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Spark: Modular, Composable Shaders for Graphics Hardware

delete2011-07-25
delete26
PRE
AI
T
Tim Foley *
P
Pat Hanrahan
DOI:10.1145/1964921.1965002delete
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摘要

摘要

En 中文
In creating complex real-time shaders, programmers should be able to decompose code into independent, localized modules of their choosing. Current real-time shading languages, however, enforce a fixed decomposition into per-pipeline-stage procedures. Program concerns at other scales-including those that cross-cut multiple pipeline stages-cannot be expressed as reusable modules. We present a shading language, Spark, and its implementation for modern graphics hardware that improves support for separation of concerns into modules. A Spark shader class can encapsulate code that maps to more than one pipeline stage, and can be extended and composed using object-oriented inheritance. In our tests, shaders written in Spark achieve performance within 2% of HLSL.
Keyword:
shading language
graphics hardware
modularity
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期刊

ACM Transactions on Graphics 封面图
ACM Transactions on Graphics
IF:
9.5
论文数:
4.7K
被引数:
3.6W

机构

S
Stanford University
学者数:
9.6W
论文数: 8.2W
被引数: 17.0W
I
Intel Corporation
学者数:
2.7K
论文数: 2.0K
被引数: 6
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