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公开(公告)号:US10102662B2
公开(公告)日:2018-10-16
申请号:US15221431
申请日:2016-07-27
Applicant: Advanced Micro Devices, Inc.
Inventor: Guohua Jin , Qun Lin , Benedikt Kessler
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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公开(公告)号:US20180033184A1
公开(公告)日:2018-02-01
申请号:US15221431
申请日:2016-07-27
Applicant: Advanced Micro Devices, Inc.
Inventor: Guohua Jin , Qun Lin , Benedikt Kessler
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.
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