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Vertex shader with primitive replication

  • US 10,628,910 B2
  • Filed: 09/24/2018
  • Issued: 04/21/2020
  • Est. Priority Date: 09/24/2018
  • Status: Active Grant
First Claim
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1. A graphics processor system, comprising:

  • a processor;

    memory communicatively coupled to the processor; and

    logic communicatively coupled to the processor and memory to;

    determine one or more conditions for a set of primitives;

    perform primitive replication at a vertex shader based on the determined one or more conditions for the set of primitives;

    determine a first condition based on whether only one or more of a layer or a viewport, together with position output attributes, are changed per emitted vertex in a geometry shader;

    determine a second condition based on whether a number of declared emitted vertices in the geometry shader is less than a threshold;

    determine a third condition based on whether each vertex from the geometry is emitted into one of a separate render target and a separate viewport; and

    determine whether each of the first, second, and third conditions are met, and if met, to;

    move operations related to position, layer, viewport calculations, and primitive replication from the geometry shader to the vertex shader; and

    move operations related to all other output attributes from the geometry shader to the vertex shader.

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