IP Library › Granted Patent US 10,747,553
Granted Patent B2
US 10,747,553 · App. 16/167,162 · Granted Aug 18, 2020

Shader pipelines and hierarchical shader resources

Inventors: Guennadi Riguer (Thornhill, CA); Brian K. Bennett (Northborough, MA)
Assignees: Advanced Micro Devices, Inc.; ATI Technologies ULC
G06F9/449G06T15/005G09G5/363
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Quick Facts
Patent No.
US 10,747,553
App. No.
16/167,162
Granted
Aug 18, 2020
Kind
B2
Abstract

Shader resources may be specified for input to a shader using a hierarchical data structure which may be referred to as a descriptor set. The descriptor set may be bound to a bind point of the shader and may contain slots with pointers to memory containing shader resources. The shader may reference a particular slot of the descriptor set using an offset, and may change shader resources by referencing a different slot of the descriptor set or by binding or rebinding a new descriptor set. A graphics pipeline may be specified by creating a pipeline object which specifies a shader and a rendering context object, and linking the pipeline object. Part or all of the pipeline may be validated, cross-validated, or optimized during linking.

Claims (46)

1. A computer processor configured to input a shader resource to a shader or a pipeline, the computer processor comprising:

circuitry configured to:

store, in a computer memory, a data structure having at least one slot which contains a pointer to a shader resource stored in a graphics processing unit (GPU) memory;

bind the data structure to a GPU register;

reference the at least one slot by an offset to input the shader resource to the shader or pipeline;

determine a GPU overhead associated with inputting a different shader resource to the shader or pipeline by referencing a different slot of the data structure;

determine a CPU overhead associated with inputting the different shader resource to the shader or pipeline by binding a different data structure to the GPU register; and

input the different shader resource to the shader or pipeline, based on the GPU overhead and the CPU overhead, by either referencing a different slot of the data structure or binding a different data structure to the GPU register.

2. The computer processor of claim 1 , wherein the data structure includes a plurality of slots, each containing a pointer to a shader resource.

3. The computer processor of claim 1 , wherein the data structure is bound to a single bind point.

4. The computer processor of claim 1 , wherein the different shader resource is specified by referencing a different slot by a different offset.

5. The computer processor of claim 1 , wherein the different shader resource is specified by binding the different data structure and referencing a slot of the different data structure which contains a pointer to the different shader resource.

6. The computer processor of claim 1 , wherein the data structure is unbound from the GPU register and the different data structure is bound to the GPU register.

7. The computer processor of claim 1 , wherein the different data structure is bound to a different bind point from the data structure.

8. The computer processor of claim 1 , wherein the at least one slot contains a pointer to a second data structure having at least one slot containing a pointer to the shader resource.

9. The computer processor of claim 1 , wherein the at least one slot contains a pointer to another slot of the data structure which contains a pointer to the shader resource.

10. The computer processor of claim 1 , further comprising storing the data structure in a memory.

11. The computer processor of claim 1 , further comprising displaying data stored in or pointed to by the data structure on a display.

12. A computer processor configured to input a graphics pipeline resource to a pipeline, the computer processor comprising:

circuitry configured to:

store, in a computer memory, a data structure having at least one slot which contains a pointer to a pipeline resource;

bind the data structure to a GPU register;

reference the at least one slot by an offset to input the graphics pipeline resource to the pipeline;

determine a GPU overhead associated with inputting a different pipeline resource to the pipeline by referencing a different slot of the data structure;

determine a CPU overhead associated with inputting the different pipeline resource to the pipeline by binding a different data structure to the GPU register; and

input the different pipeline resource to the pipeline, based on the GPU overhead and the CPU overhead, by either referencing a different slot of the data structure or binding a different data structure to the GPU register.

13. The computer processor of claim 12 , wherein the pipeline resource includes a parameter for a fixed function block, a descriptor for a render target, or both a parameter for a fixed function block, a descriptor for a render target.

14. A computer processing device configured to implement a graphics pipeline, the computer processing device comprising:

circuitry configured to:

store, in a computer memory, a pipeline object and a descriptor set having at least one slot which contains a pointer to a shader resource;

attach at least one shader object to the pipeline object, which specifies at least one shader;

attach at least one rendering context object to the pipeline object which specifies at least part of a rendering context;

bind the descriptor set to a GPU register;

determine a GPU overhead associated with replacing the shader resource by referencing a different slot of the descriptor set;

determine a CPU overhead associated with replacing the shader resource by binding a different descriptor set to the GPU register; and

replace the shader resource, based on the GPU overhead and the CPU overhead, by either referencing a different slot of the descriptor set or binding a different descriptor set to the GPU register.

15. The computer processing device of claim 14 , further comprising attaching at least one descriptor set which maps the at least one shader to a shader resource.

16. The computer processing device of claim 14 , wherein at least one rendering context objects specifies a fixed function state.

17. The computer processing device of claim 14 , wherein at least one rendering context objects specifies constant data.

18. The computer processing device of claim 14 , further comprising attaching a data flow object to the pipeline object, which specifies data flow among the at least one shader.

19. The computer processing device of claim 18 , wherein the data flow object includes a directed acyclic graph.

20. The computer processing device of claim 14 , wherein at least one shader object includes at least one shader fragment.

21. The computer processing device of claim 14 , further comprising:

linking the pipeline object; and

validating, cross-validating, or optimizing the pipeline during linking.

22. The computer processing device of claim 21 , wherein the validating, cross-validating, or optimizing is performed using the specified rendering context.

Continuity (2)
Continuation 14560685 · Dec 4, 2014
Related Publication 20190056958A1 · Feb 21, 2019