作者: Yong He , Tim Foley , Kayvon Fatahalian
关键词:
摘要: We present Spire, a shading language and compiler framework that facilitates rapid exploration of shader optimization choices (such as frequency reduction algorithmic approximation) afforded by modern real-time graphics engines. Our design combines ideas from rate-based programming with new features expand the scope execution beyond traditional GPU hardware pipelines, enable diverse set optimizations to be described single mechanism: overloading terms at various spatio-temporal computation rates provided pipeline. In contrast prior work, neither language's design, nor our framework's implementation, is specific capabilities any one rendering pipeline, thus Spire establishes architectural separation between system implementation engines (allowing different pipelines utilize its services). demonstrate use author complex shaders are portable across rapidly explore decisions span multiple compute passes even offline asset preprocessing. further utility developing level-of-detail library auto-tuning on top abstractions, rapid, automatic re-optimization for target platforms.