US 12,079,917 B2
Rendering optimisation by recompiling shader instructions
James Glanville, Hemel Hempstead (GB)
Assigned to Imagination Technologies Limited, Kings Langley (GB)
Filed by Imagination Technologies Limited, Kings Langley (GB)
Filed on Jun. 23, 2023, as Appl. No. 18/213,609.
Application 18/213,609 is a continuation of application No. 17/665,517, filed on Feb. 5, 2022, granted, now 11,688,123, issued on Jun. 27, 2023.
Application 17/665,517 is a continuation of application No. 16/888,773, filed on May 31, 2020, granted, now 11,276,222, issued on Mar. 15, 2022.
Claims priority of application No. 1907812 (GB), filed on May 31, 2019.
Prior Publication US 2023/0351669 A1, Nov. 2, 2023
This patent is subject to a terminal disclaimer.
Int. Cl. G06T 15/00 (2011.01); G06F 8/41 (2018.01); G06F 9/30 (2018.01); G06T 1/60 (2006.01); G06T 15/80 (2011.01); G09G 5/36 (2006.01)
CPC G06T 15/005 (2013.01) [G06F 8/41 (2013.01); G06F 9/30101 (2013.01); G06T 1/60 (2013.01); G06T 15/80 (2013.01); G09G 5/363 (2013.01)] 12 Claims
OG exemplary drawing
 
1. A method of rendering a scene in a graphics system, the method comprising:
analysing a shader used by a draw call within a current render to determine whether the shader samples from a buffer at coordinates matching a current fragment location; and
in response to determining that the shader used by the draw call does sample from the buffer at coordinates matching a current fragment location, recompiling the shader to replace an instruction that reads data from the buffer at coordinates matching a current fragment location with an instruction that reads from the buffer at coordinates stored in registers.