Selective rasterization
First Claim
1. A method comprising:
- organizing pixels or samples into tiles;
rendering a position part of a vertex shader;
checking an indicator after rendering the position part to determine whether a first tile is similar enough to a prior second tile;
if the tile is similar enough to the prior second tile, foregoing rendering an attribute part of the vertex shader for the first tile; and
if the first tile is not similar enough to the prior second tile, rendering the attribute part in addition to the position part.
1 Assignment
0 Petitions
Accused Products
Abstract
According to one embodiment, a given tile, made up of pixels or samples, may be of any shape, including a square shape. These pixels may contain colors, depths, stencil values, and other values. Each tile may be further augmented with a single bit, referred to herein as a render bit. In one embodiment, if the render bit is one, then everything is rendered as usual within the tile. However, if the render bit is zero, then nothing is rasterized to this tile and, correspondingly, depth tests, pixel shading, frame buffer accesses, and multi-sampled anti-aliasing (MSAA) resolves are not done for this tile. In other embodiments, some operations may be done nevertheless, but at least one operation is avoided based on the render bit. Of course, the render bits may be switched such that the bit zero indicates that everything should be rendered and the bit one indicates more limited rendering.
17 Citations
30 Claims
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1. A method comprising:
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organizing pixels or samples into tiles; rendering a position part of a vertex shader; checking an indicator after rendering the position part to determine whether a first tile is similar enough to a prior second tile; if the tile is similar enough to the prior second tile, foregoing rendering an attribute part of the vertex shader for the first tile; and if the first tile is not similar enough to the prior second tile, rendering the attribute part in addition to the position part. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10)
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11. At least one non-transitory computer readable medium storing instructions executed to perform a sequence comprising:
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organizing pixels or samples into tiles; rendering a position part of a vertex shader; checking an indicator after rendering the position part to determine whether a first tile is similar enough to a prior second tile; if the tile is similar enough to the prior second tile, foregoing rendering an attribute part of the vertex shader for the first tile; and if the first tile is not similar enough to the prior second tile, rendering the attribute part in addition to the position part. - View Dependent Claims (12, 13, 14, 15, 16, 17, 18, 19, 20)
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21. An apparatus comprising:
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a rasterizer to organize pixels or samples into tiles, render a position part of a vertex shader, check an indicator after rendering the position part to determine whether a tile is similar enough to a prior second tile;
if the tile is similar enough to the prior second tile, foregoing rendering an attribute part of the vertex shader for the first tile, and if the first tile is not similar enough to the prior second tile, rendering the attribute part in addition to the position part; anda buffer coupled to said rasterizer. - View Dependent Claims (22, 23, 24, 25, 26, 27, 28, 29, 30)
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Specification