Method and apparatus for efficient processing of derived uniform values in a graphics processor

    公开(公告)号:US10726605B2

    公开(公告)日:2020-07-28

    申请号:US15705530

    申请日:2017-09-15

    Abstract: Various embodiments enable low frequency calculation of derived uniform values. A compiler can identify one or more portions of a shader that calculate a derived value based on an input value. For example, this portion may include instructions that use constant values, or the results of prior functions that used constant values. The constant values may include hardcoded values provided by the program (e.g., immediates) and/or other constant values. This portion of the shader can be extracted by the compiler and compiled into a first program. The compiler can compile the remainder of the shader into a second program that receives the derived uniform values from the first program. By extracting the portion(s) of the program that calculates a derived value into a separate program, the derived uniform value or values can be calculated at a lower frequency than if they were calculated for each pixel.

    Apparatus and method for a programmable depth stencil graphics pipeline stage

    公开(公告)号:US10573055B2

    公开(公告)日:2020-02-25

    申请号:US15693084

    申请日:2017-08-31

    Abstract: An apparatus and method for programmable depth stencil pipeline stage and shading. For example, one embodiment of a graphics processing apparatus comprises: a rasterizer to generate a plurality of pixel blocks, one or more of which overlap one or more primitives; programmable depth stencil circuitry to perform depth stencil tests on the pixels which overlap the one or more primitives to identify pixels which pass the depth stencil tests; and thread dispatch circuitry to dispatch pixel shader threads to perform pixel shading operations on those pixels which pass the depth stencil tests, the thread dispatch circuitry including thread dispatch recombine logic to combine pixels which have passed the depth stencil test from multiple pixel blocks into a set of pixel shader threads to be executed concurrently on single instruction multiple data (SIMD) hardware.

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