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公开(公告)号:US20180082464A1
公开(公告)日:2018-03-22
申请号:US15268495
申请日:2016-09-16
申请人: TOMAS G. AKENINE-MOLLER , ROBERT M. TOTH , BRENT E. INSKO , PETER L. DOYLE , PRASOONKUMAR SURTI , MAIYURAN SUBRAMANIAM , CARL JACOB MUNKBERG , FRANZ PETRIK CLARBERG , JON N. HASSELGREN
发明人: TOMAS G. AKENINE-MOLLER , ROBERT M. TOTH , BRENT E. INSKO , PETER L. DOYLE , PRASOONKUMAR SURTI , MAIYURAN SUBRAMANIAM , CARL JACOB MUNKBERG , FRANZ PETRIK CLARBERG , JON N. HASSELGREN
IPC分类号: G06T15/00 , G06T17/10 , G06T15/80 , G06T15/30 , G06T15/40 , G06T17/20 , G06T15/04 , G06T15/20
CPC分类号: G06T15/005 , G06T15/04 , G06T15/205 , G06T15/30 , G06T15/405 , G06T15/80 , G06T17/10 , G06T17/20 , G06T2210/12
摘要: A graphics processing apparatus and method are described. For example, one embodiment of a graphics processing apparatus comprises: an input assembler of a graphics pipeline to determine a first set of triangles to be drawn based on application-provided parameters; a depth buffer to store depth data related to the first set of triangles; a vertex shader to perform position-only vertex shading operations on the first set of triangles in response to an indication that the graphics pipeline is to initially operate in a depth-only mode; a culling and clipping module to read depth values from the depth buffer to identify those triangles in the first set of triangles which are fully occluded by other objects in a current frame and to generate culling data usable to cull occluded triangles, the culling and clipping module to associate the culling data with a replay token to be used to identify a subsequent rendering pass through the graphics pipeline; the input assembler, upon detecting the replay token in the subsequent rendering pass, to access the culling data associated therewith to remove culled triangles from the first set of triangles to generate a second set of triangles; the vertex shader to perform full vertex shading operations on the second set of triangles during the subsequent rendering pass, the replay token to be destroyed during or following the subsequent rendering pass.