Compacted CPU/GPU Data Compression via Modified Virtual Address Translation

Author:

Seiler Larry1,Lin Daqi2,Yuksel Cem2

Affiliation:

1. Facebook Reality Labs

2. University of Utah

Abstract

We propose a method to reduce the footprint of compressed data by using modified virtual address translation to permit random access to the data. This extends our prior work on using page translation to perform automatic decompression and deswizzling upon accesses to fixed rate lossy or lossless compressed data. Our compaction method allows a virtual address space the size of the uncompressed data to be used to efficiently access variable-size blocks of compressed data. Compression and decompression take place between the first and second level caches, which allows fast access to uncompressed data in the first level cache and provides data compaction at all other levels of the memory hierarchy. This improves performance and reduces power relative to compressed but uncompacted data. An important property of our method is that compression, decompression, and reallocation are automatically managed by the new hardware without operating system intervention and without storing compression data in the page tables. As a result, although some changes are required in the page manager, it does not need to know the specific compression algorithm and can use a single memory allocation unit size. We tested our method with two sample CPU algorithms. When performing depth buffer occlusion tests, our method reduces the memory footprint by 3.1x. When rendering into textures, our method reduces the footprint by 1.69x before rendering and 1.63x after. In both cases, the power and cycle time are better than for uncompacted compressed data, and significantly better than for accessing uncompressed data.

Publisher

Association for Computing Machinery (ACM)

Subject

General Arts and Humanities

Reference22 articles.

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2. Mosaic

3. Beeple. 2015. Cinema 4D Project Files. https://www.beeple-crap.com/resources Beeple. 2015. Cinema 4D Project Files. https://www.beeple-crap.com/resources

4. Chris Brennan. 2016. Delta Color Compression Overview. https://gpuopen.com/dcc-overview/ Chris Brennan. 2016. Delta Color Compression Overview. https://gpuopen.com/dcc-overview/

5. Raymond Chen. 2003. Why is address space allocation granularity 64K? https://devblogs.microsoft.com/oldnewthing/20031008-00/?p=42223 Raymond Chen. 2003. Why is address space allocation granularity 64K? https://devblogs.microsoft.com/oldnewthing/20031008-00/?p=42223

Cited by 1 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. FlatPack;Proceedings of the International Conference on Parallel Architectures and Compilation Techniques;2022-10-08

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