SCHEME FOR COMPRESSING VERTEX SHADER OUTPUT PARAMETERS
    1.
    发明申请
    SCHEME FOR COMPRESSING VERTEX SHADER OUTPUT PARAMETERS 审中-公开
    压缩VERTEX SHADER输出参数的方案

    公开(公告)号:US20140362100A1

    公开(公告)日:2014-12-11

    申请号:US14297201

    申请日:2014-06-05

    CPC classification number: G06T1/20

    Abstract: A graphics processing may include implementing a vertex shader and a pixel shader with a GPU. Vertex parameter values may be compressed with the vertex shader and compressed vertex parameter values may be written to a cache. The pixel shader may access the compressed vertex parameter values that were written to the cache and decompress the compressed vertex parameter values. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims.

    Abstract translation: 图形处理可以包括用GPU实现顶点着色器和像素着色器。 可以使用顶点着色器压缩顶点参数值,并将压缩的顶点参数值写入高速缓存。 像素着色器可以访问写入高速缓存的压缩顶点参数值,并解压缩压缩的顶点参数值。 要强调的是,该摘要被提供以符合要求抽象的规则,允许搜索者或其他读者快速确定技术公开的主题。 提交它的理解是,它不会用于解释或限制权利要求的范围或含义。

    DEVELOPER CONTROLLED LAYOUT
    2.
    发明申请
    DEVELOPER CONTROLLED LAYOUT 有权
    开发商控制的布局

    公开(公告)号:US20140347375A1

    公开(公告)日:2014-11-27

    申请号:US13902658

    申请日:2013-05-24

    CPC classification number: G06T1/20

    Abstract: A method for processing graphics for a GPU program, translating instructions from a shading language into an intermediate language with a front end of a GPU compiler; translating the instructions from the intermediate language into a GPU object language with a back end of the GPU compiler; wherein the instructions in the shading language include instructions defining a layout of resources for the GPU program.

    Abstract translation: 一种用于处理GPU程序的图形的方法,将指令从阴影语言转换成具有GPU编译器的前端的中间语言; 将来自中间语言的指令从GPU编译器的后端翻译成GPU对象语言; 其中所述着色语言中的指令包括定义GPU程序的资源布局的指令。

    GRAPHICS PROCESSING HARDWARE FOR USING COMPUTE SHADERS AS FRONT END FOR VERTEX SHADERS
    3.
    发明申请
    GRAPHICS PROCESSING HARDWARE FOR USING COMPUTE SHADERS AS FRONT END FOR VERTEX SHADERS 审中-公开
    使用COMPUTE SHADERS作为前端用于VERTEX SHADERS的图形处理硬件

    公开(公告)号:US20140362102A1

    公开(公告)日:2014-12-11

    申请号:US14297290

    申请日:2014-06-05

    CPC classification number: G06T1/20 G06T1/60 G06T15/005

    Abstract: A GPU is configured to read and process data produced by a compute shader via the one or more ring buffers and pass the resulting processed data to a vertex shader as input. The GPU is further configured to allow the compute shader and vertex shader to write through a cache. Each ring buffer is configured to synchronize the compute shader and the vertex shader to prevent processed data generated by the compute shader that is written to a particular ring buffer from being overwritten before the data is accessed by the vertex shader. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims.

    Abstract translation: GPU被配置为通过一个或多个环形缓冲器读取和处理由计算着色器产生的数据,并将所得到的处理后的数据传递给顶点着色器作为输入。 GPU进一步配置为允许计算着色器和顶点着色器通过高速缓存进行写入。 每个环形缓冲区被配置为使计算着色器和顶点着色器同步,以防止在由顶点着色器访问数据之前被写入特定环形缓冲区的计算着色器生成的被处理数据被覆盖。 要强调的是,该摘要被提供以符合要求抽象的规则,允许搜索者或其他读者快速确定技术公开的主题。 提交它的理解是,它不会用于解释或限制权利要求的范围或含义。

    FRAGMENT SHADERS PERFORM VERTEX SHADER COMPUTATIONS
    4.
    发明申请
    FRAGMENT SHADERS PERFORM VERTEX SHADER COMPUTATIONS 审中-公开
    FRAGMENT SHADERS执行VERTEX SHADER COMPUTATIONS

    公开(公告)号:US20140362101A1

    公开(公告)日:2014-12-11

    申请号:US14297231

    申请日:2014-06-05

    CPC classification number: G06T1/20 G06T1/60 G06T15/005

    Abstract: Graphics processing may include implementing a vertex shader and a pixel shader with the GPU. Vertex indices output from a vertex shader may be written to a cache. The vertex indices written to the cache may be accessed with the pixel shader and vertex parameter values associated with the vertex indices may be accessed from a memory unit with the pixel shader. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims.

    Abstract translation: 图形处理可以包括使用GPU实现顶点着色器和像素着色器。 从顶点着色器输出的顶点索引可以写入高速缓存。 可以使用像素着色器访问写入高速缓存的顶点索引,并且可以从具有像素着色器的存储器单元访问与顶点索引相关联的顶点参数值。 要强调的是,该摘要被提供以符合要求抽象的规则,允许搜索者或其他读者快速确定技术公开内容的主题。 提交它的理解是,它不会用于解释或限制权利要求的范围或含义。

    USING COMPUTE SHADERS AS FRONT END FOR VERTEX SHADERS
    5.
    发明申请
    USING COMPUTE SHADERS AS FRONT END FOR VERTEX SHADERS 审中-公开
    使用COMPUTE SHADERS作为前端用于VERTEX SHADERS

    公开(公告)号:US20140362081A1

    公开(公告)日:2014-12-11

    申请号:US14297248

    申请日:2014-06-05

    CPC classification number: G06T15/005 G06T15/30 G06T15/40

    Abstract: A set of graphics primitive information for a virtual object may be processed with compute shader running on a graphics processing unit (GPU) to generate a modified set of primitive information. The modified set of primitive information may be passed to a vertex shader running on the GPU. The vertex shader may perform vertex shading on the modified set of primitive information. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims.

    Abstract translation: 可以使用在图形处理单元(GPU)上运行的计算着色器来处理用于虚拟对象的一组图形原始信息,以生成经修改的原始信息集。 可以将经修改的原始信息集传递到在GPU上运行的顶点着色器。 顶点着色器可以在经修改的原始信息集上执行顶点着色。 要强调的是,该摘要被提供以符合要求抽象的规则,允许搜索者或其他读者快速确定技术公开内容的主题。 提交它的理解是,它不会用于解释或限制权利要求的范围或含义。

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