摘要:
Apparatuses and methods for detecting position conflicts during fragment processing are described. Prior to executing a program on a fragment, a conflict detection unit, within a fragment processor checks if there is a position conflict indicating a RAW (read after write) hazard may exist. A RAW hazard exists when there is a pending write to a destination location that source data will be read from during execution of the program. When the fragment enters a processing pipeline, each destination location that may be written during the processing of the fragment is entered in conflict detection unit. During processing, the conflict detection unit is updated when a pending write to a destination location is completed.
摘要:
Apparatuses and methods for detecting position conflicts during fragment processing are described. Prior to executing a program on a fragment, a conflict detection unit, within a fragment processor checks if there is a position conflict indicating a RAW (read after write) hazard may exist. A RAW hazard exists when there is a pending write to a destination location that source data will be read from during execution of the program. When the fragment enters a processing pipeline, each destination location that may be written during the processing of the fragment is entered in conflict detection unit. During processing, the conflict detection unit is updated when a pending write to a destination location is completed.
摘要:
Apparatuses and methods for detecting position conflicts during fragment processing are described. Prior to executing a program on a fragment, a conflict detection unit, within a fragment processor checks if there is a position conflict indicating a RAW (read after write) hazard may exist. A RAW hazard exists when there is a pending write to a destination location that source data will be read from during execution of the program. When the fragment enters a processing pipeline, each destination location that may be written during the processing of the fragment is entered in conflict detection unit. During processing, the conflict detection unit is updated when a pending write to a destination location is completed.
摘要:
A fragment program may configure a fragment shader to compute a destination position for a fragment, where the destination position is independent of a position computed for the fragment during rasterization of a primitive. The destination position may be computed based on fragment parameters such as color, depth, and transparency. A raster operation unit writes processed fragment data to the destination position. Furthermore, the fragment program may configure the fragment shader to compute a per-fragment stencil operation for use by the raster operation unit during stencil buffering.
摘要:
System and method for reserving a memory space for multithreaded processing is described. Memory space within a memory resource is allocated responsive to thread type. Examples of thread types for graphics processing include primitive, vertex and pixel types. Memory space allocated may be of a predetermined size for a thread type. Memory locations within a first memory space may be interleaved with memory locations within a second memory space.
摘要:
A graphics data-processing pipeline including a geometry processor and a fragment processor. The graphics data-processing pipeline being configured to render stencil data and to output the stencil data in a format compatible with input to the fragment processor. An output of the graphics data-processing pipeline is written to local memory and the output is subsequently read using the fragment processor without host processor intervening usage to format the stencil data or process the stencil data.
摘要:
Digital Image compositing using a programmable graphics processor is described. The programmable graphics processor supports high-precision data formats and can be programmed to complete a plurality of compositing operations in a single pass through a fragment processing pipeline within the programmable graphics processor. Source images for one or more compositing operations are stored in graphics memory, and a resulting composited image is output or stored in graphics memory. More-complex compositing operations, such as blur, warping, morphing, and the like, can be completed in multiple passes through the fragment processing pipeline. A composited image produced during a pass through the fragment processing pipeline is stored in graphics memory and is available as a source image for a subsequent pass.
摘要:
Multiple output buffers are supported in a graphics processor. Each output buffer has a unique identifier and may include data represented in a variety of fixed and floating-point formats (8-bit, 16-bit, 32-bit, 64-bit and higher). A fragment program executed by the graphics processor can access (read or write any of the output buffers. Each of the output buffers may be read from and used to process graphics data by an execution pipeline within the graphics processor. Likewise, each output buffer may be written to by the graphics processor, storing graphics data such as lighting parameters, indices, color, and depth.
摘要:
Multiple output buffers are supported in a graphics processor. Each output buffer has a unique identifier and may include data represented in a variety of fixed and floating-point formats (8-bit, 16-bit, 32-bit, 64-bit and higher). A fragment program executed by the graphics processor can access (read or write any of the output buffers. Each of the output buffers may be read from and used to process graphics data by a fragment shader within the graphics processor. Likewise, each output buffer may be written to by the graphics processor, storing graphics data such as lighting parameters, indices, color, and depth.
摘要:
Multiple output buffers are supported in a graphics processor. Each output buffer has a unique identifier and may include data represented in a variety of fixed and floating-point formats (8-bit, 16-bit, 32-bit, 64-bit and higher). A fragment program executed by the graphics processor can access (read or write any of the output buffers. Each of the output buffers may be read from and used to process graphics data by a fragment shader within the graphics processor. Likewise, each output buffer may be written to by the graphics processor, storing graphics data such as lighting parameters, indices, color, and depth.