SHADER INTERFACES
    1.
    发明申请
    SHADER INTERFACES 有权
    阴影界面

    公开(公告)号:US20090322751A1

    公开(公告)日:2009-12-31

    申请号:US12163734

    申请日:2008-06-27

    IPC分类号: G06T15/50

    摘要: Allocation of memory registers for shaders by a processor is described herein. For each shader, registers are allocated based on the shader's level of complexity. Simpler shader instances are restricted to a smaller number of memory registers. More complex shader instances are allotted more registers. To do so, developers' high level shading level (HLSL) language includes template classes of shaders that can later be replaced by complex or simple versions of the shader. The HLSL is converted to bytecode that can be used to rasterize pixels on a computing device.

    摘要翻译: 这里描述了由处理器分配用于着色器的存储器寄存器。 对于每个着色器,根据着色器的复杂程度分配寄存器。 更简单的着色器实例仅限于较少数量的存储器寄存器。 更复杂的着色器实例被分配更多的寄存器。 为此,开发人员的高级着色级别(HLSL)语言包括着色器的模板类,以后可以被复杂或简单版本的着色器所取代。 HLSL转换为字节码,可用于栅格化计算设备上的像素。

    Dynamic subroutine linkage optimizing shader performance
    2.
    发明授权
    Dynamic subroutine linkage optimizing shader performance 有权
    动态子程序链接优化着色器性能

    公开(公告)号:US08581912B2

    公开(公告)日:2013-11-12

    申请号:US12163734

    申请日:2008-06-27

    IPC分类号: G06F15/00 G06T15/50

    摘要: Allocation of memory registers for shaders by a processor is described herein. For each shader, registers are allocated based on the shader's level of complexity. Simpler shader instances are restricted to a smaller number of memory registers. More complex shader instances are allotted more registers. To do so, developers' high level shading level (HLSL) language includes template classes of shaders that can later be replaced by complex or simple versions of the shader. The HLSL is converted to bytecode that can be used to rasterize pixels on a computing device.

    摘要翻译: 这里描述了由处理器分配用于着色器的存储器寄存器。 对于每个着色器,根据着色器的复杂程度分配寄存器。 更简单的着色器实例仅限于较少数量的存储器寄存器。 更复杂的着色器实例被分配更多的寄存器。 为此,开发人员的高级着色级别(HLSL)语言包括着色器的模板类,以后可以被复杂或简单版本的着色器所取代。 HLSL转换为字节码,可用于栅格化计算设备上的像素。