Providing pipeline state through constant buffers
AssigneeNVIDIA Corporation
InventorsJerome F. DULUK, JR., Jesse David Hall
Life of this patent
Estimating the term…
Abstract
One embodiment of the present invention sets forth a technique for providing state information to one or more shader engines within a processing pipeline. State information received from an application accessing the processing pipeline is stored in constant buffer memory accessible to each of the shader engines. The shader engines can then retrieve the state information during execution.
Claims22
A computer-implemented method for providing state information to two or more shader engines within a processing pipeline, the method comprising:
- receiving state information from an application;
- and
- based on the state information, updating pipeline state stored in a constant buffer coupled to each of the two or more shader engines, wherein the pipeline state stored in the constant buffer is accessible by each of the two or more shader engines, and wherein the two or more shader engines can access different versions of the state information.
A computer-readable medium storing instructions that, when executed by a processor, causes the processor to provide state information to two or more shader engines within a processing pipeline, by performing the steps of:
- receiving state information from an application;
- and
- based on the state information, updating pipeline state stored in a constant buffer coupled to each of the two or more shader engines, wherein the pipeline state stored in the constant buffer is accessible by each of the two or more shader engines, and wherein the two or more shader engines can access different versions of the state information.
A computer system, comprising:
- a memory;
- and
- a processor configured to:
- receive state information from an application, and
- based on the state information, update pipeline state stored in a constant buffer coupled to each of two or more shader engines, wherein the pipeline state stored in the constant buffer is accessible by each of the two or more shader engines, and wherein the two or more shader engines can access different versions of the state information.
Dependencies are inferred from the claim text.