VARIABLE DISPATCH WALK FOR SUCCESSIVE CACHE ACCESSES

    公开(公告)号:US20230195626A1

    公开(公告)日:2023-06-22

    申请号:US17558008

    申请日:2021-12-21

    CPC classification number: G06F12/0806 G06F12/10 G06F2212/1016

    Abstract: A processing system is configured to translate a first cache access pattern of a dispatch of work items to a cache access pattern that facilitates consumption of data stored at a cache of a parallel processing unit by a subsequent access before the data is evicted to a more remote level of the memory hierarchy. For consecutive cache accesses having read-after-read data locality, in some embodiments the processing system translates the first cache access pattern to a space-filling curve. In some embodiments, for consecutive accesses having read-after-write data locality, the processing system translates a first typewriter cache access pattern that proceeds in ascending order for a first access to a reverse typewriter cache access pattern that proceeds in descending order for a subsequent cache access. By translating the cache access pattern based on data locality, the processing system increases the hit rate of the cache.

    Dynamic dispatch for workgroup distribution

    公开(公告)号:US11941723B2

    公开(公告)日:2024-03-26

    申请号:US17564291

    申请日:2021-12-29

    CPC classification number: G06T1/20 G06T15/80

    Abstract: Systems, methods, and techniques dynamically utilize load balancing for workgroup assignments between a group of shader engines by a command processor of a graphics processing unit (GPU). Based on one or more commands received for execution, a plurality of workgroups is generated for assignment to a plurality of shader engines for processing, each shader engine including a respective quantity of active compute units. Each workgroup of the plurality of workgroups is dynamically assigned to a respective shader engine for execution based at least in part on indications of available resources respectively associated with each of the shader engines. In various embodiments, the indications of available resources may include physical parameters regarding each shader engine, as well as current status information regarding the processing of workgroups assigned to each shader engine.

    Dynamic dispatch for workgroup distribution

    公开(公告)号:US12299769B2

    公开(公告)日:2025-05-13

    申请号:US18602733

    申请日:2024-03-12

    Abstract: Systems, methods, and techniques dynamically utilize load balancing for workgroup assignments between a group of shader engines by a command processor of a graphics processing unit (GPU). Based on one or more commands received for execution, a plurality of workgroups is generated for assignment to a plurality of shader engines for processing, each shader engine including a respective quantity of active compute units. Each workgroup of the plurality of workgroups is dynamically assigned to a respective shader engine for execution based at least in part on indications of available resources respectively associated with each of the shader engines. In various embodiments, the indications of available resources may include physical parameters regarding each shader engine, as well as current status information regarding the processing of workgroups assigned to each shader engine.

    PRIORITY INVERSION MITIGATION
    6.
    发明公开

    公开(公告)号:US20230205602A1

    公开(公告)日:2023-06-29

    申请号:US17564074

    申请日:2021-12-28

    CPC classification number: G06F9/5083 G06F9/5038 G06F9/5044 G06F9/5016 G06T1/20

    Abstract: Parallel processors typically allocate resources to workloads based on workload priority. Priority inversion of resource allocation between workloads of different priorities reduces the operating efficiency of a parallel processor in some cases. A parallel processor mitigates priority inversion by soft-locking resources to prevent their allocation for the processing of lower priority workloads. Soft-locking is enabled responsive to a soft-lock condition, such as one or more priority inversion heuristics exceeding corresponding thresholds or multiple failed allocations of higher priority workloads within a time period. In some cases, priority inversion heuristics include quantities of higher priority workloads and lower priority workloads that are in-flight or incoming, ratios between such quantities, quantities of render targets, or a combination of these. The soft-lock is released responsive to expiry of a soft-lock timer or incoming or in-flight higher priority workloads falling below a threshold, for example.

    Exception handler for sampling draw dispatch identifiers

    公开(公告)号:US11386518B2

    公开(公告)日:2022-07-12

    申请号:US16580654

    申请日:2019-09-24

    Abstract: The address of the draw or dispatch packet responsible for creating an exception is tied to a shader/wavefront back to the draw command from which it originated. In various embodiments, a method of operating a graphics pipeline and exception handling includes receiving, at a command processor of a graphics processing unit (GPU), an exception signal indicating an occurrence of a pipeline exception at a shader stage of a graphics pipeline. The shader stage generates an exception signal in response to a pipeline exception and transmits the exception signal to the command processor. The command processor determines, based on the exception signal, an address of a command packet responsible for the occurrence of the pipeline exception.

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