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公开(公告)号:US10311626B2
公开(公告)日:2019-06-04
申请号:US15297611
申请日:2016-10-19
Applicant: Advanced Micro Devices, Inc.
Inventor: Rashad Oreifej , Angel E. Socarras , Mark Russell Anderson , Randy Wayne Ramsey
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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2.
公开(公告)号:US20180108166A1
公开(公告)日:2018-04-19
申请号:US15297611
申请日:2016-10-19
Applicant: Advanced Micro Devices, Inc.
Inventor: Rashad Oreifej , Angel E. Socarras , Mark Russell Anderson , Randy Wayne Ramsey
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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