Compilers: principles, techniques, and tools
Compilers: principles, techniques, and tools
A language for shading and lighting calculations
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
A shading language on graphics hardware: the pixelflow shading system
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Interactive multi-pass programmable shading
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A user-programmable vertex engine
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
A real-time procedural shading system for programmable graphics hardware
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
The F-buffer: a rasterization-order FIFO buffer for multi-pass rendering
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
A Retargetable C Compiler: Design and Implementation
A Retargetable C Compiler: Design and Implementation
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Automatic shader level of detail
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Cg: a system for programming graphics hardware in a C-like language
ACM SIGGRAPH 2003 Papers
Gaming Graphics: The Road to Revolution
Queue - Search Engines
Brook for GPUs: stream computing on graphics hardware
ACM SIGGRAPH 2004 Papers
Mio: fast multipass partitioning via priority-based instruction scheduling
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Efficient partitioning of fragment shaders for multiple-output hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Optimal automatic multi-pass shader partitioning by dynamic programming
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2006 Papers
Interactive shader development
Proceedings of the 2007 ACM SIGGRAPH symposium on Video games
Distributed texture memory in a multi-GPU environment
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Graphics hardware for scientific computation
International Journal of Computational Science and Engineering
Adaptive Partitioning of Vertex Shader for Low Power High Performance Geometry Engine
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part I
Control flow emulation on tiled SIMD architectures
CC'08/ETAPS'08 Proceedings of the Joint European Conferences on Theory and Practice of Software 17th international conference on Compiler construction
ISVC'06 Proceedings of the Second international conference on Advances in Visual Computing - Volume Part II
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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.