Efficient partitioning of fragment shaders for multipass rendering on programmable graphics hardware
Eric Ryan Chan, Ren Ng, Pradeep K. Sen, Kekoa Proudfoot, Pat Hanrahan · Defense Technical Information Center (DTIC) · 2002
Real-time programmable graphics hardware has resource constraints that prevent complex shaders from rendering in a single pass. One way to virtualize these resources is to partition shading computations into multiple passes, each of which satisfies the given constraints. Many such partitions exist for a shader but it is important to find one that renders efficiently We present Recursive Dominator Split (RDS), a polynomial-time algorithm that uses a cost model to find near-optimal partitions of arbitrarily complex shaders. Using a simulator we analyze partitions for architectures with different resource constraints and show that-RDS performs well on different graphics architectures. We also demonstrate that shader partitions computed by RDS can run efficiently on programmable graphics hardware available today.