Browse > Article
http://dx.doi.org/10.6109/jkiice.2010.14.12.2675

A Design of Programmable Fragment Shader with Reduction of Memory Transfer Time  

Park, Tae-Ryoung (서경대학교 컴퓨터공학과)
Abstract
Computation steps for 3D graphic processing consist of two stages - fixed operation stage and programming required stage. Using this characteristic of 3D pipeline, a hybrid structure between graphics hardware designed by fixed structure and programmable hardware based on instructions, can handle graphic processing more efficiently. In this paper, fragment Shader is designed under this hybrid structure. It also supports OpenGL ES 2.0. Interior interface is optimized to reduce the delay of entire pipeline, which may be occurred by data I/O between the fixed hardware and the Shader. Interior register group of the Shader is designed by an interleaved structure to improve the register space and processing speed.
Keywords
3D Graphics; Fragment Shader; OpenGL;
Citations & Related Records
연도 인용수 순위
  • Reference
1 Jeong-Ho Woo, et al. "A 195mW, 9.1 MVertices/s fully programmable 3D graphics processor for low power mobile device", Solid-State Circuits Conference., pp.372-375, 2007.
2 James C. Lelterman, "Learn Vertex and Pixel Shader Programming with DirectX9", Wordware Publishing, Inc., pp.181-222, 2004.
3 Dong Young Yeo, Woo-young Kim, Kwang-yeob Lee, Jae-chang Kwak, "Multi Port Register Architecture for Mobile Shader Processor," 대한전자공학회 SoC학술대회.May, pp. 401-404, 2009.
4 Hyung-Ki Jeong, "A Multi-thread Processor Architecture With Dual Phase Variable-Length Instructions", ITC-CSCC., pp. 209-212, 2008.