Bindpoint Emulation
    1.
    发明申请

    公开(公告)号:US20210097643A1

    公开(公告)日:2021-04-01

    申请号:US16786173

    申请日:2020-02-10

    Applicant: Apple Inc.

    Abstract: A computer-implemented technique for accessing textures by a graphics processing unit (GPU), includes determining a frequency with which a first texture is expected to be accessed by an application executing on a GPU, determining a frequency with which a second texture is expected to be accessed by an application executing on the GPU, determining to load memory address information associated with the first texture into a GPU register when the frequency is greater than or equal to a threshold frequency value, determining to load memory address information associated with the second texture into a buffer memory when the frequency is less than the threshold frequency value, receiving a draw call utilizing the texture, rendering the draw call using the first texture by accessing the memory address information in the GPU register, and the second texture by accessing the memory address information in the buffer memory.

    Bindpoint emulation
    2.
    发明授权

    公开(公告)号:US11010863B2

    公开(公告)日:2021-05-18

    申请号:US16786173

    申请日:2020-02-10

    Applicant: Apple Inc.

    Abstract: A computer-implemented technique for accessing textures by a graphics processing unit (GPU), includes determining a frequency with which a first texture is expected to be accessed by an application executing on a GPU, determining a frequency with which a second texture is expected to be accessed by an application executing on the GPU, determining to load memory address information associated with the first texture into a GPU register when the frequency is greater than or equal to a threshold frequency value, determining to load memory address information associated with the second texture into a buffer memory when the frequency is less than the threshold frequency value, receiving a draw call utilizing the texture, rendering the draw call using the first texture by accessing the memory address information in the GPU register, and the second texture by accessing the memory address information in the buffer memory.

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