US 11,715,262 B2
Optimizing primitive shaders
Brian J. Favela, Boxborough, MA (US); Todd Martin, Orlando, FL (US); and Mangesh P. Nijasure, Orlando, FL (US)
Assigned to Advanced Micro Devices, Inc., Santa Clara, CA (US)
Filed by ADVANCED MICRO DEVICES, INC., Santa Clara, CA (US)
Filed on Dec. 17, 2018, as Appl. No. 16/221,916.
Prior Publication US 2020/0193703 A1, Jun. 18, 2020
Int. Cl. G06T 17/10 (2006.01); G06T 1/20 (2006.01); G06F 9/38 (2018.01); G06T 15/00 (2011.01)
CPC G06T 17/10 (2013.01) [G06F 9/3877 (2013.01); G06T 1/20 (2013.01); G06T 15/005 (2013.01)] 19 Claims
OG exemplary drawing
 
1. A method, comprising:
deferring shading of a set of primitives prior to a primitive assembly stage of a graphics processing pipeline by discarding, prior to the primitive assembly stage of the graphics processing pipeline, a non-degenerate primitive of the set of primitives that does not contribute to a rendered image, wherein the primitive assembly stage is configured to set up one or more primitives based on a plurality of vertices;
generating, based on the discarding of the non-degenerate primitive, a set of surviving primitives; and in response to generating the set of surviving primitives, computing, at the graphics processing pipeline, a deferred parameter of the set of surviving primitives.