of the constant memory. The apparatus may also update or maintain a configuration of a shader processor or a streaming processor based on executing the first shader program or the at least one second shader program.