Vertex shader with primitive replication
First Claim
Patent Images
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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Abstract
An embodiment of a semiconductor package apparatus may include technology to determine one or more conditions for a set of primitives, and perform primitive replication at a vertex shader based on the determined one or more conditions for the set of primitives. Other embodiments are disclosed and claimed.
95 Citations
17 Claims
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1. A graphics processor system, comprising:
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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. - View Dependent Claims (2, 3, 4)
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5. A semiconductor package apparatus, comprising:
- one or more substrates; and
logic coupled to the one or more substrates, wherein the logic is at least partly implemented in one or more of configurable logic and fixed-functionality hardware logic, the logic coupled to the one or more substrates 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. - View Dependent Claims (6, 7, 8, 9)
- one or more substrates; and
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10. A method of processing graphics, comprising:
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determining one or more conditions for a set of primitives; performing primitive replication at a vertex shader based on the determined one or more conditions for the set of primitives; determining 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; determining a second condition based on whether a number of declared emitted vertices in the geometry shader is less than a threshold; determining 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 determining whether each of the first, second, and third conditions are met, and if met; moving operations related to position, layer, viewport calculations, and primitive replication from the geometry shader to the vertex shader; and moving operations related to all other output attributes from the geometry shader to the vertex shader. - View Dependent Claims (11, 12, 13)
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14. At least one non-transitory computer readable storage medium, comprising a set of instructions, which when executed by a computing device, cause the computing device to:
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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. - View Dependent Claims (15, 16, 17)
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Specification