ALLOCATION OF TILES TO PROCESSING ENGINES IN A GRAPHICS PROCESSING SYSTEM

    公开(公告)号:EP3185217A3

    公开(公告)日:2017-08-16

    申请号:EP16204441.6

    申请日:2016-12-15

    IPC分类号: G06T11/40 G06T1/60 G06T15/00

    摘要: A graphics processing system processes primitive fragments using a rendering space which is subdivided into tiles. The graphics processing system comprises processing engines configured to apply texturing and/or shading to primitive fragments. The graphics processing system also comprises a cache system for storing graphics data for primitive fragments, the cache system including multiple cache subsystems. Each of the cache subsystems is coupled to a respective set of one or more processing engines. The graphics processing system also comprises a tile allocation unit which operates in one or more allocation modes to allocate tiles to processing engines. The allocation mode(s) include a spatial allocation mode in which groups of spatially adjacent tiles are allocated to the processing engines according to a spatial allocation scheme, which ensures that each of the groups of spatially adjacent tiles is allocated to a set of processing engines which are coupled to the same cache subsystem.

    CACHE AND CACHING METHOD FOR STORING A HIERARCHY OF GRAPHICS DATA ITEMS IN A GRAPHICS PROCESSING SYSTEM
    4.
    发明公开
    CACHE AND CACHING METHOD FOR STORING A HIERARCHY OF GRAPHICS DATA ITEMS IN A GRAPHICS PROCESSING SYSTEM 审中-公开
    CACHE UND CACHINGMETHODE ZUM SPEICHERN EINER HIERARCHIE VON GRAFIKDATENPUNKTEN IN EINEM GRAFIKVERARBEITUNGSSYSTEM

    公开(公告)号:EP3142076A1

    公开(公告)日:2017-03-15

    申请号:EP16186712.2

    申请日:2016-08-31

    摘要: When untransformed display lists are used in a tile-based graphics processing system, the processing involved in deriving sub-primitives may need to be performed in both the geometry processing phase and the rasterisation phase. To reduce the duplication of this processing, the control stream data for a tile includes sub-primitive indications to indicate which sub-primitives are to be used for rendering a tile. This allows the sub-primitives to be determined efficiently in the rasterisation phase based on this information determined in the geometry processing phase. Furthermore, a hierarchical cache system may be used to store a hierarchy of graphics data items used for deriving sub-primitives. If graphics data items for deriving a sub-primitive are stored in the cache, the retrieval of these graphics data items from the cache in the rasterisation phase can reduce the amount of processing performed to derive the sub-primitives.

    摘要翻译: 当在基于瓦片的图形处理系统中使用未转换的显示列表时,可能需要在几何处理阶段和光栅化阶段中执行与导出子图元相关的处理。 为了减少该处理的重复,瓦片的控制流数据包括用于指示哪些子图元要用于绘制瓦片的子原始指示。 这允许基于在几何处理阶段确定的信息在光栅化阶段中有效地确定子图元。 此外,分级缓存系统可以用于存储用于导出子原语的图形数据项的层级。 如果用于导出子原语的图形数据项被存储在高速缓存中,则在光栅化阶段从高速缓存中检索这些图形数据项可以减少执行以获得子图元的处理量。

    ALLOCATION OF TILES TO PROCESSING ENGINES IN A GRAPHICS PROCESSING SYSTEM
    6.
    发明公开
    ALLOCATION OF TILES TO PROCESSING ENGINES IN A GRAPHICS PROCESSING SYSTEM 审中-公开
    在图形处理系统中分配处理引擎的瓦片

    公开(公告)号:EP3185217A2

    公开(公告)日:2017-06-28

    申请号:EP16204441.6

    申请日:2016-12-15

    IPC分类号: G06T11/40 G06T1/60 G06T15/00

    摘要: A graphics processing system processes primitive fragments using a rendering space which is subdivided into tiles. The graphics processing system comprises processing engines configured to apply texturing and/or shading to primitive fragments. The graphics processing system also comprises a cache system for storing graphics data for primitive fragments, the cache system including multiple cache subsystems. Each of the cache subsystems is coupled to a respective set of one or more processing engines. The graphics processing system also comprises a tile allocation unit which operates in one or more allocation modes to allocate tiles to processing engines. The allocation mode(s) include a spatial allocation mode in which groups of spatially adjacent tiles are allocated to the processing engines according to a spatial allocation scheme, which ensures that each of the groups of spatially adjacent tiles is allocated to a set of processing engines which are coupled to the same cache subsystem.

    摘要翻译: 图形处理系统使用细分为瓦片的渲染空间处理原始片段。 图形处理系统包括处理引擎,该处理引擎被配置为向原始片段应用纹理和/或阴影。 图形处理系统还包括用于存储基元片段的图形数据的高速缓存系统,该高速缓存系统包括多个高速缓存子系统。 每个高速缓存子系统都耦合到一个或多个处理引擎的相应集合。 图形处理系统还包括以一个或多个分配模式操作以将瓦片分配给处理引擎的瓦片分配单元。 分配模式包括空间分配模式,其中空间相邻瓦片的组根据空间分配方案被分配给处理引擎,其确保空间相邻瓦片的组中的每一个被分配给一组处理引擎 它们耦合到相同的缓存子系统。

    GRAPHICS PROCESSING METHOD AND SYSTEM FOR PROCESSING SUB-PRIMITIVES
    7.
    发明公开
    GRAPHICS PROCESSING METHOD AND SYSTEM FOR PROCESSING SUB-PRIMITIVES 审中-公开
    VERFAHREN ZUR BEARBEITUNG VON GRAFIKEN UND系统ZUR VERARBEITUNG VON SUB-PRIMITIVES

    公开(公告)号:EP3142075A1

    公开(公告)日:2017-03-15

    申请号:EP16186711.4

    申请日:2016-08-31

    摘要: When untransformed display lists are used in a tile-based graphics processing system, the processing involved in deriving sub-primitives may need to be performed in both the geometry processing phase and the rasterisation phase. To reduce the duplication of this processing, the control stream data for a tile includes sub-primitive indications to indicate which sub-primitives are to be used for rendering a tile. This allows the sub-primitives to be determined efficiently in the rasterisation phase based on this information determined in the geometry processing phase. Furthermore, a hierarchical cache system may be used to store a hierarchy of graphics data items used for deriving sub-primitives. If graphics data items for deriving a sub-primitive are stored in the cache, the retrieval of these graphics data items from the cache in the rasterisation phase can reduce the amount of processing performed to derive the sub-primitives.

    摘要翻译: 当在基于瓦片的图形处理系统中使用未转换的显示列表时,可能需要在几何处理阶段和光栅化阶段中执行与导出子图元相关的处理。 为了减少该处理的重复,瓦片的控制流数据包括用于指示哪些子图元要用于绘制瓦片的子原始指示。 这允许在基于在几何处理阶段确定的信息的光栅化阶段中有效地确定子图元。 此外,分级缓存系统可以用于存储用于导出子原语的图形数据项的层级。 如果用于导出子原语的图形数据项被存储在高速缓存中,则在光栅化阶段从高速缓存中检索这些图形数据项可以减少执行以获得子图元的处理量。