碎片着色器的高效分区多输出硬件

Theresa Foley, M. Houston, P. Hanrahan
{"title":"碎片着色器的高效分区多输出硬件","authors":"Theresa Foley, M. Houston, P. Hanrahan","doi":"10.1145/1058129.1058136","DOIUrl":null,"url":null,"abstract":"Partitioning fragment shaders into multiple rendering passes is an effective technique for virtualizing shading resource limits in graphics hardware. The Recursive Dominator Split (RDS) algorithm is a polynomial-time algorithm for partitioning fragment shaders for real-time rendering that has been shown to generate efficient partitions. RDS does not, however, work for shaders with multiple outputs, and does not optimize for hardware with support for multiple render targets.We present Merging Recursive Dominator Split (MRDS), an extension of the RDS algorithm to shaders with arbitrary numbers of outputs which can efficiently utilize hardware support for multiple render targets, as well as a new cost metric for evaluating the quality of multipass partitions on modern consumer graphics hardware. We demonstrate that partitions generated by our algorithm execute more efficiently than those generated by RDS alone, and that our cost model is effective in predicting the relative performance of multipass partitions.","PeriodicalId":266180,"journal":{"name":"Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware","volume":"62 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2004-08-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"9","resultStr":"{\"title\":\"Efficient partitioning of fragment shaders for multiple-output hardware\",\"authors\":\"Theresa Foley, M. Houston, P. Hanrahan\",\"doi\":\"10.1145/1058129.1058136\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Partitioning fragment shaders into multiple rendering passes is an effective technique for virtualizing shading resource limits in graphics hardware. The Recursive Dominator Split (RDS) algorithm is a polynomial-time algorithm for partitioning fragment shaders for real-time rendering that has been shown to generate efficient partitions. RDS does not, however, work for shaders with multiple outputs, and does not optimize for hardware with support for multiple render targets.We present Merging Recursive Dominator Split (MRDS), an extension of the RDS algorithm to shaders with arbitrary numbers of outputs which can efficiently utilize hardware support for multiple render targets, as well as a new cost metric for evaluating the quality of multipass partitions on modern consumer graphics hardware. We demonstrate that partitions generated by our algorithm execute more efficiently than those generated by RDS alone, and that our cost model is effective in predicting the relative performance of multipass partitions.\",\"PeriodicalId\":266180,\"journal\":{\"name\":\"Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware\",\"volume\":\"62 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2004-08-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"9\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/1058129.1058136\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/1058129.1058136","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 9

摘要

将碎片着色器划分为多个渲染通道是在图形硬件中虚拟化着色资源限制的有效技术。递归分割(RDS)算法是一种多项式时间算法,用于实时渲染分片着色器的分区,已被证明可以生成有效的分区。然而,RDS并不适用于具有多个输出的着色器,并且不针对支持多个渲染目标的硬件进行优化。我们提出了合并递归支配分割(MRDS),这是RDS算法对具有任意输出数量的着色器的扩展,可以有效地利用硬件对多个渲染目标的支持,以及用于评估现代消费图形硬件上多通道分区质量的新成本指标。我们证明了由我们的算法生成的分区比单独由RDS生成的分区执行效率更高,并且我们的成本模型在预测多通道分区的相对性能方面是有效的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Efficient partitioning of fragment shaders for multiple-output hardware
Partitioning fragment shaders into multiple rendering passes is an effective technique for virtualizing shading resource limits in graphics hardware. The Recursive Dominator Split (RDS) algorithm is a polynomial-time algorithm for partitioning fragment shaders for real-time rendering that has been shown to generate efficient partitions. RDS does not, however, work for shaders with multiple outputs, and does not optimize for hardware with support for multiple render targets.We present Merging Recursive Dominator Split (MRDS), an extension of the RDS algorithm to shaders with arbitrary numbers of outputs which can efficiently utilize hardware support for multiple render targets, as well as a new cost metric for evaluating the quality of multipass partitions on modern consumer graphics hardware. We demonstrate that partitions generated by our algorithm execute more efficiently than those generated by RDS alone, and that our cost model is effective in predicting the relative performance of multipass partitions.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信