Fast reconfiguration of graphics pipeline state
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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Abstract
Techniques and technologies are provided for binding resources to particular slots associated with shaders in a graphics pipeline. Resource dependencies between resources being utilized by respective shaders can be determined, and, based on these resource dependencies, common resource/slot associations can be computed. Respective common resource/slot associations identify a particular one of the resources to be associated with a particular one of the slots.
38 Citations
19 Claims
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1. A method for assigning resources used by a plurality of shaders of a graphics pipeline, comprising:
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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. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9)
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10. A method for assigning resources used by a plurality of shaders of a graphics pipeline, comprising:
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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 an arrangement of associations of the plurality of shaders to resources in the hierarchical tree; and binding the resources to the plurality of shaders based upon the determined arrangement, the determined arrangement having an associated cost metric below a predetermined cost metric, at least some of at least one of the identifying, the determining, and the binding implemented at least in part via a processor. - View Dependent Claims (11, 12, 13, 14, 15, 16, 17)
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18. A computer readable storage device comprising computer executable instructions that when executed via a processor perform a method, the method comprising:
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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 resources; determining a first cost metric for a first arrangement of associations of a 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. - View Dependent Claims (19)
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Specification