Apple Inc.
Memory allocation techniques for graphics shader
Last updated:
Abstract:
Techniques are disclosed relating to memory allocation in a graphics shader. In some embodiments, a memory for storing input data for operations by the shader is shared for multiple different types of tasks (e.g., pixel shading tasks and compute tasks). In some embodiments, a graphics device is configured to separately process different portions (e.g., tiles) of a frame of graphics data. In some embodiments, the graphics device is configured to dynamically adjust the number of frame portions processed in parallel based on allocation information, where the allocation information is determined based on requests for other types of tasks. This may prevent pixel shading tasks from stalling other tasks for extended periods and may allow dynamic adjustments memory allocation mid-render.
Utility
30 Aug 2017
30 Jun 2020