中国邮电高校学报(英文版) ›› 2019, Vol. 26 ›› Issue (3): 81-90.doi: 10.19682/j.cnki.1005-8885.2019.0024

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Design of a unified rendering shader for mobile device

蒋林1,田汝佳2,杨博文2,田璞2   

  1. 1. 西安科技大学
    2. 西安邮电大学
  • 收稿日期:2018-09-19 修回日期:2019-04-08 出版日期:2019-06-30 发布日期:2019-06-30
  • 通讯作者: 蒋林 E-mail:1056485294@qq.com
  • 基金资助:
    国家自然科学基金;国家自然科学基金;国家自然科学基金;国家自然科学基金;国家自然科学基金;陕西省科技统筹创新工程项目;陕西省重点研发计划

Design of a Unified Rendering Shader for Mobile Device

Ru-Jia TIAN2, 3,   

  • Received:2018-09-19 Revised:2019-04-08 Online:2019-06-30 Published:2019-06-30
  • Supported by:
    ;the Shaanxi Provincial key R & D plan

摘要: Real-time graphics processing is all along a crucial task of mobile device, and it is conventionally supported by programmable graphics processing unit (GPU). These GPUs are designed to flexibly support vertex and pixel processing with classic techniques such as on-chip cache and dynamic programmable pipelining. However, it is difficult for the vertex shader and pixel shader to achieve high utilization of hardware resources, even though there is a certain balance by reasonable processor quantity ratio. In this paper, a unified render shader with a very long instruction word (VLIW) processor was designed. The viewport transformation algorithm and the mipmap mapping algorithm are respectively mapped on the shader, with the purpose of providing an energy-efficient and flexible hardware platform for graphics processing in mobile device. The implemented operating frequency is up to 134 MHz on Xilinx XC7Z045-2-FFG900 field programmable gate array (FPGA), and unified architecture shader has a performance of 134 Mpixels/s in pixel fill rate, 546Mtexels/s in Texel Fill rate.

关键词: vertex shading, pixel shader, VLIW, mobile device, GPU

Abstract: Real-time graphics processing is all along a crucial task of mobile device, and it is conventionally supported by programmable graphics processing unit (GPU). These GPUs are designed to flexibly support vertex and pixel processing with classic techniques such as on-chip cache and dynamic programmable pipelining. However, it is difficult for the vertex shader and pixel shader to achieve high utilization of hardware resources, even though there is a certain balance by reasonable processor quantity ratio. In this paper, a unified render shader with a very long instruction word (VLIW) processor was designed. The viewport transformation algorithm and the mipmap mapping algorithm are respectively mapped on the shader, with the purpose of providing an energy-efficient and flexible hardware platform for graphics processing in mobile device. The implemented operating frequency is up to 134 MHz on Xilinx XC7Z045-2-FFG900 field programmable gate array (FPGA), and unified architecture shader has a performance of 134 Mpixels/s in pixel fill rate, 546Mtexels/s in Texel Fill rate.

Key words: vertex shading, pixel shader, VLIW, mobile device, GPU

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