US 9,811,940 B2
Bandwidth reduction using vertex shader
Shiu Wai Hui, Richmond Hill (CA); Yida Wang, North York (CA); and Stewart Chao, Markham (CA)
Assigned to QUALCOMM Innovation Center, Inc., San Diego, CA (US)
Filed by Qualcomm Innovation Center, Inc., San Diego, CA (US)
Filed on Sep. 15, 2015, as Appl. No. 14/855,064.
Claims priority of provisional application 62/081,977, filed on Nov. 19, 2014.
Prior Publication US 2016/0140737 A1, May 19, 2016
Int. Cl. G06T 11/00 (2006.01); G06T 15/04 (2011.01)
CPC G06T 15/04 (2013.01) 20 Claims
OG exemplary drawing
1. A method for rendering computer graphics onto a screen, the method comprising:
dividing, at a processor, a texture tile into a plurality of partitions, each partition comprising a plurality of texels and each partition having a plurality of vertices;
creating a map that indicates, for each partition, whether each partition comprises a constant color throughout the entirety of the partition;
transferring the plurality of vertices to a vertex shader;
determining, by the vertex shader, that at least one of the plurality of partitions comprises a constant color partition;
applying a vertex transformation that:
associates a set of texel coordinates from the texture tile to each of the vertices of the constant color partition to generate a set of associated texel coordinates, and
associates each of the vertices to at least one pixel on a display,
setting each first coordinate of the set of associated texel coordinates to zero, wherein the setting includes setting any non-zero first coordinates of the set of associated texel coordinates to zero,
interpolating, at a pixel shader, the associated texel coordinates each having had their first coordinates set to zero, to generate an interpolated value, wherein a resulting first coordinate of the interpolated value is zero,
accessing, from a memory, a single texel having a first coordinate of zero in the constant color partition that corresponds to the interpolated value that applies to a plurality of the pixels on the display,
applying, to the plurality of pixels on the display, a color from the single texel.