GRAPHICS PIPELINE OPTIMIZATIONS
    1.
    发明申请

    公开(公告)号:US20210294579A1

    公开(公告)日:2021-09-23

    申请号:US17205993

    申请日:2021-03-18

    Abstract: Systems, apparatuses, and methods for implementing graphics pipeline optimizations are disclosed. A user interface (UI) is generated to allow a user to analyze shaders and determine resource utilization on any of multiple different target graphic devices. The UI allows the user to manipulate the state associated with the target graphics device for a given graphics pipeline. After being edited by the user, the state of the graphics pipeline is converted into a textual representation and input into a meta-app. The meta-app creates an application programming interface (API) construct from the shader source code and textual representation of the state which is compiled by a driver component into machine-level instructions. Also, resource usage statistics are generated for a simulated run of the graphics pipeline on the target graphics device. Then, the machine-level instructions and resource usage statistics are displayed in the UI for the user to analyze.

    PRIMITIVE CULLING USING AUTOMATICALLY COMPILED COMPUTE SHADERS

    公开(公告)号:US20180033184A1

    公开(公告)日:2018-02-01

    申请号:US15221431

    申请日:2016-07-27

    CPC classification number: G06T15/005 G06T15/40 G06T15/80

    Abstract: Techniques for culling primitives are provided herein. The techniques involve automatic generation of shader programs to be executed by an accelerated processing device. A just-in-time compiler automatically generates the shader programs based on a vertex shader program that is provided for use in the vertex shader stage of the graphics processing pipeline. The automatically generated shader programs include instructions from the vertex shader program that transform the positions of vertices provided as input to the graphics processing pipeline to generate transformed input vertices. The shader programs also include instructions to cull primitives based on the transformed input vertices. After generating the automatically generated shader programs, the software module transmits the automatically generated shader programs to the graphics processing pipeline for execution. After culling primitives, the automatically generated shader programs output culled primitives to the remainder of the graphics processing pipeline.

    Graphics pipeline optimizations
    3.
    发明授权

    公开(公告)号:US12169703B2

    公开(公告)日:2024-12-17

    申请号:US17205993

    申请日:2021-03-18

    Abstract: Systems, apparatuses, and methods for implementing graphics pipeline optimizations are disclosed. A user interface (UI) is generated to allow a user to analyze shaders and determine resource utilization on any of multiple different target graphic devices. The UI allows the user to manipulate the state associated with the target graphics device for a given graphics pipeline. After being edited by the user, the state of the graphics pipeline is converted into a textual representation and input into a meta-app. The meta-app creates an application programming interface (API) construct from the shader source code and textual representation of the state which is compiled by a driver component into machine-level instructions. Also, resource usage statistics are generated for a simulated run of the graphics pipeline on the target graphics device. Then, the machine-level instructions and resource usage statistics are displayed in the UI for the user to analyze.

    Primitive culling using automatically compiled compute shaders

    公开(公告)号:US10102662B2

    公开(公告)日:2018-10-16

    申请号:US15221431

    申请日:2016-07-27

    Abstract: Techniques for culling primitives are provided herein. The techniques involve automatic generation of shader programs to be executed by an accelerated processing device. A just-in-time compiler automatically generates the shader programs based on a vertex shader program that is provided for use in the vertex shader stage of the graphics processing pipeline. The automatically generated shader programs include instructions from the vertex shader program that transform the positions of vertices provided as input to the graphics processing pipeline to generate transformed input vertices. The shader programs also include instructions to cull primitives based on the transformed input vertices. After generating the automatically generated shader programs, the software module transmits the automatically generated shader programs to the graphics processing pipeline for execution. After culling primitives, the automatically generated shader programs output culled primitives to the remainder of the graphics processing pipeline.

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