发明名称 Redistribution of generated geometric primitives
摘要 One embodiment of the present invention sets forth a technique for redistributing geometric primitives generated by tessellation and geometry shaders for per-vertex by multiple graphics pipelines. Geometric primitives that are generated in a first processing stage are collected and redistributed more evenly and in smaller batches to the multiple graphics pipelines for vertex processing in a second processing stage. The smaller batches do not exceed the resource limits of a graphics pipeline and the per-vertex processing workloads of the graphics pipelines in the second stage are balanced. Therefore, the performance of the tessellation and geometry shaders is improved.
申请公布号 US8917271(B2) 申请公布日期 2014.12.23
申请号 US201012897578 申请日期 2010.10.04
申请人 NVIDIA Corporation 发明人 Rhoades Johnny S.;Hakura Ziyad S.;Kilgariff Emmett M.;Kirkland Dale L.;Allison Cynthia Ann Edgeworth;Wurstner Karl M.;Abdalla Karim M.
分类号 G06T15/50;G06T17/20;G06T15/00 主分类号 G06T15/50
代理机构 Patterson & Sheridan LLP. 代理人 Patterson & Sheridan LLP.
主权项 1. A method for distributing generated geometric primitives for processing by streaming multiprocessors, the method comprising: executing a hull shader program by a first set of the streaming multiprocessors to process surface patches and generate tessellation data for each surface patch including tessellation level-of-detail values that define generated geometric primitives for each surface patch; generating tasks for processing the generated geometric primitives based on resource limitations of a streaming multiprocessor configured to execute one of the tasks and the level-of-detail values; and distributing the tasks to a second set of the streaming multiprocessors to process the tasks according to a domain shader program to produce processed vertices of the surface patches, wherein a first streaming multiprocessor included in the first set of the streaming multiprocessors is not also included in the second set of the streaming multiprocessors.
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