SYSTEM AND METHOD FOR EXECUTING A TASK
    2.
    发明公开

    公开(公告)号:US20240355044A1

    公开(公告)日:2024-10-24

    申请号:US18762389

    申请日:2024-07-02

    IPC分类号: G06T15/80 G06F9/50

    CPC分类号: G06T15/80 G06F9/5016

    摘要: A method, system, and computer-readable medium for executing a task is disclosed. The method includes receiving input data and computing instructions, launching a workgroup including wavefronts to execute the task, wherein the launching causes the wavefronts to process the input data by sharing intermediate results and resources, and adjusting the operation based on characteristics of the wavefronts. The characteristics include data dependencies, computational load, memory usage, and execution timing requirements. The wavefronts execute the task in stages, where each stage processes portions of input data and data generated by other wavefronts.

    HEURISTIC-BASED VARIABLE RATE SHADING FOR MOBILE GAMES

    公开(公告)号:US20240320905A1

    公开(公告)日:2024-09-26

    申请号:US18271836

    申请日:2021-03-30

    IPC分类号: G06T15/80

    CPC分类号: G06T15/80

    摘要: This disclosure provides systems, devices, apparatus, and methods, including computer programs encoded on storage media, for heuristic-based variable rate shading for mobile games. A CPU that includes a GPU driver may obtain draw call information for a first frame of a plurality of frames. The first frame may be shaded based on a default shading rate (e.g., full shading rate). The draw call information may be associated with per shader frame states of the first frame. The CPU may estimate/detect one or more heavy draws for one or more subsequent frames of the plurality of frames based on the per shader states. The CPU may indicate, on a per draw basis, a reduced shading rate (e.g., half-shading rate) to a GPU that generates the one or more subsequent frames of the plurality of frames, when the plurality of frames is estimated to include the one or more heavy draws.

    STREAMING OF GRAPHIC RENDERING ELEMENTS
    6.
    发明公开

    公开(公告)号:US20240312126A1

    公开(公告)日:2024-09-19

    申请号:US18276553

    申请日:2022-02-24

    申请人: NOTHING2INSTALL

    发明人: Vincent PENNE

    IPC分类号: G06T15/80

    CPC分类号: G06T15/80

    摘要: A first computing device includes a communication endpoint configured to establish a connection with a second computing device; an access to a dictionary of unique graphic rendering elements, comprising, for each unique graphic rendering element: a definition of the unique graphic rendering element; a unique id; an indication whether the definition of the unique graphic rendering element has been already sent to the second computing device; at least one processing logic configured to: determine, for a frame to be displayed by the second computing device, an input set of graphic rendering elements using at least one rendering command and a renderstate of a graphic API for the frame; convert the input set of graphic rendering elements to a transmission set of unique graphic rendering elements belonging to the dictionary; send to the second computing device, for each unique graphic element of the transmission set: the unique id of the unique graphic rendering element; if the unique graphic rendering element has not been already sent to the second computing device, the definition of the unique graphic rendering element.

    Shader auto-simplifying method and system based on rendering instruction flow

    公开(公告)号:US12094049B2

    公开(公告)日:2024-09-17

    申请号:US17626786

    申请日:2020-10-21

    摘要: A shader auto-simplifying method and system include: obtaining a rendering instruction flow, extracting a target shader from the rendering instruction flow, and creating a simplifying shader differing from the target shader in code only; intercepting a current frame of a rendering instruction with a rendering initiating instruction of the target shader as a particular frame; obtaining time consumed by the simplifying shader by measuring time needed for rendering the particular frame with the simplifying shader; obtaining error(s) of the simplifying shader by measuring a pixel difference value between a rendering frame drawn by the simplifying shader and the particular frame when a rendering instruction corresponding to the particular frame is executed; and screening an optimal simplifying shader according to the time consumed by the simplifying shader and the error of the simplifying shader.