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:
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 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 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:
Mechanisms for extracting data dependencies during runtime are provided. With these mechanisms, a portion of code having a loop is executed. A first parallel execution group is generated for the loop, the group comprising a subset of iterations of the loop less than a total number of iterations of the loop. The first parallel execution group is executed by executing each iteration in parallel. Store data for iterations are stored in corresponding store caches of the processor. Dependency checking logic of the processor determines, for each iteration, whether the iteration has a data dependence. Only the store data for stores where there was no data dependence determined are committed to memory.
Abstract:
Mechanisms for performing data parallel function calls in code during runtime are provided. These mechanisms may operate to execute, in the processor, a portion of code having a data parallel function call to a target portion of code. The mechanisms may further operate to determine, at runtime by the processor, whether the target portion of code is a data parallel portion of code or a scalar portion of code and determine whether the calling code is data parallel code or scalar code. Moreover, the mechanisms may operate to execute the target portion of code based on the determination of whether the target portion of code is a data parallel portion of code or a scalar portion of code, and the determination of whether the calling code is data parallel code or scalar code.
Abstract:
A method for implementing a software-managed cache comprises determining an object identifier (ID) for each of a first set of objects of a plurality of objects resident in a local memory, to generate a first cache table, the first cache table comprising a plurality of entries. Each object comprises an object ID and an effective address. The method receives a request for an object, the request comprising an object ID. The method compares the received object ID with the entries in the first cache table. In the event the received object ID matches an entry in the first cache table, the method returns the matching entry in response to the request. In the event the received object ID does not match an entry in the first cache table, the method calculates an effective address in the local memory of the object associated with the object ID.
Abstract:
A method, apparatus, and computer usable program code for logical partitioning and virtualization in heterogeneous computer architecture. In one illustrative embodiment, a portion of a first set of processors of a first type is allocated to a partition in a heterogeneous logically partitioned system and a portion of a second set of processors of a second type is allocated to the partition.
Abstract:
A mechanism is provided for configuring offline player behavior within a persistent world game. A player agent for an offline player includes an event monitor that monitors for events that occur in a persistent virtual world maintained by a game server. When a game event occurs that triggers an offline player rule, the player agent may generate game events on behalf of the offline player. The player agent may also receive messages from an offline player. The messages may include commands for adding, removing, or editing offline player rules. A message may also include a command to view a list of rules or fire a one-time execution of a rule upon receipt. Therefore, a player may contribute to the persistent virtual world even when offline by sending commands using a messaging client or Web browser.