Integration of variable rate shading and super-sample shading
Abstract:
A technique for performing rasterization and pixel shading with decoupled resolution is provided herein. The technique involves performing rasterization as normal to generate quads. The quads are accumulated into a tile buffer. A shading rate is determined for the contents of the tile buffer. If the shading rate is a sub-sampling shading rate, then the quads in the tile buffer are down-sampled, which reduces the amount of work to be performed by a pixel shader. The shaded down-sampled quads are then restored to the resolution of the render target. If the shading rate is a super-sampling shading rate, then the quads in the tile buffer are up-sampled. The results of the shaded down-sampled or up-sampled quads are written to the render target.
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