Abstract:
A method and system of storing and retrieving data in a computer system are disclosed. In an embodiment, the method comprises storing a data object at a specified location in a first data store, storing in a second data store first information identifying said specified location, retrieving the data object from a defined location in the first data store, obtaining second information identifying the defined location in the first data store, and comparing the second information to the first information to determine if the first information and the second information identify a same location in the first data store. In embodiments of the invention, the method further comprises when the second information and the first information identify different locations in the first data store, generating a fault signal to indicate that the location of the data object in the first data store has changed.
Abstract:
A mechanism is provided for efficient communication of producer/consumer buffer status. With the mechanism, devices in a data processing system notify each other of updates to head and tail pointers of a shared buffer region when the devices perform operations on the shared buffer region using signal notification channels of the devices. Thus, when a producer device that produces data to the shared buffer region writes data to the shared buffer region, an update to the head pointer is written to a signal notification channel of a consumer device. When a consumer device reads data from the shared buffer region, the consumer device writes a tail pointer update to a signal notification channel of the producer device. In addition, channels may operate in a blocking mode so that the corresponding device is kept in a low power state until an update is received over the channel.
Abstract:
Mechanisms are provided for rewriting branch instructions in a portion of code. The mechanisms receive a portion of source code having an original branch instruction. The mechanisms generate a branch stub for the original branch instruction. The branch stub stores information about the original branch instruction including an original target address of the original branch instruction. Moreover, the mechanisms rewrite the original branch instruction so that a target of the rewritten branch instruction references the branch stub. In addition, the mechanisms output compiled code including the rewritten branch instruction and the branch stub for execution by a computing device. The branch stub is utilized by the computing device at runtime to determine if execution of the rewritten branch instruction can be redirected directly to a target instruction corresponding to the original target address in an instruction cache of the computing device without intervention by an instruction cache runtime system.
Abstract:
Mechanisms are provided for dynamically rewriting branch instructions in a portion of code. The mechanisms execute a branch instruction in the portion of code. The mechanisms determine if a target instruction of the branch instruction, to which the branch instruction branches, is present in an instruction cache associated with the processor. Moreover, the mechanisms directly branch execution of the portion of code to the target instruction in the instruction cache, without intervention from an instruction cache runtime system, in response to a determination that the target instruction is present in the instruction cache. In addition, the mechanisms redirect execution of the portion of code to the instruction cache runtime system in response to a determination that the target instruction cannot be determined to be present in the instruction cache.
Abstract:
A method comprises receiving scene model data including a scene geometry model and a plurality of pixel data describing objects arranged in a scene. The method generates a primary ray based on a selected first pixel data. In the event the primary ray intersects an object in the scene, the method determines primary hit color data and generates a plurality of secondary rays. The method groups the secondary packets and arranges the packets in a queue based on the octant of each direction vector in the secondary ray packet. The method generates secondary color data based on the secondary ray packets in the queue and generates a pixel color based on the primary hit color data, and the secondary color data. The method generates an image based on the pixel color for the pixel data.
Abstract:
Mechanisms are provided for arranging binary code to reduce instruction cache conflict misses. These mechanisms generate a call graph of a portion of code. Nodes and edges in the call graph are weighted to generate a weighted call graph. The weighted call graph is then partitioned according to the weights, affinities between nodes of the call graph, and the size of cache lines in an instruction cache of the data processing system, so that binary code associated with one or more subsets of nodes in the call graph are combined into individual cache lines based on the partitioning. The binary code corresponding to the partitioned call graph is then output for execution in a computing device.
Abstract:
Mechanisms for extracting data dependencies during runtime are provided. The mechanisms execute a portion of code having a loop and generate, for the loop, a first parallel execution group comprising a subset of iterations of the loop less than a total number of iterations of the loop. The mechanisms further execute the first parallel execution group and determining, for each iteration in the subset of iterations, whether the iteration has a data dependence. Moreover, the mechanisms commit store data to system memory only for stores performed by iterations in the subset of iterations for which no data dependence is determined. Store data of stores performed by iterations in the subset of iterations for which a data dependence is determined is not committed to the system memory.
Abstract:
A graphics client receives a frame, the frame comprising scene model data. A server load balancing factor is set based on the scene model data. A prospective rendering factor is set based on the scene model data. The frame is partitioned into a plurality of server bands based on the server load balancing factor and the prospective rendering factor. The server bands are distributed to a plurality of compute servers. Processed server bands are received from the compute servers. A processed frame is assembled based on the received processed server bands. The processed frame is transmitted for display to a user as an image.
Abstract:
An apparatus and method for efficient communication of producer/consumer buffer status are provided. With the apparatus and method, devices in a data processing system notify each other of updates to head and tail pointers of a shared buffer region when the devices perform operations on the shared buffer region using signal notification channels of the devices. Thus, when a producer device that produces data to the shared buffer region writes data to the shared buffer region, an update to the head pointer is written to a signal notification channel of a consumer device. When a consumer device reads data from the shared buffer region, the consumer device writes a tail pointer update to a signal notification channel of the producer device. In addition, channels may operate in a blocking mode so that the corresponding device is kept in a low power state until an update is received over the channel.
Abstract:
Scene model data, including a scene geometry model and a plurality of pixel data describing objects arranged in a scene, is received. A primary pixel color and a primary ray are generated based on a selected first pixel data. If the primary ray intersects an object in the scene, an intersection point is determined. A surface normal is determined based on the object intersected and the intersection point. The primary pixel color is modified based on a primary hit color, determined based on the intersection point. A plurality of ambient occlusion (AO) rays each having a direction, D, are generated based on the intersection point, P and the surface normal. Each AO ray direction is reversed and the AO ray origin is set to a point outside the scene. An AO ray that does not intersect an object before reaching the intersection point is included in ambient occlusion calculations. The primary pixel color is shaded based on the ambient occlusion and the primary hit color and an image is generated based on the primary pixel color for the pixel data.