Scheme for compressing vertex shader output parameters
AssigneeSony Interactive Entertainment Inc.
InventorsMark Evan Cerny, David Simpson, Jason Scanlin
Life of this patent
Estimating the term…
Abstract
A graphics processing may include implementing a vertex shader and a pixel shader with a GPU. Vertex parameter values generated by the vertex shader may be stored in a memory. The pixel shader may access the vertex parameter values stored in the memory. Accessing the vertex parameter values may include disabling or bypassing hardware that performs interpolation on vertex parameter values. 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.
Claims20
A computer graphics processing method comprising:
- storing vertex parameter values generated by a vertex shader in a memory;
- and
- accessing the vertex parameter values stored in the memory with a pixel shader wherein accessing the vertex parameter values includes disabling or bypassing hardware that performs interpolation on vertex parameter values.
A graphics processing system comprising:
- a graphics processing unit (GPU);
- wherein the system is configured to implement a graphics processing method, the method comprising:
- implementing a vertex shader and a pixel shader with the GPU;
- storing vertex parameter values generated by a vertex shader in a memory;
- and
- accessing the vertex parameter values stored in the memory with a pixel shader, wherein accessing the vertex parameter values includes disabling or bypassing hardware that performs interpolation on vertex parameter values.
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:
- storing vertex parameter values generated by a vertex shader in a memory;
- and
- accessing the vertex parameter values stored in the memory with a pixel shader, wherein accessing the vertex parameter values includes disabling or bypassing hardware that performs interpolation on vertex parameter values.
Dependencies are inferred from the claim text.