US 12,067,666 B2
Run-time mechanism for optimal shader
Yun Du, San Diego, CA (US); Eric Demers, San Diego, CA (US); Andrew Evan Gruber, Arlington, MA (US); Chun Yu, Rancho Santa Fe, CA (US); Chihong Zhang, San Diego, CA (US); Baoguang Yang, Fremont, CA (US); Yuehai Du, San Diego, CA (US); Gang Zhong, San Diego, CA (US); Avinash Seetharamaiah, San Diego, CA (US); and Jonnala Gadda Nagendra Kumar, San Diego, CA (US)
Assigned to QUALCOMM Incorporated, San Diego, CA (US)
Filed by QUALCOMM Incorporated, San Diego, CA (US)
Filed on May 18, 2022, as Appl. No. 17/664,033.
Prior Publication US 2023/0377240 A1, Nov. 23, 2023
Int. Cl. G06T 15/00 (2011.01); G06T 1/60 (2006.01)
CPC G06T 15/005 (2013.01) [G06T 1/60 (2013.01)] 30 Claims
OG exemplary drawing
 
1. An apparatus for graphics processing, comprising:
a memory; and
at least one processor coupled to the memory and configured to:
receive a set of draw call instructions corresponding to a graphics workload, wherein the set of draw call instructions is associated with at least one run-time parameter corresponding to information available at a run-time for the graphics workload;
obtain a first shader program associated with storing data in a system memory and at least one second shader program associated with storing the data in a constant memory;
execute the first shader program or the at least one second shader program based on whether the at least one run-time parameter is less than or equal to a size of the constant memory; and
update or maintain a configuration of a shader processor or a streaming processor at a graphics processing unit (GPU) based on executing the first shader program or the at least one second shader program.