System and method for identifying graphics workloads for dynamic allocation of resources among GPU shaders

    公开(公告)号:US10311626B2

    公开(公告)日:2019-06-04

    申请号:US15297611

    申请日:2016-10-19

    Abstract: A GPU filters graphics workloads to identify candidates for profiling. In response to receiving a graphics workload for the first time, the GPU determines if the graphics workload would require the GPU shaders to use fewer resources than would be spent profiling and determining a resource allocation for subsequent receipts of the same or a similar graphics workload. The GPU can further determine if the shaders are processing more than one graphics workload at the same time, such that the performance characteristics of each individual graphics workload cannot be effectively isolated. The GPU then profiles and stores resource allocations for a plurality of shaders for processing the filtered graphics workloads, and applies those stored resource allocations when the same or a similar graphics workload is received subsequently by the GPU.

    SYSTEM AND METHOD FOR IDENTIFYING GRAPHICS WORKLOADS FOR DYNAMIC ALLOCATION OF RESOURCES AMONG GPU SHADERS

    公开(公告)号:US20180108166A1

    公开(公告)日:2018-04-19

    申请号:US15297611

    申请日:2016-10-19

    CPC classification number: G06T15/005 G06F9/38

    Abstract: A GPU filters graphics workloads to identify candidates for profiling. In response to receiving a graphics workload for the first time, the GPU determines if the graphics workload would require the GPU shaders to use fewer resources than would be spent profiling and determining a resource allocation for subsequent receipts of the same or a similar graphics workload. The GPU can further determine if the shaders are processing more than one graphics workload at the same time, such that the performance characteristics of each individual graphics workload cannot be effectively isolated. The GPU then profiles and stores resource allocations for a plurality of shaders for processing the filtered graphics workloads, and applies those stored resource allocations when the same or a similar graphics workload is received subsequently by the GPU.

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