Fragment shaders perform vertex shader computations
AssigneeSony Interactive Entertainment Inc.
InventorsMark Evan Cerny, David Simpson, Jason Scanlin
Life of this patent
Estimating the term…
Abstract
Graphics processing may include implementing a vertex shader and a pixel shader with the GPU. Vertex indices output from a vertex shader may be written to a cache. The vertex indices written to the cache may be accessed with the pixel shader and vertex parameter values associated with the vertex indices may be accessed from a memory unit with the pixel 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.
Claims16
A computer graphics processing method comprising:
- writing vertex indices output from a vertex shader to a cache;
- accessing the vertex indices written to the cache with a pixel shader;
- and
- accessing raw vertex parameter values associated with the vertex indices from a memory unit with the pixel shader, wherein the raw vertex parameter values have not been processed by the vertex shader, wherein the memory unit is accessible by both a Graphics Processing Unit(GPU) and a Central Processing Unit;
- and
- performing vertex shader computations on the raw vertex parameter values with the pixel shader on a per-pixel basis, wherein the vertex shader computations are performed on a pixel for each vertex of a primitive containing the pixel.
A graphics processing system comprising:
- a graphic processing unit (GPU);
- a memory unit;
- and
- a cache;
- wherein the system is configured to implement a graphic processing method, the method comprising:
- implementing a vertex shader and a pixel shader with the GPU;
- writing vertex indices output from a vertex shader to the cache;
- accessing the vertex indices written to the cache with the pixel shader;
- and
- accessing raw vertex parameter values associated with the vertex indices from the memory unit with the pixel shader, wherein the raw vertex parameter values have not been processed by the vertex shader, wherein the memory unit is accessible by both a Graphics Processing Unit(GPU) and a Central Processing Unit;
- and
- performing vertex shader computations on the raw vertex parameter values with the pixel shader on a per-pixel basis, wherein the vertex shader computations are performed on a pixel for each vertex of a primitive containing the pixel.
The system of claim, 9, wherein the system is an embedded system, mobile phone, personal computer, tablet computer, portable game device, workstation, or game console.
A non-transitory computer readable medium having computer readable instructions embodied therein, the computer readable instructions being configured to implement a graphics processing method when executed, the graphics processing method comprising:
- writing vertex indices output from a vertex shader to a cache;
- accessing the vertex indices written to the cache with a pixel shader;
- and
- accessing raw vertex parameter values associated with the vertex indices from a memory unit with the pixel shader, wherein the raw vertex parameter values have not been processed by the vertex shader, wherein the memory unit is accessible by both a Graphics Processing Unit(GPU) and a Central Processing Unit;
- and
- performing vertex shader computations on the raw vertex parameter values with the pixel shader on a per-pixel basis, wherein the vertex shader computations are performed on a pixel for each vertex of a primitive containing the pixel.
Dependencies are inferred from the claim text.