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Fast reconfiguration of graphics pipeline state

  • US 8,319,784 B2
  • Filed: 09/02/2011
  • Issued: 11/27/2012
  • Est. Priority Date: 06/28/2006
  • Status: Active Grant
First Claim
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1. A method for assigning resources used by a plurality of shaders of a graphics pipeline, comprising:

  • identifying a hierarchical tree comprising a plurality of nodes, respective nodes in the hierarchical tree identifying a shader and an association of the shader to one or more of the resources;

    determining a first cost metric for a first arrangement of associations of the plurality of shaders to resources in the hierarchical tree, the first arrangement specifying that a first resource is associated with a first shader;

    determining a second cost metric for a second arrangement of associations of the plurality of shaders to resources in the hierarchical tree, the second arrangement specifying that the first resource is associated with a second shader, the second shader different than the first shader; and

    binding the first resource to the second shader when the second cost metric is less than the first cost metric,at least some of at least one of identifying the hierarchical tree, determining the first cost metric, determining the second cost metric, and binding the first resource to the second shader when the second cost metric is less than the first cost metric implemented at least in part via a processor.

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