Primitive culling using automatically compiled compute shaders
US10102662B2 · kind B2 · utility
Assignee
Inventors
Key dates
| Filing date | Jul 27, 2016 |
| Grant date | Oct 16, 2018 |
| Priority date | — |
| Expiry date | Oct 4, 2036 |
Classification
- Technology area (CPC G)Physics
- CPC primaryG06T15/80
- WIPO fieldComputer technology
- WIPO sectorElectrical engineering
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.
Source: USPTO / EPO open patent data. Objective bibliographic and citation counts.