GPU work creation and stateless graphics in OPENGL
    1.
    发明授权
    GPU work creation and stateless graphics in OPENGL 有权
    GPU工作创建和无状态图形在OPENGL

    公开(公告)号:US09275491B2

    公开(公告)日:2016-03-01

    申请号:US13078878

    申请日:2011-04-01

    摘要: One embodiment of the present invention sets forth a method for generating work to be processed by a graphics pipeline residing within a graphics processor. The method includes the steps of receiving an indication that a first graphics workload is to be submitted to a command queue associated with the graphics processor, allocating a first portion of shader accessible memory for one or more units of state information that are necessary for processing the first graphics workload, populating the first portion of shader accessible memory with the one or more units of state information, and transmitting to the command queue of the graphics processor the one or more units of state information stored within the first portion of shader accessible memory, wherein the first graphics workload is processed within the graphics pipeline based on the one or more units of state information.

    摘要翻译: 本发明的一个实施例提出了一种用于产生要由位于图形处理器内的图形管线处理的工作的方法。 该方法包括以下步骤:接收将要向第一图形工作负载提交到与图形处理器相关联的命令队列的指示,为处理所述图形处理所需的一个或多个状态信息单​​元分配着色器可访问存储器的第一部分 第一图形工作负载,用一个或多个状态信息单​​元填充着色器可访问存储器的第一部分,以及向存储在着色器可访问存储器的第一部分内的一个或多个状态信息单​​元传送到图形处理器的命令队列, 其中基于所述一个或多个状态信息单​​元在所述图形流水线内处理所述第一图形工作负载。

    Bindless memory access in direct 3D
    2.
    发明授权
    Bindless memory access in direct 3D 有权
    直接3D中无限存储器访问

    公开(公告)号:US09251551B2

    公开(公告)日:2016-02-02

    申请号:US13078848

    申请日:2011-04-01

    IPC分类号: G06T1/20

    CPC分类号: G06T1/20

    摘要: One embodiment of the present invention sets for a method for accessing data objects stored in a memory that is accessible by a graphics processing unit (GPU). The method comprises the steps of creating a data object in the memory based on a command received from an application program, transmitting a first handle associated with the data object to the application program such that data associated with different graphics commands can be accessed by the GPU, wherein the first handle includes a memory address that provides access to only a particular portion of the data object, receiving a first graphics command as well as the first handle from the application program, wherein the first graphics command includes a draw command or a compute grid launch, and transmitting the first graphics command and the first handle to the GPU for processing.

    摘要翻译: 本发明的一个实施例设置用于访问存储在由图形处理单元(GPU)可访问的存储器中的数据对象的方法。 该方法包括以下步骤:基于从应用程序接收的命令在存储器中创建数据对象,将与数据对象相关联的第一句柄发送到应用程序,使得与GPU不同的图形命令相关联的数据可被GPU访问 ,其中所述第一句柄包括仅提供对所述数据对象的特定部分的访问的存储器地址,从所述应用程序接收第一图形命令以及所述第一句柄,其中所述第一图形命令包括绘制命令或计算 网格发射,并将第一图形命令和第一个句柄传送到GPU进行处理。

    Providing pipeline state through constant buffers
    3.
    发明授权
    Providing pipeline state through constant buffers 有权
    通过恒定缓冲区提供流水线状态

    公开(公告)号:US08766988B2

    公开(公告)日:2014-07-01

    申请号:US12899454

    申请日:2010-10-06

    IPC分类号: G06T1/20 G06T1/00 G06F15/00

    摘要: One embodiment of the present invention sets forth a technique for providing state information to one or more shader engines within a processing pipeline. State information received from an application accessing the processing pipeline is stored in constant buffer memory accessible to each of the shader engines. The shader engines can then retrieve the state information during execution.

    摘要翻译: 本发明的一个实施例提出了一种用于向处理流水线内的一个或多个着色引擎提供状态信息的技术。 从访问处理流水线的应用程序接收到的状态信息存储在每个着色引擎可访问的恒定缓冲存储器中。 着色器引擎可以在执行期间检索状态信息。

    GPU Work Creation and Stateless Graphics in OPENGL
    4.
    发明申请
    GPU Work Creation and Stateless Graphics in OPENGL 有权
    GPU工作创建和无状态图形在OPENGL

    公开(公告)号:US20110242119A1

    公开(公告)日:2011-10-06

    申请号:US13078878

    申请日:2011-04-01

    IPC分类号: G06T15/00

    摘要: One embodiment of the present invention sets forth a method for generating work to be processed by a graphics pipeline residing within a graphics processor. The method includes the steps of receiving an indication that a first graphics workload is to be submitted to a command queue associated with the graphics processor, allocating a first portion of shader accessible memory for one or more units of state information that are necessary for processing the first graphics workload, populating the first portion of shader accessible memory with the one or more units of state information, and transmitting to the command queue of the graphics processor the one or more units of state information stored within the first portion of shader accessible memory, wherein the first graphics workload is processed within the graphics pipeline based on the one or more units of state information.

    摘要翻译: 本发明的一个实施例提出了一种用于产生要由位于图形处理器内的图形管线处理的工作的方法。 该方法包括以下步骤:接收将要向第一图形工作负载提交到与图形处理器相关联的命令队列的指示,为处理所述图形处理所需的一个或多个状态信息单​​元分配着色器可访问存储器的第一部分 第一图形工作负载,用一个或多个状态信息单​​元填充着色器可访问存储器的第一部分,以及向存储在着色器可访问存储器的第一部分内的一个或多个状态信息单​​元传送到图形处理器的命令队列, 其中基于所述一个或多个状态信息单​​元在所述图形流水线内处理所述第一图形工作负载。

    State shadowing to support a multi-threaded driver environment
    7.
    发明授权
    State shadowing to support a multi-threaded driver environment 有权
    状态阴影支持多线程驱动环境

    公开(公告)号:US09401004B2

    公开(公告)日:2016-07-26

    申请号:US12902937

    申请日:2010-10-12

    IPC分类号: G06T1/00 G06T1/60 G09G5/36

    摘要: One embodiment of the present invention sets forth a technique for tracking and filtering state change methods provided to a graphics pipeline. State shadow circuitry at the start of the graphics pipeline may be configured in different modes. A track mode is used to capture the current state by storing state change methods that are transmitted to the graphics pipeline. A passthrough mode is used to provide different state data to the graphics pipeline without updating the current state stored in the state shadow circuitry. A replay mode is used to restore the current state to the graphics pipeline using the state shadow circuitry. Additionally, the state shadow circuitry may also be configured to filter the state change methods that are transmitted to graphics pipeline by removing redundant state change methods.

    摘要翻译: 本发明的一个实施例提出了一种用于跟踪和过滤提供给图形管线的状态改变方法的技术。 图形管线开始时的状态阴影电路可以以不同的模式进行配置。 轨道模式用于通过存储发送到图形管线的状态改变方法来捕获当前状态。 直通模式用于向图形管线提供不同的状态数据,而不更新存储在状态阴影电路中的当前状态。 重播模式用于使用状态阴影电路将当前状态恢复到图形管线。 此外,状态阴影电路还可以被配置为通过去除冗余状态改变方法来过滤发送到图形管线的状态改变方法。

    Method macro expander
    8.
    发明授权
    Method macro expander 有权
    方法宏扩展器

    公开(公告)号:US08669991B2

    公开(公告)日:2014-03-11

    申请号:US12904024

    申请日:2010-10-13

    IPC分类号: G06T1/00 G06T1/20

    摘要: One embodiment of the present invention sets forth a method macro expander (MME) coupled to a driver and the processing pipeline of a graphics processing unit. In operation, the MME receives, from the driver, a first packet of work indicating a macro stored in an instruction memory that is to be executed. The MME then executes the commands of the macro in the instruction memory to generate a second packet of work, and the second packet of work is then transmitted to the processing pipeline for further execution.

    摘要翻译: 本发明的一个实施例阐述了耦合到驱动器和图形处理单元的处理流水线的方法宏扩展器(MME)。 在操作中,MME从驱动器接收指示存储在要执行的指令存储器中的宏的第一工作包。 然后,MME执行指令存储器中的宏指令以产生第二工作分组,然后将第二工作分组发送到处理流水线以进一步执行。

    METHODS AND APPARATUS FOR AUTO-THROTTLING ENCAPSULATED COMPUTE TASKS
    9.
    发明申请
    METHODS AND APPARATUS FOR AUTO-THROTTLING ENCAPSULATED COMPUTE TASKS 有权
    用于自动曲轴加密计算机任务的方法和装置

    公开(公告)号:US20130268942A1

    公开(公告)日:2013-10-10

    申请号:US13442730

    申请日:2012-04-09

    IPC分类号: G06F9/46

    摘要: Systems and methods for auto-throttling encapsulated compute tasks. A device driver may configure a parallel processor to execute compute tasks in a number of discrete throttled modes. The device driver may also allocate memory to a plurality of different processing units in a non-throttled mode. The device driver may also allocate memory to a subset of the plurality of processing units in each of the throttling modes. Data structures defined for each task include a flag that instructs the processing unit whether the task may be executed in the non-throttled mode or in the throttled mode. A work distribution unit monitors each of the tasks scheduled to run on the plurality of processing units and determines whether the processor should be configured to run in the throttled mode or in the non-throttled mode.

    摘要翻译: 自动调节封装计算任务的系统和方法。 设备驱动器可以配置并行处理器来执行多个离散节流模式中的计算任务。 设备驱动器还可以以非节流模式将存储器分配给多个不同的处理单元。 在每个节流模式中,设备驱动器还可以向多个处理单元的子集分配存储器。 为每个任务定义的数据结构包括一个标志,指示处理单元是否可以在非节流模式或节流模式下执行任务。 工作分配单元监视计划在多个处理单元上运行的任务,并且确定处理器是否应被配置为以节流模式或非节流模式运行。

    BINDLESS MEMORY ACCESS IN DIRECT 3D
    10.
    发明申请
    BINDLESS MEMORY ACCESS IN DIRECT 3D 有权
    直接3D中的无痕记忆访问

    公开(公告)号:US20110242125A1

    公开(公告)日:2011-10-06

    申请号:US13078848

    申请日:2011-04-01

    IPC分类号: G09G5/00 G06T1/00

    CPC分类号: G06T1/20

    摘要: One embodiment of the present invention sets for a method for accessing data objects stored in a memory that is accessible by a graphics processing unit (GPU). The method comprises the steps of creating a data object in the memory based on a command received from an application program, transmitting a first handle associated with the data object to the application program such that data associated with different graphics commands can be accessed by the GPU, wherein the first handle includes a memory address that provides access to only a particular portion of the data object, receiving a first graphics command as well as the first handle from the application program, wherein the first graphics command includes a draw command or a compute grid launch, and transmitting the first graphics command and the first handle to the GPU for processing.

    摘要翻译: 本发明的一个实施例设置用于访问存储在由图形处理单元(GPU)可访问的存储器中的数据对象的方法。 该方法包括以下步骤:基于从应用程序接收的命令在存储器中创建数据对象,将与数据对象相关联的第一句柄发送到应用程序,使得与GPU不同的图形命令相关联的数据可被GPU访问 ,其中所述第一句柄包括仅提供对所述数据对象的特定部分的访问的存储器地址,从所述应用程序接收第一图形命令以及所述第一句柄,其中所述第一图形命令包括绘制命令或计算 网格发射,并将第一图形命令和第一个句柄传送到GPU进行处理。