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Cull before vertex attribute fetch and vertex lighting

机译:在顶点属性获取和顶点光照之前剔除

摘要

One embodiment of the invention sets forth a mechanism for compiling a vertex shader program into two portions, a culling portion and a shading portion. The culling portion of the compiled vertex shader program specifies vertex attributes and instructions of the vertex shader program needed to determine whether early vertex culling operations should be performed on a batch of vertices associated with one or more primitives of a graphics scene. The shading portion of the compiled vertex shader program specifies the remaining vertex attributes and instructions of the vertex shader program for performing vertex lighting and performing other operations on the vertices in the batch of vertices. When the compiled vertex shader program is executed by graphics processing hardware, the shading portion of the compiled vertex shader is executed only when early vertex culling operations are not performed on the batch of vertices.
机译:本发明的一个实施例提出了一种用于将顶点着色器程序编译为两部分的机构,该两部分是剔除部分和着色部分。编译的顶点着色器程序的剔除部分指定确定是否应在与图形场景的一个或多个图元相关联的一批顶点上执行早期顶点剔除操作所需的顶点属性和顶点着色器程序指令。编译后的顶点着色器程序的阴影部分指定其余的顶点属性和该顶点着色器程序的指令,以执行顶点光照以及对这批顶点中的顶点执行其他操作。当图形处理硬件执行编译的顶点着色器程序时,仅当未在这批顶点上未执行早期顶点剔除操作时,才执行编译的顶点着色器的阴影部分。

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