Spark: modular, composable shaders for graphics hardware
Intel Corporation, Stanford University
ACM SIGGRAPH 2011 papers, SIGGRAPH ’11, 2011
@article{foley2011spark,
title={Spark: Modular, Composable Shaders for Graphics Hardware},
author={Foley, T. and Hanrahan, P.},
journal={To appear in ACM TOG},
volume={30},
pages={4},
year={2011}
}
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.
September 28, 2011 by hgpu