| Compiling to a VLIW fragment pipeline |
| Full text |
Pdf
(145 KB)
|
| Source
|
SIGGRAPH/EUROGRAPHICS Conference On Graphics Hardware
archive
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
table of contents
Los Angeles, California, United States
Pages: 47 - 56
Year of Publication: 2001
ISBN:1-58113-407-X
|
|
Authors
|
|
William R. Mark
|
Department of Computer Science, Stanford University, Gates Building, Stanford, CA
|
|
Kekoa Proudfoot
|
Department of Computer Science, Stanford University, Gates Building, Stanford, CA
|
|
| Sponsor |
|
| Publisher |
|
| Bibliometrics |
Downloads (6 Weeks): 3, Downloads (12 Months): 26, Citation Count: 4
|
|
|
ABSTRACT
The latest generation of graphics hardware supports fully programmable vertex and pixel/fragment operations, but programming this hardware at a low level is difficult and time consuming. To address this problem, we have developed a complete real-time procedural shading system that compiles a high-level shading language to programmable vertex and fragment hardware, as described in a separate publication. In this paper, we describe in detail the algorithms used by this system to generate and optimize fragment code for NVIDIA's register combiner architecture and show that our compiler generates efficient code. The register combiner architecture has some similarities to VLIW CPU architectures, so we compare our compilation algorithms to those described in the literature for VLIW CPU architectures. We also discuss some of the lessons we learned from building and using this compiler that may be useful to the designers of future programmable graphics hardware.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
| |
1
|
|
| |
2
|
|
| |
3
|
|
 |
4
|
|
| |
5
|
Paul Jaquays and Brian Hook. Quake 3: Arena Shader Manual, Revision 10, September 1999.
|
| |
6
|
Mark J. Kilgard. A practical and robust bump-mapping technique for today's GPU's. Technical report, NVIDIA Corporation, February 2000. Available at http://www.nvidia.com/.
|
 |
7
|
|
 |
8
|
|
| |
9
|
|
| |
10
|
|
| |
11
|
NVIDIA Corporation. NVIDIA OpenGL Extension Specifications, March 2001.
|
 |
12
|
|
| |
13
|
|
 |
14
|
|
 |
15
|
|
| |
16
|
|
| |
17
|
|
|