Image Rendering with Pre-Compiled Shaders and Merged Render Passes
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Solution Overview
Problem
Current rendering technologies require significant resources and time due to fixed render pipelines, leading to inefficiencies on low-configured terminal devices.
Innovation Solution
An image rendering method utilizing pre-compiled shaders for different graphic interfaces, merging render passes with dependency relationships into a single pass, and performing image rendering in cache blocks to reduce bandwidth consumption and improve efficiency.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If a fixed render pipeline is used, then rendering can be performed through a specified graphic interface and shader, but it requires a lot of resources and time, resulting in low efficiency on low-configured terminal devices
Solution Approach 1:
The patent segments the render pipeline into multiple independent render passes (e.g., geometry pass, lighting pass, shadow pass, post-processing pass). Each pass can be independently optimized and executed, allowing the system to perform only necessary operations rather than processing through a complete fixed pipeline, thereby reducing resource consumption and improving rendering efficiency on low-configured devices
Solution Approach 2:
The patent implements a dynamic render pipeline that can be configured and adjusted based on device capabilities and scene requirements. The system dynamically selects which render passes to execute and optimizes shader compilation based on actual runtime conditions, transforming the static fixed pipeline into an adaptive system that efficiently operates on devices with varying configuration levels
2Adaptability or versatility
If multiple render passes are executed sequentially, then complex rendering effects can be achieved, but data must be repeatedly read and written between passes, increasing bandwidth pressure and reducing rendering efficiency
Solution Approach 1:
The patent merges multiple render passes that have dependency relationships into a single integrated pass where possible. By combining operations that read and write to the same data buffers, the system eliminates redundant data transfer operations between passes, reducing bandwidth pressure and rendering time while maintaining the ability to produce complex rendering effects through coordinated shader operations within the merged pass
Data Source
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AI summary
Provided is an image rendering method, including: acquiring a rendering instruction triggered by an application program; starting a rendering engine, the rendering engine including a plurality of pre-compiled shaders, the plurality of pre-compiled shaders being respectively generated by pre-compiling an original shader of the rendering engine for different types of graphic interfaces; selecting, from the plurality of pre-compiled shaders, a target shader for a graphic interface of the application program; acquiring scene data of a render target according to the rendering instruction, and writing the scene data into a cache block; determining a render pass set for the render target, the render pass set including a plurality of render passes having a dependency relationship to each other; merging, in the cache block, the plurality of render passes having the dependency relationship into a same render pass based on the target shader; and performing image rendering on the scene data in the cache block in the same render pass.