发明名称 GRAPHICS PROCESSING HARDWARE FOR USING COMPUTE SHADERS AS FRONT END FOR VERTEX SHADERS
摘要 A GPU is configured to read and process data produced by a compute shader via the one or more ring buffers and pass the resulting processed data to a vertex shader as input. The GPU is further configured to allow the compute shader and vertex shader to write through a cache. Each ring buffer is configured to synchronize the compute shader and the vertex shader to prevent processed data generated by the compute shader that is written to a particular ring buffer from being overwritten before the data is accessed by the vertex shader. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims.
申请公布号 US2014362102(A1) 申请公布日期 2014.12.11
申请号 US201414297290 申请日期 2014.06.05
申请人 Sony Computer Entertainment Inc. ;Advanced Micro Devices, Inc. 发明人 Cerny Mark Evan;Simpson David;Scanlin Jason;Mantor Michael
分类号 G06T1/20 主分类号 G06T1/20
代理机构 代理人
主权项 1. A graphics processing system, comprising: a graphics processor unit (GPU); a cache implemented on the GPU; one or more ring buffers implemented by the GPU; a compute shader configured to run on the GPU; and a vertex shader configured to run on the GPU, wherein the GPU is configured to read and process data produced by the compute shader via the one or more ring buffers and pass the resulting processed data to the vertex shader as input, wherein the GPU is further configured to allow the one or more compute shaders and the one or more vertex shaders to read and write through the cache, wherein the one or more ring buffers are configured to synchronize the compute shader and the vertex shader to prevent processed data generated by the compute shader that is written to a particular ring buffer of the one or more ring buffers from being overwritten in the particular ring buffer before the data is accessed by the vertex shader.
地址 Tokyo JP