Graphics processing using dynamic resources
AssigneeSony Interactive Entertainment Inc.
InventorsRichard B. Stenson, Steven Osman, Jun Murakawa, Christopher Ho
Life of this patent
Estimating the term…
Abstract
A system has a central processing unit (CPU) and a graphics processing unit (GPU) that includes one or more registers. The GPU can change a resource descriptor in one of the GPU's registers. 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.
Claims26
In a system having a central processing unit (CPU) and a graphics processing unit (GPU) having one or more registers:
- performing a method comprising using the GPU to create a resource descriptor stored in one or more of the GPU's registers wherein the resource descriptor describes a shader resource that is used during a draw call of the GPU and wherein the result of the draw call is displayed on a display device.
A computer graphics system, comprising:
- a central processing unit (CPU);
- a graphics processing unit (GPU) having one or more registers;
- a unified memory shared by the CPU and the GPU;
- wherein the graphics processing system is configured to use the GPU to create a resource descriptor stored in one or more of the GPU's registers, wherein the resource descriptor describes a shader resource that is used during a draw call of the GPU and wherein the result of the draw call is displayed on a display device.
A non-transitory computer readable medium having embodied therein computer readable instructions configured to implement a computer graphics method in a system having a central processing unit (CPU) and a graphics processing unit (GPU) having one or more registers, the method comprising:
- using the GPU to create a resource descriptor stored in one or more of the GPU's registers, wherein the resource descriptor describes a shader resource that is used during a draw call of the GPU and wherein the result of the draw call is displayed on a display device.
Dependencies are inferred from the claim text.