Abstract:
A graphics processing unit (GPU) may rasterize a primitive into a plurality of samples, wherein vertices of the primitive are associated with VRS parameters. The GPU may determine a VRS quality group that comprises one or more sub regions of the plurality of samples based at least in part on the VRS parameters. The GPU may fragment shade a VRS tile that represents the VRS quality group, wherein the VRS tile comprises fewer samples than the VRS quality group. The GPU may amplify the stored VRS tile into shaded fragments that correspond to the VRS quality group.
Abstract:
In an example, rendering graphics data includes determining, with a graphics processing unit (GPU), a texture offset for a current segment of a plurality of ordered segments of a dashed line, where the texture offset for the current segment of the plurality of ordered segments is based on an accumulation of lengths of segments that precede the current segment in the order, and pixel shading the current segment including applying the texture offset to determine a location of the current segment.
Abstract:
A graphics processing unit (GPU) may allocate a shared data channel in on-chip graphics memory of the GPU that is shared by at least two stages of a graphics processing pipeline. Shader units in the GPU may execute the at least two stages of the graphics processing pipeline. The GPU may store, in the shared data channel in on-chip graphics memory, data produced by each of the at least two stages of the graphics processing pipeline executing on the shader units.
Abstract:
Techniques are described for stereoscopic view generation. A graphics processing unit (GPU) may combine attribute information for two or more corresponding vertices of corresponding primitives in different views. The GPU may process the combined attributed information to generate graphics data for the stereoscopic view.
Abstract:
A graphics processing unit (GPU) comprises a memory, and at least one processor configured to: receive a primitive type buffer comprising a plurality of primitive type entries, wherein each of a plurality of vertices of a vertex buffer of the GPU are associated with one or more of the plurality of primitive type entries, determine primitives based on the plurality of vertices and the associated one or more primitive type entries, and rendering, by the GPU, the primitives based on the plurality of vertices and the associated one or more primitive type entries of the primitive type buffer.
Abstract:
This disclosure describes techniques for executing shader programs in a graphics processing unit (GPU). In some examples, the techniques for executing shader programs may include executing, with a shader unit of a graphics processor, a shader program that performs vertex shader processing and that generates multiple output vertices for each input vertex that is received by the shader program. In further examples, the techniques for executing shader programs may include executing a merged vertex/geometry shader program using a non-replicated mode of execution. The non-replicated mode of execution may involve assigning each of a plurality of primitives to one merged vertex/geometry shader program instance per primitive and causing each of the instances to output a plurality of vertices. In additional examples, the techniques for executing shader programs may include techniques for selecting one of a non-replicated mode and a replicated mode for executing a merged vertex/geometry shader program.
Abstract:
At least one processor may organize a plurality of primitives in a hierarchical data structure. The at least one processor may rasterize a plurality of bounding volumes associated with non-root nodes of the hierarchical data structure to an off-screen render target. The at least one processor may determine a bounding volume that is intersected by a ray out of the plurality of bounding volumes. The at least one processor may determine a non-root node of the hierarchical data structure that is associated with the bounding volume as a start node in the hierarchical data structure to start traversal of the hierarchical data structure. The at least one processor may traverse the hierarchical data structure starting from the start node to determine the primitive that is intersected by the ray.
Abstract:
Techniques are described for stochastic rasterization. A graphics processing unit (GPU) may discard samples of bounding polygons that together indicate movement of one or more primitives before a pixel shader process the samples. The GPU may leverage a stencil buffer and stencil test for discarding of such samples.
Abstract:
A graphics processing unit (GPU) comprises a memory, and at least one processor configured to: receive a primitive type buffer comprising a plurality of primitive type entries, wherein each of a plurality of vertices of a vertex buffer of the GPU are associated with one or more of the plurality of primitive type entries, determine primitives based on the plurality of vertices and the associated one or more primitive type entries, and rendering, by the GPU, the primitives based on the plurality of vertices and the associated one or more primitive type entries of the primitive type buffer.
Abstract:
Systems and methods for a tessellation are described. These systems and methods may divide the domain into a plurality of portions, including a first portion. The systems and methods may also determine coordinates for vertices for a first set of shapes that reside within the first portion, wherein each shape of the first set of shapes includes at least one vertex on a first edge of the first portion. After determining coordinates for the vertices for the first set of shapes, the systems and methods may determine coordinates for vertices for a second set of shapes that reside within the first portion. Each shape of the second set of shapes shares at least one vertex with at least one shape of the first set of shapes and none of the shapes of the second set of shapes includes a vertex on the first edge of the first portion.