HYBRID RENDER WITH PREFERRED PRIMITIVE BATCH BINNING AND SORTING

    公开(公告)号:US20210209831A1

    公开(公告)日:2021-07-08

    申请号:US17208730

    申请日:2021-03-22

    Abstract: A method, system, and non-transitory computer readable storage medium for rasterizing primitives are disclosed. The method, system, and non-transitory computer readable storage medium includes: generating a primitive batch from a sequence of one or more primitives, wherein the primitive batch includes primitives sorted into one or more row groups based on which row of a plurality of rows each primitive intersects; and processing each row group, the processing for each row group including: identifying one or more primitive column intercepts for each of the one or more primitives in the row group, wherein each combination of primitive column intercept and row identifies a bin; and rasterizing the one or more primitives that intersect the bin.

    Primitive shader
    15.
    发明授权

    公开(公告)号:US11379941B2

    公开(公告)日:2022-07-05

    申请号:US15415823

    申请日:2017-01-25

    Abstract: Improvements in the graphics processing pipeline are disclosed. More specifically, a new primitive shader stage performs tasks of the vertex shader stage or a domain shader stage if tessellation is enabled, a geometry shader if enabled, and a fixed function primitive assembler. The primitive shader stage is compiled by a driver from user-provided vertex or domain shader code, geometry shader code, and from code that performs functions of the primitive assembler. Moving tasks of the fixed function primitive assembler to a primitive shader that executes in programmable hardware provides many benefits, such as removal of a fixed function crossbar, removal of dedicated parameter and position buffers that are unusable in general compute mode, and other benefits.

    PRIMITIVE SHADER
    19.
    发明申请
    PRIMITIVE SHADER 审中-公开

    公开(公告)号:US20180082399A1

    公开(公告)日:2018-03-22

    申请号:US15415823

    申请日:2017-01-25

    CPC classification number: G06T1/20 G06T15/005 G06T15/40 G06T2200/04

    Abstract: Improvements in the graphics processing pipeline are disclosed. More specifically, a new primitive shader stage performs tasks of the vertex shader stage or a domain shader stage if tessellation is enabled, a geometry shader if enabled, and a fixed function primitive assembler. The primitive shader stage is compiled by a driver from user-provided vertex or domain shader code, geometry shader code, and from code that performs functions of the primitive assembler. Moving tasks of the fixed function primitive assembler to a primitive shader that executes in programmable hardware provides many benefits, such as removal of a fixed function crossbar, removal of dedicated parameter and position buffers that are unusable in general compute mode, and other benefits.

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