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USING COMPUTE SHADERS AS FRONT END FOR VERTEX SHADERS

机译:将计算着色器用作顶点着色器的前端

摘要

A computer graphics processing method, comprising processing a set of graphics primitive information for a virtual object with compute shader running on a GPU to generate a modified set of primitive information, passing the modified set of primitive information to a vertex shader running on the GPU by explicitly writing data corresponding to the modified set of primitive information with the compute shader running on the GPU, and performing vertex shading on the modified set of primitive information with the vertex shader, wherein the compute shader is configured to write through a GPU cache to a ring buffer and the vertex shader is configured to read through the GPU cache from the ring buffer, the data corresponding to the modified set of primitive information is written to the ring buffer and GPU cache by the compute shader, and the vertex shader accesses the modified set of primitive information.
机译:一种计算机图形处理方法,包括通过在GPU上运行的计算着色器处理虚拟对象的一组图形基元信息,以生成修改后的基元信息,然后通过以下步骤将修改后的基元信息集传递给在GPU上运行的顶点着色器使用在GPU上运行的计算着色器显式写入与修改后的原始信息集相对应的数据,并使用顶点着色器在修改后的原始信息集上执行顶点着色,其中计算着色器被配置为通过GPU缓存写入到环形缓冲区和顶点着色器配置为从环形缓冲区中读取GPU缓存,将与修改后的原始信息集相对应的数据通过计算着色器写入环形缓冲区和GPU缓存中,并且顶点着色器访问修改后的原始信息集。

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