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
Ray tracing on programmable graphics hardware
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Efficient partitioning of fragment shaders for multipass rendering on programmable graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Simulation of cloud dynamics on graphics hardware
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
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
Optimal automatic multi-pass shader partitioning by dynamic programming
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
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
The CGiS compiler—a tool demonstration
CC'06 Proceedings of the 15th international conference on Compiler Construction
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Partitioning fragment shaders into multiple rendering passes is an effective technique for virtualizing shading resource limits in graphics hardware. The Recursive Dominator Split (RDS) algorithm is a polynomial-time algorithm for partitioning fragment shaders for real-time rendering that has been shown to generate efficient partitions. RDS does not, however, work for shaders with multiple outputs, and does not optimize for hardware with support for multiple render targets.We present Merging Recursive Dominator Split (MRDS), an extension of the RDS algorithm to shaders with arbitrary numbers of outputs which can efficiently utilize hardware support for multiple render targets, as well as a new cost metric for evaluating the quality of multipass partitions on modern consumer graphics hardware. We demonstrate that partitions generated by our algorithm execute more efficiently than those generated by RDS alone, and that our cost model is effective in predicting the relative performance of multipass partitions.