Fragment shaders perform vertex shader computations

US10096079B2 · US · B2

Patent metadata
FieldValue
Publication numberUS-10096079-B2
Application numberUS-201414297231-A
CountryUS
Kind codeB2
Filing dateJun 5, 2014
Priority dateJun 10, 2013
Publication dateOct 9, 2018
Grant dateOct 9, 2018

How to read this patent

A practical reading order for non-experts. Skip the full description unless you need deep technical detail.

  1. Title

    What the patent document calls the invention.

  2. Abstract

    A short plain-language summary of the technical disclosure.

  3. Assignees and inventors

    Who owns or filed the patent and who is credited as inventor.

  4. Key dates

    Filing, priority, publication, and grant dates set the timeline.

  5. First independent claim

    The legal scope of protection — read this for what is actually claimed.

  6. CPC / IPC classifications

    Technology tags used to group this patent with similar filings.

  7. Citations and related patents

    Prior art links and similar publications in this corpus.

Abstract

Official abstract text for this publication.

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.

First claim

Opening claim text (preview).

What is claimed is: 1. 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. 2. The method of claim 1 , wherein the vertex shader computations include manipulating a visual effect of a primitive's vertex in three-dimensional virtual space. 3. The method of claim 1 , further comprising interpolating the raw vertex parameter values with the pixel shader. 4. The method of claim 1 , wherein said accessing the vertex indices includes copying the vertex indices from the cache to a local memory unit of a GPU, and accessing the indices from the local memory unit with the pixel shader. 5. The method of claim 1 , wherein accessing the raw vertex parameter values includes accessing parameter values of all three vertices of a triangle primitive. 6. The method of claim 1 , further comprising, after said accessing the raw vertex parameter values: performing vertex shader computations on the raw vertex parameter values with the pixel shader; interpolating the raw vertex parameter values with the pixel shader; performing pixel shader computations on the interpolated parameter values with the pixel shader. 7. The method of claim 1 , wherein the vertex shader output is limited to vertex position and the vertex indices, and wherein the pixel shader performs any remaining vertex shader computations after said accessing the vertex indices. 8. The method of claim 1 , wherein the raw vertex parameter values are stored in vertex buffers in the memory unit. 9. 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. 10. The system of claim 9 , wherein the GPU comprises a plurality of compute units and a plurality of local memory units, wherein each of the local memory units are associated with a respective one of the compute units. 11. The system of claim 10 , wherein said accessing the vertex indices includes copying the vertex indices from the cache to the local memory units, and accessing the indices from the local memory units with the pixel shader. 12. The system of claim 9 , wherein the cache is integrated with the GPU. 13. The system of claim 9 , wherein the method further comprises performing vertex shader computations on the raw vertex parameter values with the pixel shader. 14. The system of claim 9 , wherein the method further comprises interpolating the raw vertex parameter values with the pixel shader. 15. 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. 16. 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.

Assignees

Inventors

Classifications

  • G06T1/20Primary

    Processor architectures; Processor configuration, e.g. pipelining · CPC title

  • General purpose rendering architectures · CPC title

  • Memory management · CPC title

Patent family

Related publications grouped by family.

External sources

Frequently asked questions

Answers are generated from the same data shown on this page.

What does patent US10096079B2 cover?
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 abstrac…
Who is the assignee on this patent?
Sony Interactive Entertainment Inc
What technology area does this patent fall under?
Primary CPC classification G06T1/20. Mapped technology areas include Physics.
When was this patent published?
Publication date Tue Oct 09 2018 00:00:00 GMT+0000 (Coordinated Universal Time) (B2). Legal status and post-grant events are not shown on this page.
What related patents are in patentsdb?
We list 8 related publications on this page (citations in our corpus or others sharing the same primary CPC).